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Showing content with the highest reputation on 05/22/2020 in all areas
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Hello! Just finished my new work! This time I was drawing Dayana @White In Sky, friendly Slime person I know for a couple of months. It was always a great time to see her around and it was a pleasure for me to draw her. It was my first try to draw slime person and I know it could be done much better Anyways I am glad for all of your support and I appreciate that. Love you all ! *squish*9 points
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4th mug. It's tiny, just like Ellie, and also Dreamy.2 points
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The downside of this is anything that detracts from sec arresting and then processing prisoners leads to calls of shitcurity because someone arrested has to spend 20 minutes from getting cuffed to getting sentenced, and then whatever the punishment is. Giving more tools to the detective is a great idea and if their job becomes involved enough maybe even having a 2nd detective on station at 80+ population, but having all of sec play detective, or giving any excuse for the detective to act like security detracts from the uniqueness of the role.2 points
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I was just told to make her in Syndicate clothing. M1911 was my choice , complain right to Dayana2 points
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Now is @PhantasmicDream’s turn. What to do with you... put you in a room with hundreds of flexing Wolf. also 1.1 point
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Hello everyone, I hope you're doing well as you read this. The topic of this post as you can tell isn't going to be very happy, but it is something I feel the need to actually write a post about. Paradise has been a central part of my life for the past year. Unlike other games and communities in my past, this isn't a place where I could just put it down, shrug my shoulders, and do something else, without looking back. I play all sorts of video games, and Paradise has been the only one that's managed to keep my interest for an entire year. I've made all sorts of friends and managed to properly integrate into a community for a change. Most of the time I'll play a game and almost never talk to anyone that wasn't already in my friend group. Paradise has been a very different and very positive experience for me. I've made so many good friends and I don't think it's an exaggeration to say I've grown into a better person for having known so many good people. So why the goodbye? Well, since there's so much making me stay, there's got to be quite a bit pulling me away. I think I'll start with the simplest things and move on from there. The most common reason that anyone can understand is burn-out. As expansive as a game SS13 is, there's always a limit to the amount of times one can play any game before wanting to do something else. It's something I've felt as early as October of last year, but at the time I had just become mentor, so getting a chance to contribute to the wonderful community that Paradise has was more than enough to keep me invested and interested. So what happened next? In early December, I was offered the chance to apply for Trial Admin. I had some reservations about this, mostly due to the fact that it's against my nature to be an enforcer of rules. If it helps you get an idea, I only have a total of 9 hours played in Security, not even enough to play the HoS, as game admin with over a thousand hours. It's really not something I enjoy, but it's a responsibility I've taken in the past before. I don't like turning down opportunity or responsibility, so despite knowing I would not enjoy the work I accepted the offer. Let me take a moment to talk about that work. It's really hard work. It's no exaggeration that admins have to deal with a lot of frustrating, exhausting and thankless work. Moderating a server on a cramped map with over 100 people is really tough. It's really something to keep in mind when thinking about the admin team, it's not an easy job they do. Take some time to thank them for that. While you're a trial admin, you have to put in the work for two months before you can play with any of the serious perks of being a game admin. While the hard work was obviously a reason to not stick around, having the benefits of reaching game admin kept me going through January and February. Unfortunately, once I finally became a game admin, a lot of my spark of creativity had been burned out. I had no interest in making a CC or Syndicate officer. Event ideas that once bounced in my head all the time were suddenly missing. The only real idea left was to mess with people in small ways, like playing silly sounds, spin people around, swap out the models for mobs, and with a small peak of sending a Space Pirate to roleplay with and attack a mechanic and his few buddies on the white ship. However, after only about two weeks of being Game Admin, it finally all fell through for me. One of the closest friends I had made playing on Paradise had left not shortly before, and his reasons are his own, but it compounded yet another reason for me. It was at least time for a break. I've taken some before, but usually I'd come back, after at most two or three weeks. I figured out by mid-April I wasn't coming back at all. Burnout is one thing, but another piece of common knowledge is that every server has it's own set of problems, and Paradise is no different. There's a lot of problems big and small that I could talk about, but there's a very specific one I want to mention. I spent most of my time here as a player, with a player's perspective on things. One of the issues that always weighed down in the back of my mind, has been the rules. Both how they're enforced, and why they're enforced. There were quite a few bans and rulings that took place before my time on the staff but during my time as a player, that I had serious disagreements with and questions as to how and why they happened. The rules as they exist are very vague and ill-defined, mostly by necessity. There's a *lot* that can happen in SS13, it's an huge task to try and be specific with what is and isn't allowed in given scenarios. Ideally in this case you'd want to know the *reason* a rule exists. If you know the reason a rule or set of rules exists, it's much easier to follow along with, and the rules hardly cross your mind. A lot of the time I spent as a player in relation to the rules was that of "walking on eggshells." Some bans would go in place that seemed way too harsh or that seemed to be made arbitrarily. The results of these bans had made the game feel a lot more uncomfortable, and unwelcoming. Overall though, I never knew how things went admin-side. There was no way to know, it was all hidden. I like being optimistic and giving people the benefit of the doubt, so as a player, I always assumed most of these bans were placed with good reasons, and there was simply something I wasn't seeing as I wasn't an admin. Well fast-forward several months and I believe a lot of my doubts I had as a player hold weight as an admin. With a lot of rules, bans, and bwoinks there's not much of a consistent goal or reason behind them. It's up to each admin to decide a reason as why a rule should be enforced. This creates inconsistencies, both big and small. The inconsistencies result in the "walking on eggshells" feeling, or in the words of another player this very month, "im always paranoid im doing something wrong." With individual admins enforcing rules for the reasons they're left to discover for themselves, you wind up with what feels like different rules for different admins. Worst still, it opens up the possibility for admins hunting for potential rule breaks, and banning specific people for personal reasons, which I suspect has happened, though I have no hard proof. Often times dis-agreements among the staff are discussed through, and if a agreement can't be met, a head-admin will make a final ruling both are expected to abide by. Part of the problem is the lack of real list of intents or precedents set for these rules. We only very recently got the Expanded Rules, which you can find on the wiki. The expanded rules were the best thing I've seen in months. It's intended to be a clear cut place where precedents and the intent of each rule exist, and its open for anyone to read and understand. The problem is it's a very weak document. When it was created there wasn't an expectation that we enforce the intent of the rules, and many of the intents within are just as vague and generalized as the main line of rules. Admins are still able to enforce the rules for reasons they see fit, and there's no consequence for failing to enforce, or enforcing for the wrong reasons. I understand that it's described as a living document, but having little impact as it is, I do not have a lot of hope for it having a serious impact in the future unless it's enforced seriously from the head admins. And maybe if this was the only problem, I might be sticking around. As I said, every server has their own problems big and small. A lot of other problems push me away, but this is the one I see as the biggest threat to Paradise's future, and the one I want to call attention to. As for myself, I could have done a lot more. I could have tried to better communicate this problem to the heads. I could have tried to be more consistent myself, and make an effort to call out inconsistencies. I could have tried harder, pushed harder. Honestly, I was too afraid to rock the boat, too afraid to make enemies, and too afraid to look like an idiot for claiming a problem exists that others might not see. As of now, I don't have the energy or the will to fight for it. I still have a lot more to grow as a person. This is an effort to be more authentic regardless of the consequences. The best thing I can do as I go is not leave silently, but call out a problem at risk of making enemies, of making a fool of myself, and of burning whatever sort of bridge might remain with the staff after stepping down. I apologize for leaving on such a sour note, but the nature of goodbyes aren't exactly happy things. I wanted to get a commission to celebrate my time here. I've been gifted numerous good memories from the people here, and I'll treasure them. It also doesn't have to be a final goodbye, my DMs on Discord are always open, and I've already reached out to some of you to remain in contact with. There's a lot of you to remember, so please reach out to me if you'd like to keep in touch! Until then I hope you all stay happy and healthy. See you later, Spaceman!1 point
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Name: Natalya Sokolova Age: 29 Gender: Female Race: Human Blood Type: AB+ Height: 5'9" General Occupational Role(s): Blueshield, Security Officer, Warden. [Clearance: Syndicate: U.S.S.P. operative.] Biography: [Clearance: Captain, Nanotrasen Officers.] 2539: Born on a cold and rocky rimworld, Natalya was immediately introduced to poverty and hardships. On Cygni IV, designation Saratov, the U.S.S.P. has already been established for nearly one hundred years. She was born the youngest of a family of eight. Her parents Vlada and Vasily Sokolov, both worked in an outdated and poorly maintained botany lab with Natalya's older sister, Rossiya, as well as her four brothers: Artyom, Grigory, Mikhail and Semyon. All food generated from the lab were collected by the U.S.S.P. and the family was rarely given enough to eat by the state, putting some strain on the relationships with all the siblings. 2548: Shortly after Natalya's ninth birthday, a controversial military police action took place in the planets capital, Stukovgrad, to quell political revolts. As the conflict stretched out all four of the Sokolov boys were conscripted to assist the state, and the household was given a few extra rations to help them get by. Later that year, only Mikhial would return. 2555: Due to the U.S.S.P.'s aggressive recruitment policies, Natalya has been living alone with her parents for two years. All citizens of Saratov are recruited to the Red Navy at the age of 16 for a minimum of two tours of duty. Natalya both anticipated dreaded her upcoming birthday. Though it was considered an honor to serve the Union, U.S.S.P. military operations had notoriously low survival rates, and she had already lost all of her siblings to the conquests of Stukov Vedenin, the most recent chairman of the Union. When the time came, Natalya was able to shut out her emotions, and awarded herself one promise to herself. To survive. Natalya was deployed to the U.S.S.P. Red October, receiving her military training and bolstering the ranks on-board the Navy's primary frigate. She exceeded in her subterfuge training and guerrilla combat exercises, but fell short when it came to piloting as well as received a less than average grade on her marksmanship. She would later be deployed to the Stukov Stealth Squad that winter. 2556: Still young and untested in combat, Natalya was tasked with an assassination mission alongside two other agents belonging to the Stukov Stealth Squad, also known informally as the Troynoy S. Her target: an Elysium Project Chief Engineer, the mission also calls for the theft of an advanced pair of expensive magboots. The other agents had separate goals, but they all had to ensure they could reach their shuttle before the station could enter lockdown. Natalya, reluctant to be caught on the station should her comrades fail, chose to hijack a mining shuttle to a nearby asteroid. After making her way to the Telecommunications Relay, sabotaging it in a way that would prevent all broadcasts to the primary station, she lay in wait for an opportunity. Firing one shot from her issued bolt-action rifle, she took out a miner as he was preparing his oxygen tank for an extended excursion. The 7.62×54 projectile pierced his modsuit and embedded itself into his spine, dropping him instantly. She quickly drew an E-dagger from her U.S.S.P. PDA and finished him off before stealing his communications tablet. After she vented the body into space, she contacted the Engineer, misleading him that the mining outpost was damaged and asked if he could take a look at it. By the time he arrived she was already disguised as the Elysian miner, wearing his damaged modsuit and ID, and silently lead him away from the shuttle. While he was appraising the situation she unceremoniously carved up her target with the small e-blade, his attemps to call security were never transmitted and her mission was complete. 2558: After Nayalya's successful mission she had been granted a position on the U.S.S.P. Tchaikovsky Prison Station as the warden. Her duties consisted of ensuring the security of the facility and prisoners, as well as managing and documenting all interrogations. Her time there was uneventful, until the navy's elite space operations team, the Spessnaz, arrived to drop off a high ranking SolGov official from Earth. Interrogations went as routinely as usual, but on the sixth day of torture the station went into code red. A specialized TSF rescue team breached and entered the station with zero warning, gunning down any resistance with practiced efficiency. Natalya was able to hear all of this going on before encountering the team, so she prepared herself. Armed with an AK-814 she was ready to assault the intruders, but before she even could ID them a grenade landed at her feet. She attempted to shield herself right before it detonated, shredding her arms beyond repair. She was captured and interrogated, then imprisoned on [CLASSIFIED] 2560-2561: While in [CLASSIFIED] Natalya was offered a chance to take a vocational test, as some form of deal with the prison for a company called Nanotrasen. If successful she would be enrolled in specialized training courses for Nanotrasen's elite security officers. She ultimately was accepted and after a year she graduated, shortly later being stationed aboard the N.S.S Cyberiad. 2562-Present: Onboard the research station Cyberiad, Natalya has worked hard to earn her place aboard the corporate run station, Primarily taking security, and legal roles over the course of five years. She continues to survive on a station that's slowly become her home. Qualifications: [Clearance: Security: U.S.S.P combat training]. Blueshield V.I.P. Protection training, TSF Space law and legal standard operating procedures training. Nanotrasen Command Officer's training. Employment Records: Natalya Sokolova has completed her Asset Protection and Introductory Space Law courses at the NAB North Cimmeria Central Offices in the solar year 2562. She has been employed as an officer since then, and in the solar year 2567 has been cleared by the NAS Trurl to work as an Internal Affairs Agent on all Nanotrasen owned stations. Security Records: All of Natalya's records prior to her employment have been expunged by [Redacted] following [Redacted] diplomatic incident on June 30th 2567 Natalya has graduated the final Asset Protection and Introductory Space Law course a on 2562, qualifying her for all Security roles aboard Nanotrasen facilities. In the event of Natalya's dismissal from the corporation, her Ward-Takahashi prosthetic limbs are company property and are to be returned to robotics for repurposing. Medical Records: Subject has lost both arms prior to employment during a [REDACTED] assault on [REDACTED] Ward-Takahashi brand Prothesis have been loaned to Ms. Sokolova for the duration of her contract. For serving over 500 hours as a security officer, Natalya's paycheck deduction for the use of cloning services are reduced by 15% Personnel Photo Natalya has long blond hair, kept in a ponytail. She is slightly taller than average, and of athletic build. She has cold cloudy-blue eyes that seem to reflect her jaded attitude. Commendations [only to be added by admin]: Reprimands [only to be added by admin]: Other Notes:1 point
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Gosh, I love your backstory! It would be much more interesting for me to patrol with Natalya, now when I know this much about her!!!! So complex story ^.^1 point
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Aww thank you!! That's very sweet. I've had that image in her description for so long, I'm glad to hear you enjoyed it! I also realized while responding here that I didn't include her name - Rirara Hharar - so that might be familiar too!1 point