-
Posts
899 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Gallery
Everything posted by Chada1
-
Another update to the PR/OP. Kelotane now causes disfigurement on OD from swelling and blisters. This means you can intentionally disfigure yourself as an Antag if you need to go incognito, it also means however that if you don't, you'll need to get surgery to repair your face/skin/etc. Mercury is now a poison. You can splash people with it, or use a rag drenched in it to smother someone. It's v. comparable to dextrotoxin. Synaptizine now ODs with 10u in your system, and requires a 1u metabolized for it to start.
-
[Accepted] Dionae Aging and Society
Chada1 replied to Chada1's topic in Lore Canonization Applications Archive
Hello, tyvm and the initial two things > Dionae have never really followed the rules of evolution, since if they did they'd already be the Apex of space rn, meaning they sort of completely defy the whole 'circle of life', I believe this is why Dionae have always been called enigmatic-- noone actually knows how they came to exist, since they defy the whole evolution thing already. In that sense, this makes as much sense and adds roleplay/narrative than everything else too. AFAIK Dionae cant fully disable their metabolism at all, only reduce it, they can just stop eating air/gas and regrowing limbs/etc. If their metabolism completely halted, they'd just sorta die in broad daylight, like being injected with anti-rad medicine. This is why those drugs are being researched into suppressing their metabolism in a non-lethal way even beyond what they can do rn. O also yup I agree, we could have the eternal who throw themselves into stars on average cure/massively reduce this condition, which could be seen as a v. large draw especially to Diona near the final stage of the hardening. As for the unity, yup absolutely this creates an actual Dionae society a little bit, the young go out on the search for resources, the old are stuck in large colonies kinda, depending on their young and other species to remain alive. So this definitely creates a whole lot of dynamics between Dionae as a species and non-dionae for sure. -
[Concerned post about previous aggressive posts and the OPs drama]
-
When NBT comes around, if I'm still active, I'll rework it a third time. But that's a while from now.
-
As of now, the PR and thread have been updated for the new stuff. Alkyzine and Caleptinol now do a similar thing but to different degrees (See them in the need-to-know section), injections in general start lower across the board, Impedrezene is more disorienting to metabolize, and overdoses now work significantly differently, see in the top-middle of the OP.
-
I was in support at first, but on thinking about it, I really disagree with the direction Glorsh is taking, since this 'nuance' thing is being applied discriminatively, the Skrell writers say Glorsh should be nuanced, yet at the same time they're actively pushing the Diona lore writers to write Dionae into space monsters, so Synths shouldn't ever be monsters, but they definitely want Dionae to be written to be that. This hypocrisy makes me prefer Glorsh remain how it was before. It's as if they're trying to replace the spot Synths were in before with Dionae in Skrell society which while seemed fine at first, is actually really poor for a specific reason coupled with the removal of old singularity Glorsh, the main tie to why Skrell feared Dionae singularities so much to begin with was that they had already experienced an intelligence singularity (Tho it was an AI one instead of a Diona one) in the form of Glorsh before, and it was terrible, and so they were using that as a reference point for how bad a Diona Singularity could be if it were found to exist. As of now, their reference point for an intelligence singularity (Glorsh) is faaar from wholly negative and so they could very easily see a Diona intelligence singularity as being relatively benign as well.
-
I'd also like to say that it's not a big deal if someone is OD'd on tricord, it just causes a little dizzyness. Inaprov/Dylo/Tricords overdoses are all just tiny inconveniences vs any actual harm, so being OD'd on them isn't actually a big deal, just a thing doctors should try to avoid doing.
-
Type (e.g. Planet, Faction, System): Diona Aging/Community/Biology Lore expansion Describe this proposal in a single sentence (12 word maximum):Further Depth to Dionaes idea of society and aging as beings. How will this be reflected on-station?:Diona Gestalts who are older would have more thorns covering their Nymphs, which is already a customization option for them ? Does this faction/etc do anything not achieved by what already exists?: Absolutely, it gives a lot of cool new elements to Dionae and interactions they'd have when living in close proximity with other species, and more reasons for them to cooperate with other sapient species, help to keep their elders alive. Why should this be given to lore developers rather than remain player created lore?: It adds a whole lot of a dynamic to Diona gestalts as a whole, so it wouldn't fit at all to remain as a player thing. Do you understand that if this is submitted, you are signing it away to the lore team, and that it's possible that it will change over time in ways that you may not forsee?: Absolutely Long Description: Block inc, new stuff will be bolded, old stuff will be normal. New Metabolism Section: Metabolism and Aging Dionae are capable of taking just about any matter from their surroundings and are able to metabolize it into nutrition for themselves, being opportunistic feeders. Soil, fluids, biological matter, even particles from the air- biomatter being the most beneficial in the form of matter-to-energy conversion. If something is consumed and cannot be digested, the material is ejected through the process of regurgitation as the species appear to only have one orifice, their rather effective digestive system not producing waste, unlike most other organics. However, their main source of energy comes from the electromagnetic spectrum in the form of radiation, the most common being ultraviolet. While they can go without nutritious matter, being in the presence of radiation- ultraviolet being the minimum tolerated- is a necessity at all times. Without it, Dionae are soon to wither, enter a comatose state, and shortly die within the span of a few hours. A powerful source of radiation is highly beneficial to the species, and when provided biomatter can heal themselves at an accelerated rate; reproduction and growth is also done in exponentially short periods of time in such perfect conditions. This comes at a great cost -- Their metabolism while an absolutely incredible feat of Biology is coupled with the Nymph undergoing an extreme amount of growth over a longer period of time. As Nymphs grow in age year by year, within decades, they find their skin hardening, thorns continue to cover them, they begin to be weighted down to extreme levels, often slowing in the speed of their movement, and within enough lengths of time, they find their joints hardened to the point that they can no longer move. They are often forced to root into a greater gestalt at this point, or risk slowing the younger Nymphs that they're merged with to a halt and in the worst cases being left to die. Means of neutralizing energy found on the electromagnetic spectrum would be disorienting to Dionae, but because they have evolved with radiation as their primary form of sustenance and must be exposed to the energy source at all times, substances that neutralize it, in particular, are toxic to the species. There has been research into a means of reducing the metabolism of individual Nymphs using doses of these substances by suppressing their metabolism in a non-lethal way, to prevent the hardening of their joints, but there has been no breakthrough yet towards this goal. _________ As a bonus, tho I don't know where to put this part since it may not fit on the core Dionae page, this could lead into some very good plothooks, and it changes the Dionae immortality to be a theoretical dionae immortality, they can survive so long as they have younger Nymphs and/or other Species to take care of their immobile bodies once they reach the worst case of hardening. Dionae as of now, since they have a general age range they are forced to become rooted into a gestalt, within like... 100's of years at least, could send these new Dionae mobile space gestalts made out of younger nymphs they have, out into space in order to gather resources for the older Nymphs in their greater gestalts survival. This creates a sort of Nymph scavenging society out in space, and could lead to resource conflicts between other species scavenging within debris fields and derelicts, where these mobile Space gestalts may break apart to search for uranium, biomass, and other materials capable of being used to keep the older, more knowledgeable Nymphs alive and prevent the collapse of their insulated society. ^ I'm hoping help could be given on where to slot that bit of lore in or where to change it, and I think it'd add a lot to the worldbuilding for Dionae.
-
This'd be true, but remember that the ODs for those drugs aren't actually very severe, it's not like they'll kill you. They'll cause adverse reactions like itching and chest pain, malnutrition and dehydration. These are faaar from lethal if you mess up, they don't even really hurt you, just better avoided. All in all, it's p. much just gonna make people need to go eat at the kitchen, drink water, and probably afew chest pain messages and a bit of halloss.
-
Wooorst case scenario we test the traumas out and we tweak them to be fun/remove them if we can't. The worst ones are already excluded from the available list for it because we're not even going to try to fix those.
-
Thank you for the post @Cnaym And the PR is up as of now. See it at the top of the OP.
-
PR HERE! Hello, this is the continuation of the Medical chem renames, this time we're adding new effects to near everything. This is a co-op project between me and SadKermit who's MUCH BETTER at coding than me. Let's get to it then -- Welcome to Episode 3 of Chemistry Improvements, this time delving into the actual effects of drugs as opposed to names, descriptions and lore. In this change, we hope to achieve three things. First of all, we’ve aimed to make chemicals have more impact to someone using them - being jabbed with a drug doesn’t simply fix one thing then you can run off while it’s still in your system, there will now be side-effects which bog you down whilst the drug does it’s job. Secondly, we aim to make there be actual choices involved in what drugs are used to treat a certain condition - there are now downsides to picking stronger drugs, meaning you’ll want to use the slower but safer drugs for minor injuries, and the stronger but slightly more detrimental drugs for severe injuries. And third of all, we aim to make some of the more unique chemicals just way more interesting in general. These goals have been achieved by adding mild side-effects, overdose symptoms and contraindications to a large array of chemicals. The side-effects range from very minor effects, such as itching which can be countered with cetahydramine, to more severe effects, such as nausea which can be countered with ethylredoxrazine. The overdose symptoms range from minor symptoms, such as reduced effectiveness of the drug and vomiting, to more severe symptoms, such as total respiratory depression and seizures. The contraindications are mostly mild, ranging from more collateral damage to genetic damage. As a note, Overdosing is now based upon volume in blood, but also requires a small amount of the drug to have metabolised first, this enables you to quickly dialysis someone if you OD them accidentally. Chemical ODs & effects have been updated to be in-line with this. General medbot injections, rig injections, syringe injections, etc have been reduced to account for this as well. There have also been some other misc. tweaks to chemicals, the introduction and reintroduction of some chemicals - a full list of changes will be below. Having these side effects, overdoses and contraindications makes having to choose between chemicals a fair bit more interesting. Instead of always choosing dermaline because ‘Dermaline heals 12 burn damage and kelotane only heals 6, therefore dermaline is always better.’, you now need to weigh your options, as briefly described above. Kelotane treats burn damage slower, however there are no adverse symptoms; dermaline treats burn damage faster, however you have to deal with adverse symptoms; mixing dermaline and kelotane is now an option again, however you have to deal with a more dangerous symptom. It becomes a case of ‘Kelotane may be better for less severe burning as I won’t have to deal with the itching side effect, and there isn’t much burn damage to treat anyway. Dermaline, however, will treat it much faster, but I’ll have to deal with the itching side effect. Keloderm would treat it near-instantly, but I would be creating a larger issue by giving them genetic damage.’ There’s far more choice and decision making involved, instead of identifying the damage and then picking the correctly coloured chemical to deal with that damage type. Need-To-Know-Ish Changes For Medical Players Need-To-Know-Ish Changes For Non-Medical Players Misc. Changes: Medical Chemical Changes
-
I understand the feedback and how that's awful, but there isn't really anything I can do to make people take the game mode more seriously, it's really at the mercy of the players in the round and completely out of my control.
-
This is a v. good idea and I'll look into it
-
Add a memorial for Officer Beepsky somewhere on the station
Chada1 replied to Sheeplets's topic in Off Topic Discussion
I'll look into spriting an officer beepsky plush and that can be /OurBots/ memeorial -
This is a thread to discuss this PR and testmerge and is a continuation of this thread to eliminate noise from the old feedback and enable us to get new feedback here since it's been awhile. It changes the laws from: Safeguard: Protect your assigned space station from damage to the best of your abilities. Serve: Serve NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role. Protect: Protect NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role. Preserve: Do not allow unauthorized personnel to tamper with your equipment. To Safeguard and protect NanoTrasen Station assets from damage to the best of your abilities. Serve and assist NanoTrasen staff to the best of your abilities, with priority as according to their rank and role. Protect and ensure the safety of crew and NanoTrasen staff to the best of your abilities, with priority as according to their rank and role. You are a valuable asset. You must avoid tampering from unauthorized entities and needlessly coming to harm. The goal is to put 'borgs in a more active role in a round, no longer do they ambiantly serve/assist/protect/safeguard, they're always doing it, like mechanical assistants (Who genuinely care about their responsibilities) or dutiful agents. The final law also serves to give 'borgs a form of robotic fear RP, so they're no longer expected to actively attack threats without any sense of safety, which I hope makes them easier to manage and less of a threat for Antags. How have you seen this positively impact the rounds you've been in? How have you seen it negatively impact them?
-
Yup we're v. lucky to have you as our loremaster Mofo ?
-
O also, you need to make the gene boosted stuff p. clearly deteriorate in the storyline and cause the genophage, rn you have to infer that and it's not clear unless you REALLY pay attention, so it almost seems like you made the Skrell mostly superhumans and then drop only a sentence of sterility on them, you did mention it deteriorates, but then you never mentioned it STARTED to deteriorate as the nlom beacons break down. It might also be cool to have a period of 'lighting up' in the post glorsh section, where it's kinda like a full power surge on a city, the city slowly visibily gets light to each district and you can see it come back. If that happened for the Skrell it'd add more oomph and emotion to the reboot that lead to the federation I think? Could be phrased as 'In the blackout following Glorsh vanishing, Skrell systems slowly began to power back on, queued communication waves started to be sent and received, and it felt as if the entire Skrellian species had witnessed and survived armegeddon.' Or something like that. When Glorsh began mind-blanking people to comatose I expected it was starting to deteriorate and become tyrannical and you could probably also edit it to go that way if people really want that while keeping most of the story too, then it'd be a slow turn to the oldish glorsh instead of being born evil p. much like it was before. It might also work to have it survive a resistence weapon like an EMP and slowly go Malf mode or some kind of virus. Glorsh doesn't have to be totally evil to turn into a monster and give the anti-synth characters the fuel they need in the setting, his mostly benevolent actions at first could be like, a big controversy in Skrell space that the Federation hoped to cover up. One thing I also really liked is that now Skrellian AI are represented ENTIRELY DIFFERENT than human AI. Human AI being the same never made sense and it was already heavily implied that they weren't. Skrellian AI having actual MMI-sort've Zona Bovinae is a great detail that'd make no sense at all for human Synths, might also be the magical thing that enabled them to have so much more emotion (Not simulated) than human Synths too ? There's no telling.
-
Okay so, I hate to be contrarian here (I promise I'm not trying to be) but I actually do kinda like a lot of the new points of the history, but it needs to be condensed more. I think I know how to manage this. A synopsis followed by the full detailed history. You can use a collapsible for it, this should make you able to basically have your cake and eat it too. And the Glorsh situation could be kept similarly to how it was before, but have the current Federation propagandizing the hecc out of Glorshes true history, have many of the older Skrell know the truth behind Glorsh (Especially the ones still pro-Glorsh), but the younger ones could actually still believe Glorsh is all bad still, and the other species with the exception of the pro-synth groups (especially the radicals like the SLF) could go against this view, but anyway. Vanas story is cute but needs to be rephrased into a more narrative format and less of a 'matter of factly' format, I suggest you look at @Caelphon's way of writing the new Dionae history (On the Diona History page) for a narrative format it could follow, that'd make it in general much less dry to read, same for much of the other stuff. As I see it, the synopsis would basically be something like Coalf did on the Tajaran mythology pages. Mostly the spoiler needs to be on the Glorsh lore rework, the rest is mostly fine, so like. Condense that, or put the extra info in a spoiler. Give a synopsis, maybe drop the Skrell propaganda stuff in the synopsis too? ? The Dionae changes are a lot more tame than I expected them to be, when you first told me you wanted to turn them into servitors, I envisioned you were turning them into like, organic 'borgs, which needless to say bothered me A LOT since it completely ruined the patronizing approach Skrell took to Dionae (And other species in general), but making them treated like AI were treated in SKRELLIAN SPAGE (Like children kinda) rather than how AIs are treated in HUMAN SPACE doesn't do what I was envisioning at all, so it's actually a lot better than I thought it was. I've read all of the incidents and the Diona and that's all so far. TLDR: Synopsis the long stuff. Put the extra detail in spoilers below the synopsis. Give a lot of the stuff more of a narrative style, you can see it on the Diona History page. Get an example of synopsis'ing from Coalfs page here: This'd probably fix most of the complaints so far FMPOV
-
Merging the Borg Clerical Module into others
Chada1 replied to Chada1's topic in Discontinued Projects
Yup definitely let's get brainstorming that new niche. If not CSI/Journalism, what else could be added to it as a thing it could add utility to? If no alternatives are given, I'm going to proceed with adding CSI utility. ? -
As I said, forced conversion isn't even on the table here -- I've already refused to do it.
-
Merging the Borg Clerical Module into others
Chada1 replied to Chada1's topic in Discontinued Projects
I'm unsure of how to proceed here; With the added niche of minor evidence utility it made sense, but if we remove that, it falls mostly into the same pitfalls as it did before. So I'm thinking we need to brainstorm another niche if we're not going to be adding CSI tools, or else I don't think it really can be salvaged. The other suggested tools are still extremely nice tho. -
Merging the Borg Clerical Module into others
Chada1 replied to Chada1's topic in Discontinued Projects
The CSI, Camera, Newscaster, Portable recorder, and other tools are plenty enough to convince me to keep it, I'll try to get some of them working. They fit the criteria I've been saying it needs to fit, they're things no other module makes sense to have, and that wouldn't directly contribute to the others roleplay in a basic way, so they're actual niches the Clerical could have and be useful. Tho I still think we have every every reason to give the current Clericals paperwork tools to other modules and I'm still going to try to do that. -
Merging the Borg Clerical Module into others
Chada1 replied to Chada1's topic in Discontinued Projects
If you think up any way to give Clerical a new niche, please drop them here tho. Because that's an option too! -
Merging the Borg Clerical Module into others
Chada1 replied to Chada1's topic in Discontinued Projects
The problems with these two things Mya are kinda extreme (And I've kinda went on them in other points) No matter how many things you add to the Clerical module, it will still only ever do one thing -- Paperwork. Paperwork has no gameplay purpose, maybe it was different on Bay, I know Bay forces/forced you to do a lot of extreme roleplay things like saluting immediately on seeing anyone depending on what you were playing, and I imagine paperwork also falls into a similar thing there, but on Aurora at least, paperwork is only as useful as the characters in the round deems it is. This limits the Clericals utility as a whole to be very very low, because as it is, you will only ever have the niche of paperwork. Even if you remove Languages from the other 'borgs and give Clericals that, there actually aren't enough languages in the game that aliens use (That Crew normally can't speak/understand in some way) that'd make it useful. (Continuing from #1) Also, being bound by your laws doesn't excuse you of needing to roleplay a character, as I said before, there's explicitly a warning at the bottom of the laws as of now (That I had added) telling you, you should follow the laws as according to how your character is best at, in regards to serving/protecting Crew, not to what's the most effective in general. If a Service 'borg is best at paperwork, it makes total sense from an IC perspective to focus on going around and helping Crew with paperwork. Having the tools to do something doesn't mean your character has to be good at it, they could just deem themselves more useful somewhere else, doing something else. The Chameleon Stamp emag item can actually do nothing but contribute to roleplay, it would depend you to play 1 of 3 modules, Service, Supply, Research, all of these make a whole lot of sense to be forging documents too. I get traditionally we limit 'borgs to one Antag module, but that's really just limiting Antag 'borgs (Which already have it extremely rough compared to non-Silicon Antags, since they can't buy uplink items) for no real gameplay/roleplay reason, just because it always has been that way according to other servers. There is nothing the Clerical toolset has, and very few things that I've heard suggested to add to it, that wouldn't be better just given to other 'borg modules. Due to the Clerical module being entirely reliant on roleplay and the tools it has being mostly isolated from the normal gameplay loop, the actual tools it gets are all focused on enhancing roleplay. WHY SHOULD OTHER MODULES NOT BE GIVEN ROLEPLAY ENHANCING TOOLS TOO? this is a big question that is really puzzling me, nearly everything the Clerical module does, it would actually be more positive for roleplay if most other modules could do too. Let's go over this real fast. The Service Module, even if it did work in the Kitchen/Bar (Which it doesn't have to) could use the tape to put up fliers with Shift specials around, it could use the Pen/Paper dispenser to write a Menu for the bar, it could use the Quikpay module to charge people if the HoP/Chef/Bartender wants them to. The Research Module could take notes from Scientists, it could dispense the Station Directives that prevent Scientists from bringing things out of research, it could write a theory. The Supply Module could help Crew fill out orders if their character is lazy (or illiterate). These tools are positive for roleplay, but there's no real benefit to roleplay (Or mechanics for that matter) to isolating them to the Clerical, and that's near the entire niche it has. This is the problem tho, no matter how many things we add to Clerical, it will only ever have a single niche (Paperwork) and it's still completely isolated from gameplay. It's a purely roleplay thing. Changing languages to need to be translated is one thing but it could only really be a piece of the puzzle in making Clerical actually useful, and then we question again why we'd limit that from other 'borgs too. The second most isolated from gameplay is the Custodial module, but dirtyness is an actual mechanical thing, even if it doesn't do much. I plan to add a speedboost module to rescue soon, and I was going to give that to the Custodial module too. So not even the Custodial module is the same in this. All of the Clerical tools being more positive to the roleplay and in general the round when given to the other modules is just icing on the cake here. And again -- If mods/admins/staff in general are bwoinking 'borgs for not doing the most efficient thing at all times, the player should really make a Staff complaint because that sounds like the 'borg is being forced to powergame.