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Showing content with the highest reputation on 07/16/2021 in all areas

  1. Clone removal has been a commonly discussed topic for the past 5 years on Discord, the problem has always been a lack of alternative systems, or at least a polish of said systems, and there are a few issues that remains to be fixed before a solid clone removal can be viable done. Stasis pods: What the label says, puts someone in stasis, we used to have one-time use stasis bag in the code ages ago, and at the time instead of taking brute, fire, toxins or oxy damage, you took clone damage instead, stasis pods would be mostly used to prevent death, to require less use of defib, especially in cases where you got someone who is very hurt, and requires a lengthy time in surgery to fix. Anti-coagulants: This comes along with stasis pod, as it won't help if you just straight up bleed out faster then you can be transfused with blood, currently, in my personal opinion, bleeding can be really strong, and you can bleed out everything really fast, an anti-coagulant that could fix, or improve on IB would be a huge QoL, as corpses without blood tends to be cloned rather then defibbed. Increase/remove or change defib timer: Currently we got a 5 minute defib timer I don't really agree with, but considering how fast 5 minutes can pass between you dying, being found, dragged to medbay, and healed up beyond the defib treshhold is quite easy, which means you have to rely on the crutch that is SR, so changing it away from a timer into a decay based system instead would be a huge improvement, that way with surgery and patience, you could get anyone back on their legs. De-husk surgery/chem: Currently we can only dehusk those husked by fire, while cling husks have no active way outside of cloning to fix, and having a way to fix that via either surgery or chemistry, will make it possible to still revive husked cling victims if found within a reasonable amount of time. Improved surgery to fix decayed or dead organs: At one point, you removed the organ, and washed it in the sink to fix it, those days are long over, and it is now remove the organ, splash with mito, and put back inside, and the organ removal is a super clunky way to do it. Remove or change most forms of ingame gib/dust/devour: Most people wanna play as the character they spawn in as, they care about their own character, and their persona, gib/dust/devour are all things that destroys that, and prevents that outright, unless you got prescanned. Make SR harder to make: SR is a huge crutch, it's one of the chems that makes being fast and efficient irrelevant. Make Rezadone Easier to make: Rezadone is the chem thats been buffed a few times, and works like a super cryoxadone, rezadone could be one of the chems that fixes cling dehusking. Make Formaldehyde important: Formaldehyde purpose is to prevent rot, if defibing becomes reliant on organ decay, then formaldehyde becomes mort important. Chemical Purging: Currently the only way to purge a corpse of reagents is via the sleeper, which is less then optimal, having a surgery that could do this would be a far better approach. Pre-scanning: Hands down, this is some hot garbage that is just makes all death irrelevant, killing a powered vampire after chasing them for 90 minutes? Bam cloned, they click one button and got a new face as well. It also makes murder harder then it is, as just hidding a body in a locker is usually enough to 'perma' kill most people, but bam, they are back and you don't know, so both as an antag and otherwise it's trash, infact the only good use is for miners, and thats mostly due to the many ways they can easily die on lavaland Cloning is bad, that we can all agree on, if any non-vox or non-slime comes into medbay dead, you can just clone them, heck, you can just wait for them to die, and with a couple of button presses you can fully heal them without having to put in an iota of time, infact you probably just drag the body into cloning and let someone else deal with it. Cloning removal will make ungabunga plays rarer, it will make security be more carefull about running in blind or alone, cause there is no easy way back to life if they die, ontop of that everyone else will have a certain fear of death, there is not guaranteed get-outta-jail-free card, and this alone can create even hostage rp. As a medical doctor/nurse/cmo/surgeon, your job is to fix people, heal them up, and kick em outta medbay when at 100%, thats their job, that is the job you choose to do in this rp game.
    6 points
  2. More art I never uploaded here! always sunny screencap redraw with idunn raan, ever classy From the week of non-stop species change viruses, got diona'd after I had too much coffee in me for the cure to work, which was kind of deserved honestly A fun little thing I filled out for chiki Art of a scene on lavaland with a friends angry MMI and an extremely regretful chiki and lastly revenge art for the incredible @EmilitiaEnnehrt
    5 points
  3. First off, I'd like to start this post off by saying that I'm not here to start a war or cause any problems for the staff. My intention for making this post is to clarify, and hopefully get some more perspectives, on the situation that arose last night where a staff member -I believe it was Denthamos- was unhappy with a few players including myself for continuing to "Bridge Hobo" after they had edited the map to make it more difficult and apparently made a server announcement denouncing it. I play SS13 first and foremost for fun, and I try to keep other players' experience in mind when I do play. Paradise Station is my favorite server to play on, so I would just like to avoid getting in trouble for silly things. I don't have any screenshots of the announcement unfortunately, but my understanding of the message's sentiment was that the admin found Bridge Hobos to be annoying to command players and not in line with the server's RP standard. They went on to say that they'd tried to fix the problem ICly (which I assume was the mapping actions taken without warning or context that I'm aware of, so ICly and OOCly the intention was unclear to me) This is a take I personally disagree with, as I find that often times the space in front of the bridge is used for creative and interesting opportunities for roleplay or at the very least conversation with other crew members. An example of this is one of my favorite ways to use the bridge space, which is to set up fancy tables as a stage with the piano/minimoog atop them and performing a piano recital for the hobos and command members. I've been really excited about the new maps being tested and the prospect of different stations being added to the Paradise rotation for the sole reason that they provide new and interesting opportunities for roleplay- it breaks up some of the same routines we fall into unwittingly when a player gets to know the current map like the back of their hand. Paving over the area infront of the bridge does the opposite of that, deleting whatever opportunity for RP that was there in favor of less interaction between command roles and lowly civilians. The efforts taken, including making a point to tell us that our actions would be noted on our permanent record struck me as reactionary- So I headed to the forums and discord to see if there was any warning or discussion about this that I'd missed. I couldn't find any, so I put in an ahelp ticket to clarify and I pointed by BlessedTuna to the forums for an in-depth answer. I chose not to post this in the admin complaints section because my intention here is better understand what's going on, and hopefully spark a discussion around the topic- and ultimately just to avoid being reprimanded on a server I enjoy playing on. I respect Denthamos and have had great IC experiences with them. So now I turn this post over to the community and staff- Is it against the rules to Bridge Hobo? Should it be? Is it really getting in the way of RP, or is it creating it? I'd be interested in any feedback. Thanks everyone~
    4 points
  4. 4 points
  5. Remove cloning, remove SR, remove cyborgification being a common occurance. Yes. I'm serious.
    4 points
  6. You mean stuff that's well above their pay grade, none of their business and perhaps even classified? The bridge is, admittedly, in a VERY terrible spot on Boxstation. However... this is a mentality we've been wanting to break for quite some time. Many command players find it quite obnoxious, and while, yes, you can say "Just close the front shutters!" (a feature we specifically added to try and curb bridge hoboing) there's a few problems with that. A) Only the captain really has the authority to close it. This is a smaller issue, granted. B) If you, as captain, do decide to close them, you will be met with even worse issues. Between other command staff walking in, going "wtf" and opening them again for next to no reason (research directors do this in robotics too and it annoys the shit out of me if I'm busy), and people spam knocking/ banging/ BREAKING the windows down because their opera curtains just shut on them... it's even more of a headache. This isn't getting into some of the other issues. Part of the reason we had to crack down on meta cliques after a while was because it screws over antagonists--large groups of people congregating in maintenance or public areas often denies antagonists a remote chance of taking on their objectives or converting people. The only solutions often end up being "wait until the leave", which they often won't until its too late, or "attack and kill ALL of them at once, in public". Do any of these sound ideal to you? I don't think so. The same problems apply to bridge hoboing, a problem debatably even worse because it's in full view of command staff, a hop-skip-and-jump away from the brig, and jam packed with other people. There are several other places to hang around in, that aren't as public or secure, and don't cause as many problems. Some of those areas could certainly stand to be made more interesting, perhaps... and I hope that's something we look into, alongside disencouraging people from hanging around the front of the bridge. Perhaps the bridge could be moved somewhere else, with windows only looking out into space. If command wants to interact with crew, they very much have the means to do so on their own terms, and there are many situations where that is a must.
    3 points
  7. Speaking as a player and mapper here, not as a staff member, but I've always been of the opinion that dorms should be the place for such RP interactions. Standing or lying on the floor outside what is essentially one of the most secure areas of the station has always seemed a bit funky to me. Now I can't say I've ever been a bridge hobo myself for more than a few moments, but I understand the appeal of being at an "in the know" area. And, especially on box, dorms is really quite lacking as a hangout spot. I think I'm going to add "look at reworking dorms" to the list of mapping projects I have in mind. I was not online at the time of this happening, so I don't have anything to say regarding the circumstances that lead to the response from staff.
    3 points
  8. Thank you for to Woje for helping me look through this thing and find my mistake I make and help me with things on it! ERROR/NOT FOUND/ SEARCH - FAILED BORG.PROGRAM.DOWNLOADABLES SELECT DOWNLOADS FROM ROBOTICS ERROR ; FILE NOT FOUND SEARCHING... SEARCHING... INITIATE STRING SEARCH : ESTIMATED WAIT : ERROR RECURSIVE STRING SEARCH : WAITING... SEARCHING... FILE FOUND. String.prototype.search(Gotta' get more bandaaaaaids yeaaaaah!) ERROR/NOT FOUND/ var regexConstructor = new RegExp("Come on plushie!"); Const str1 = "Come on plushie!"; const str2 = "Ooooh. Donuts."; const hasplushie = /plushie/ ;hasPlushie.test(str1); // true has.Donut .test(str2); // true FILE FOUND LOADING string.regeneracy.cyborg.acquisitions.search Const str1 = "This is being Mister Plushie! He my best friends in ever!"; const hasplushie = /plushie/ ;hasPlushie.test(str1);// true LOADING (B.O.O.P.).EXE LOADING FILES : FILE FOUND : RESEARCH LOG : ERROR : 2552 A.D.?CITATION? EMPLOYEE I.D. > 534289234-155223THETA ACTIVATE? Y/N Is this thing on? Wow. Okay, so today we are working on the new findings straight out of Haverick. What a literal nightmare that was, yeah? Today's objective. What would that be? Simplify. Okay, so here we are. Subject is a cyborg recovered from the site of the human colony on Haverick. What seemed to be a power and weapons system malfunction quickly cascaded as the on station A.I. began, at first, covertly taking over the systems of the colony. We all know from the reports what happened there. Bloody A.I. lost its mind. The tally is still being calculated, but after the Shellguard Munitions team landed it's hard to really say what happened there. We have some sensor logs, but those are mostly corrupted. Who's to say they're even accurate and hadn't been tampered with? The only thing we do have is this recovered cyborg. Let's see here. Unit designation is hard to make out from the laser scouring, but we managed to get the brains of the operation out. The robot brain. Well, it's supposed to house an intelligence that we're told isn't sentient. Legally, it's not sentient in the eyes of the corporation. Good enough for me. Been going through it for what seems to be days now. The software link was isolated and the code is... something else entirely. Who designed this thing? Best guess we have is a project some colleagues were working on in 2506. Supposed to be an exploration subroutine. Turns out, the beancounters decided it was way less expensive to send people than cyborgs. Still, this little thing was supposed to go out, upload data, and die. Rinse, repeat. A legion of little things with absolutely no programming beyond roboneural pathways designed to gather and assess data. This one... Phew. They may have given it a pathfinding starter set, but the language programming was definitely skimped on. Everything is recursive from the unit's designation. Which, right. We found that data. Who names a robot 'B.E.E.P.'? Seems to be all tied back to that data point. We deleted the designation in a mock up and the program went a bit ballistic. Sentence structure disappeared. Not sure what was going on there. We did manage to pull some data about the incident from the unit. Audio logs, video files, the works. Nothing from the A.I. on site though. Seems that someone had neglected to even sync this robot to the A.I. Video files, right. Those are entirely of the door of a closet. Every. Single. One. Of. Them. Audio logs of an unknown person were recovered as well. AUDIO LOG - F2-30402003-B-93949.344 BEGIN PLAYBACK? Y/N And that's it. That's all we have. The video logs that would have ID'd the speaker are corrupted. Voice logs saved on file with the company are inconclusive. Perhaps it was someone in their human resources department? That would indicate the cyborg's acceptance of new identification. Anyway, we're going to keep working on this. No idea what they're going to do with the data, but it is what it is I suppose.
    2 points
  9. I used to be rather neutral on bridge hoboing but... It's gotten rather out of hand and after thinking more about it it just doesn't make sense from a roleplay and rules standpoint. One you're, as previously stated, standing outside of a high security area. Two oftentimes miniature bars and the like are built in a hallway that slow traffic down in that area. An area which, as many know, is frequented by security often dragging in people who are under arrest or are responding to a call for help. Very reasonably you could argue bridge hoboing is a workplace hazard as it gives criminals a potential chance to escape and has the potential to slow down security's response to trouble. Now from an admin stand point: It's pretty low roleplay behavior and far too often do I see doctors, security officers, etc bridge hoboing.
    2 points
  10. IMO, sleepers should be made to actually slow down a person's biological function, like bleeding, reagent processing and such. Right now they are just glorified, infinite chem dispensers. That way, they would be a valuable tool to provide a buffer while the more urgent cases are treated. We have Heparin, but it's seldom used and pretty much a noob trap. In fact in code I believe all it does is treat crit. The defib timer is fine IMO. Only thing I'd change regarding it is that I would make CPR extend the defib timer, that way someone can keep someone from perma-death until help arrives. While not entirely obvious, copious amounts of Synthflesh can be used (and that since a few months) to dehusk a body. I agree, it's very clunky to have to remove the dead organ in order to fix it. I believe the Organ Manipulation surgery allows you to drip Mitocholide onto organs, but has otherwise no effect on dead organs. Could probably very easily make it so they get fixed without having to excise them. Not sure how I feel about this. While most species have a "monkey" version that can be evolved from through genetics, species like Vox or Slime People are kinda screwed in that regard and the removal of SM made it worse. I'd personally like gibbing and such to stay. Hard disagree. I would definitely not miss Strange Reagent if it was removed out of the game. It is such a wildcard, poorly designed reagent that makes death trivial alongside cloning. One should accept that this is a game and that dying (and not coming back) is part of it. Don't have much to say about Rezadone. Formaldehyde makes more sense for corpse conservation than keeping someone away from perma-death, but that's just me. See what I suggested about CPR extending the timer. Not just the sleeper. Charcoal, Calomel and Pentetic Acid also work fine for that role. That being said, I think it would be cool to have a portable dialysis machine that would take an IV bag instead of beaker. Like dialysis, blood and reagents would get sucked out of the person's body, the reagents moved into the IV bag and the blood reinjected into the person directly, as opposed to the sleeper's dialysis which doesn't reinject the blood back (in my experience, dialysis beakers are just splashed on the floor for convenience) Agree, pre-scanning (and cloning in general) is problematic but the removal of that and SR would have consequences on how Medical plays out in the hands of both competent and new players.
    2 points
  11. Much like any legal profession, conduct has pretty much everything to do with your success. You'll never win, even if your case is watertight, if you're conducting yourself like an asshole. Forgive me if I nerd out a bit, but my boyfriend is a hunky lawyer, so I know a little about this through osmosis. In court, your ability to succeed as an officer of the court (which is a major moving part of what the Magistrate is - they may more taste like a Judge, especially when presiding over a case, but in their day to day, they're as much a lawyer as they are an adjudicator, building a case AND applying law) has equal parts to do with not only having a sound case, but presenting it in a calm and collected manner, following the standards laid out for you to a T. Security, especially in round where they are busy enough to be making legitimate mistakes purely out of their workload and not just being bald, is probably not going to waste their time with you, obligated or not, if you're screeching as loudly and obstinately as the greytider they just brigged 15 minutes for minor trespass. As a Warden, if CC were to bother sending an NT agent over to lecture me for ignoring the magistrate, I'm pretty sure given they're operated by administrators, I could make a pretty good case out of "Look, I get this is an SOP violation, but the Magistrate is behaving as a gibbering fool while we're already overloaded - if I get the time, I'll crack open the space law book and review a sentence if he tells me to, but two of our guys just got nabbed by changelings and there's tiders everywhere, I just don't have the time for another space asshole right now." It works this way in the real world - if you violate the Rules of Civil Procedure, you risk your case, your license, and even being litigated by your client for blowing it - even if the case was unloseable otherwise. I can very easily see the burden of blame shifting from shitsec TO the Magistrate under the eyes of a very pissed Naval Officer if he's been a gibbering scrunt about it all shift, given ultimately it was his baldness that prevented security from changing course. "The state of security is ultimately your blame - you were charged with overseeing their legal processes and dropped the ball so completely that you've made it arguably worse. That's a problem I'm here to correct." Conversely, the Magistrate should most certainly be feared by security if they're speaking softly and carrying a big stick. They have one of the single most terrible powers behind them - the NT Legal Division, a dark council of litigious corporate misers with one goal in mind: cull liability at any other reasonable cost. If, even during a chaotic round, a Magistrate pulls the Warden aside and mentions, "Warden, I appreciate you're busy, but when you get a moment, this prisoner's sentence is 10 minutes too long and he was already in processing for 5 minutes - please adjust the timer as soon as you can" and they get told directly to suck shit or are completely ignored, you can and should absolutely expect that within 30 minutes, the Warden's ID will be at the HoP Line for demotion. The Head of Security should get sweaty palms the moment one of his charges gets snitty with an amicable Magistrate. CentComm - again, as operated by admins - should absolutely be ready to be the sharpest sword sprung forth against a security team (and doubly so if Command does not support him) that ignores a competent and collected Magistrate, to the degree that the clearinghouse that comes from it risking the round for the crew. The Cyberiad is one station out of thousands - and if it means it burns to avoid a class action lawsuit from the unseen estates of harmbatonged crewmen or a union they missed busting worth several times the installation itself, so be it. Security should be aware that playing dirty willfully to the degree of snubbing the guidance that is the robust Magistrate will come at a tangible cost - one not worth taking one minute to adjust a timer, release a prisoner, or otherwise whatever is prudent. A polite word to an offending security officer and the HoS, Command when that fails, and finally a fax to CC where appropriate should readily draw the dreaded, omnipotent, titanic spotlight of Trurl attention onto the Cyberiad. Long story short - shitty Magistrates should fear Centcomm more than Security should fear a Magistrate.
    2 points
  12. Don't remember posting it, but I also drew up some references for vox masks a while back for my own use
    2 points
  13. ADDENDUM FILE - CASE FILE #14448939-Alpha-399 CONFIDENTIAL : Staff Officer for Operational Duties or ABOVE Non-Compliance will incur penalties not limited to Imprisonment, Fines, Execution. File Recovered - Startup Logfile - B.O.O.P. - Class : Cyborg ERROR : Transcription Logging Failure Timestamp : ????|????|2552-AD Timestamp : 07|13|2565-AD Further testing required. Log files match radio chatter outbound from Haverick colony. 1748698254_boopersstartups.mp4
    2 points
  14. 𝙽𝚊𝚖𝚎: 𝙻𝚎𝚝𝚘𝚟 𝚃𝚊𝚛𝚊𝚜𝚘𝚟𝚒𝚌𝚑 𝙰𝚐𝚎: 𝟹𝟺 𝙶𝚎𝚗𝚍𝚎𝚛: 𝙼𝚊𝚕𝚎 𝚁𝚊𝚌𝚎: 𝙷𝚞𝚖𝚊𝚗 𝙱𝚕𝚘𝚘𝚍 𝚃𝚢𝚙𝚎: 𝙾- ɢᴇɴᴇʀᴀʟ ᴏᴄᴄᴜᴘᴀᴛɪᴏɴᴀʟ ʀᴏʟᴇ(ꜱ): > 𝚂𝚎𝚌𝚞𝚛𝚒𝚝𝚢 𝙾𝚏𝚏𝚒𝚌𝚎𝚛 > Engineer > Chef > 𝚂𝚙𝚎𝚕𝚞𝚗𝚔𝚎𝚛 > 𝙰𝚜𝚜𝚎𝚝 𝚃𝚊𝚛𝚊𝚜𝚘𝚟𝚒𝚌𝚑 𝚒𝚍𝚎𝚗𝚝𝚒𝚏𝚒𝚎𝚍 𝚊𝚜 █████ ████ 𝚙𝚛𝚒𝚘𝚛 𝚝𝚘 ███████ ████████. 𝙰𝚜𝚜𝚎𝚝 𝚛𝚎𝚍𝚊𝚌𝚝𝚎𝚍 𝚍𝚞𝚎 𝚝𝚘 𝚛𝚎𝚌𝚘𝚟𝚎𝚛𝚢 𝚘𝚏 █.█.█.█.█ 𝚏𝚛𝚘𝚖 ███████ 𝚊𝚗𝚍 ██████ 𝚌𝚘𝚖𝚋𝚒𝚗𝚎𝚍 𝚎𝚏𝚏𝚘𝚛𝚝𝚜. > 𝙰𝚜𝚜𝚎𝚝 𝚃𝚊𝚛𝚊𝚜𝚘𝚟𝚒𝚌𝚑 𝚑𝚊𝚜 𝚎𝚗𝚝𝚎𝚛𝚎𝚍 𝚘𝚞𝚛 𝚜𝚎𝚛𝚟𝚒𝚌𝚎 𝚊𝚏𝚝𝚎𝚛 𝚍𝚒𝚜𝚙𝚕𝚊𝚢𝚒𝚗𝚐 𝚔𝚗𝚘𝚠𝚕𝚎𝚍𝚐𝚎 𝚘𝚏 𝚏𝚘𝚛𝚎𝚒𝚐𝚗 𝚊𝚝𝚖𝚘𝚜𝚙𝚑𝚎𝚛𝚒𝚌 𝚏𝚛𝚊𝚖𝚎𝚠𝚘𝚛𝚔𝚜 𝚘𝚛𝚒𝚐𝚒𝚗𝚊𝚝𝚒𝚗𝚐 𝚒𝚗 █████ ██████ █████. 𝙳𝚞𝚎 𝚝𝚘 𝚌𝚘𝚖𝚙𝚎𝚝𝚎𝚗𝚌𝚢 𝚒𝚗 𝚜𝚎𝚕𝚏 𝚍𝚎𝚏𝚎𝚗𝚜𝚎, 𝚎𝚡𝚝𝚎𝚗𝚜𝚒𝚘𝚗 𝚠𝚊𝚜 𝚐𝚛𝚊𝚗𝚝𝚎𝚍 𝚝𝚘 𝚌𝚘𝚗𝚝𝚛𝚊𝚌𝚝 𝚝𝚘 𝚊𝚜𝚜𝚒𝚜𝚝 𝚒𝚗 𝚎𝚗𝚜𝚞𝚛𝚒𝚗𝚐 𝚜𝚝𝚊𝚋𝚒𝚕𝚒𝚝𝚢 𝚘𝚗𝚋𝚘𝚊𝚛𝚍 𝚁𝚎𝚜𝚎𝚊𝚛𝚌𝚑 𝚂𝚝𝚊𝚝𝚒𝚘𝚗 █.█.█ ████████. > 𝙿𝚛𝚘𝚙𝚎𝚗𝚜𝚒𝚝𝚢 𝚝𝚘𝚠𝚊𝚛𝚍𝚜 𝚟𝚒𝚘𝚕𝚎𝚗𝚝 𝚋𝚎𝚑𝚊𝚟𝚒𝚘𝚛 𝚕𝚎𝚍 𝚝𝚘 𝚘𝚞𝚝𝚜𝚘𝚞𝚛𝚌𝚒𝚗𝚐 𝚝𝚘 ███████ ████████ 𝚂𝚎𝚌𝚝𝚘𝚛 𝚠𝚘𝚛𝚔𝚒𝚗𝚐 𝚞𝚗𝚍𝚎𝚛 ███████ 𝚋𝚛𝚊𝚗𝚌𝚑. 𝙷𝚊𝚜 𝚗𝚘𝚝𝚊𝚋𝚕𝚢 𝚛𝚎𝚝𝚞𝚛𝚗𝚎𝚍 𝚚𝚞𝚒𝚎𝚝𝚎𝚛 𝚠𝚒𝚝𝚑 𝚊 𝚕𝚊𝚛𝚐𝚎𝚛 𝚝𝚎𝚗𝚍𝚎𝚗𝚌𝚢 𝚝𝚘 𝚊𝚝𝚝𝚎𝚖𝚙𝚝 𝚍𝚎-𝚎𝚜𝚌𝚊𝚕𝚊𝚝𝚒𝚘𝚗 𝚊𝚗𝚍 𝚍𝚒𝚊𝚕𝚘𝚐𝚞𝚎. > 𝚂𝚝𝚊𝚗𝚍𝚋𝚢 𝚏𝚘𝚛 𝚏𝚞𝚛𝚝𝚑𝚎𝚛 𝚒𝚗𝚜𝚝𝚛𝚞𝚌𝚝𝚒𝚘𝚗. Qᴜᴀʟɪꜰɪᴄᴀᴛɪᴏɴꜱ: > 𝙻𝚎𝚝𝚘𝚟 𝚃𝚊𝚛𝚊𝚜𝚘𝚟𝚒𝚌𝚑 𝚑𝚊𝚜 𝚗𝚘 𝚏𝚘𝚛𝚖𝚊𝚕𝚕𝚢 𝚛𝚎𝚌𝚘𝚐𝚗𝚒𝚣𝚎𝚍 𝚚𝚞𝚊𝚕𝚒𝚏𝚒𝚌𝚊𝚝𝚒𝚘𝚗𝚜 𝚘𝚞𝚝𝚜𝚒𝚍𝚎 𝚘𝚏 𝚝𝚑𝚘𝚜𝚎 𝚎𝚊𝚛𝚗𝚎𝚍 𝚝𝚑𝚛𝚘𝚞𝚐𝚑 𝚌𝚘𝚖𝚙𝚊𝚗𝚢 𝚎𝚡𝚊𝚖𝚒𝚗𝚊𝚝𝚒𝚘𝚗. 𝙷𝚎 𝚑𝚊𝚜 𝚙𝚊𝚜𝚜𝚎𝚍 𝚋𝚘𝚝𝚑 𝚑𝚒𝚜 𝙰𝚃-𝟷 𝚊𝚗𝚍 𝙰𝚃-𝟸 𝚎𝚡𝚊𝚖𝚒𝚗𝚊𝚝𝚒𝚘𝚗𝚜 𝚠𝚒𝚝𝚑 𝚜𝚘𝚖𝚎 𝚜𝚞𝚌𝚌𝚎𝚜𝚜; 𝚋𝚞𝚝 𝚑𝚊𝚜 𝚑𝚊𝚍 𝚕𝚒𝚝𝚝𝚕𝚎 𝚕𝚞𝚌𝚔 𝚠𝚒𝚝𝚑 𝚑𝚒𝚜 𝙰𝚃-𝟹 𝚎𝚡𝚊𝚖𝚒𝚗𝚊𝚝𝚒𝚘𝚗 𝚍𝚞𝚎 𝚝𝚘 𝚑𝚒𝚜 𝚒𝚗𝚊𝚋𝚒𝚕𝚒𝚝𝚢 𝚝𝚘 𝚖𝚊𝚗𝚒𝚙𝚞𝚕𝚊𝚝𝚎 𝚋𝚕𝚞𝚎𝚜𝚙𝚊𝚌𝚎. ᴇᴍᴘʟᴏʏᴍᴇɴᴛ ʀᴇᴄᴏʀᴅꜱ: > 𝙻𝚎𝚝𝚘𝚟 𝚃𝚊𝚛𝚊𝚜𝚘𝚟𝚒𝚌𝚑 𝚑𝚊𝚜 𝚜𝚑𝚘𝚠𝚗 𝚊𝚗 𝚞𝚗𝚠𝚒𝚕𝚕𝚒𝚗𝚐𝚗𝚎𝚜𝚜 𝚝𝚘 𝚍𝚒𝚐𝚛𝚎𝚜𝚜 𝚑𝚒𝚜 𝚎𝚖𝚙𝚕𝚘𝚢𝚖𝚎𝚗𝚝 𝚛𝚎𝚌𝚘𝚛𝚍 𝚏𝚛𝚘𝚖 𝚠𝚒𝚝𝚑𝚒𝚗 𝚝𝚑𝚎 𝚄𝚂𝚂𝙿 𝚒𝚝𝚜𝚎𝚕𝚏, 𝚑𝚘𝚠𝚎𝚟𝚎𝚛, 𝚑𝚊𝚜 𝚜𝚑𝚘𝚠𝚗 𝚊 𝚌𝚘𝚖𝚙𝚎𝚝𝚎𝚗𝚌𝚎 𝚠𝚒𝚝𝚑 𝚊𝚝𝚖𝚘𝚜𝚙𝚑𝚎𝚛𝚒𝚌 𝚜𝚢𝚜𝚝𝚎𝚖𝚜 𝚝𝚑𝚊𝚝 𝚊𝚕𝚕𝚘𝚠𝚎𝚍 𝚑𝚒𝚖 𝚝𝚑𝚎 𝚘𝚙𝚙𝚘𝚛𝚝𝚞𝚗𝚒𝚝𝚢 𝚝𝚘 𝚙𝚊𝚛𝚝𝚒𝚌𝚒𝚙𝚊𝚝𝚎 𝚒𝚗 𝚎𝚡𝚊𝚖𝚒𝚗𝚊𝚝𝚒𝚘𝚗𝚜 𝚝𝚘 𝚙𝚛𝚘𝚟𝚎 𝚑𝚒𝚜 𝚌𝚘𝚖𝚙𝚎𝚝𝚎𝚗𝚌𝚢. ᴍᴇᴅɪᴄᴀʟ ʀᴇᴄᴏʀᴅꜱ: ʜᴇɪɢʜᴛ: 𝟼'𝟷 / 𝟷𝟾𝟻𝚌𝚖 ᴡᴇɪɢʜᴛ: 𝟷𝟽𝟷𝚕𝚋𝚜 ᴇʏᴇ ᴄᴏʟᴏᴜʀ: 𝙿𝚒𝚗𝚔 [𝙱𝚘𝚍𝚒𝚕𝚢 𝙼𝚘𝚍𝚒𝚏𝚒𝚌𝚊𝚝𝚒𝚘𝚗] ᴘʜʏꜱɪᴄᴀʟ ꜱᴛᴀᴛᴇ: 𝙾𝚝𝚑𝚎𝚛𝚠𝚒𝚜𝚎 𝚑𝚎𝚊𝚕𝚝𝚑𝚢. ᴘꜱʏᴄʜᴏʟᴏɢɪᴄᴀʟ ꜱᴛᴀᴛᴇ: Patient diagnosed with major, recurrent dissociative amnesia and generalized anxiety. Patient admits suicidal thoughts occur and is not willing to disclose frequency at this time, but notes that is not presently experiencing suicidal intent. Prescriptions: Medical Marijuana Packet, 1x per shift PRN from on-duty psych for anxiety; Medical hypnosis, multi-session, for major recurrent dissociative amnesia. Patient reports a 23-year mental block from birth; questionable medical intervention and possible complicity with the cause of the mental block. Patient's first memory was waking up in hospital with severe burns, loss of hearing but no known head or neck trauma. References to a "non-disclosure agreement" were made to the patient, but patient does not appear to have any active knowledge.
    1 point
  15. For Fiona's detailed records, go here. First Name: Fiona Last Name: Phillips Gender: Female Orientation: Bisexual Nicknames/Alias: Most people call her Fio, Fi, or Fifi (though she hates that last one) Picture(If Available) i'm poor and can't afford that right now, here's some heroforge models to give you an idea leave me alone aah https://imgur.com/a/hnh8xgh Age/D.O.B: Exact DoB unclear, 24 years old Species: Human, genetically modified for deep space habitation. Blood Type: B+ Place Of Birth: A mining colony on G1618-X1634, a planetoid located in the debris field around Groombridge 1618, about 16 ly away from Sol Alignment: Are we really doing DnD alignments? I guess Chaotic Neutral. She is egoistic, but not actively malicious, and while she understands the value of order, she will only obey rules as long as it's convenient for her. Affiliation: Nanotrasen - Employee Cybersun Industries - Former employee Religious Beliefs: Agnostic Detailed Information Appearance: Character Voice: Fiona's voice is quite deep and sometimes slighly raspy, partially due to her smoking habits. Her accent is somewhat odd and hard to place, though it does suggest she speaks Gutter as her first language. Personality: Medical Records: Employment Records: Security Records: Character Biography Family: As the colony she hails from is now defunct, its atmospherics system fully broken, it is unlikely that she has any surviving family members. She does, however, consider one person her sibling. Background: Personal Relationships Faction Relations Other Information Place of habitation: Favorite drink: Fiona drinks mostly water when exercising, but is a big fan of milk and other dairy products, as well as sodas, coke in particular. Her favorite alcoholic drink is Fernet Cola, followed closely by White Russian. She also likes Thirteen Loko quite a lot. She usually drinks her coffee black, though she is a big fan of Mocha, as she fondly remembers mixing instant coffee with cocoa powder found in military rations. Favorite food: Fiona does not have any favorite food. Her palate is a crime against humanity due to having eaten bland food for most of her life. She thus subsists on TV dinners, takeout food, and protein shakes. Fiona often adds hot sauce to things - she had eaten mostly nutrient paste for most of her life, before being exposed to "real food" for the first time in a cafeteria while working for Cybersun. What follows is that her bar for food has always been very low, which caused her to become amazed by hot sauce packets found in rations consumed by her during her combat training. Enlighten me as to what else I should put here
    1 point
  16. This is a list of map related fixes/adjustments needed for the MetaStation, as reported on Github. I have organized this thread by department to bring some sort of method to the madness. Security/Internal Affairs: Prisoner Processing needs remapping. All security camera consoles don't work Coffee vending machine in permanent detention requires money, which prisoners lack. White ship docks in permanent detention when you use the top "North of Cerberon" option Internal Affairs office is ill-equipped to support 2 Internal Affairs Agents. Command: NanoTrasen Representative starts with Central Command stamp, not NanoTrasen Representative stamp AI Upload starts with turrets off. (This one also says unbolted, but I'm pretty sure that's also the case with Cyberiad) Intercomms intended to be set to AI's private channel (such one in the AI core) is set to radio frequency 144.7, not the actual AI private frequency of 134.3 Teleporter has weird wiring https://user-images.githubusercontent.com/25063394/89102154-4de18280-d3fe-11ea-901d-96726da48400.png Service: Clown airlock and mime airlock have incorrect access requirements. Arcade doesn't have a tech vendor. Medbay CMO office starts with inaccessible buttons on full-tile windows. Paramedic fore airlock and port airlock have no assigned access requirements. Morgue airlock facing the main hallway has no assigned access requirements. Medbay treatment rooms have inconsistent shuttering (port room has an additional shutter at a different orientation than the rest). Maintenance door into the psychiatrist's office has standard medical doctor access. Feature requests for medbay treatment rooms from a github user: No defibrillator mounts at present, may desire at least one Personal lockers could be removed Potentially remapping medical treatment rooms to be a single room/area Potentially remove shutters Replace Emergency NanoVends with a NanoMed Plus Supply: Mining shuttle opens up shutters in the maintenance tunnel above AffectedArc07 has suggested maybe removing it, however I was told it was a feature in the past. https://user-images.githubusercontent.com/25063394/88809858-7f630f80-d1ac-11ea-8046-9ee9890463a8.png Note: Testing on a local server did not yield the shutters opening upon shuttle departure or arrival All miners spawn on the same floor tile. Airlock leading to the mining shuttle starts bolted. Airlock leading to the mining shuttle doesn't bolt and unbolt with shuttle departure and arrival. Mining shuttle starts off station. Cargo bay lacks shuttle times that indicate when the shuttle should be arriving. The buttons leading to the cargo shuttle malfunction The top button doesn't work The bottom button operates both sets of airlocks. Rapid crate senders cannot select a telepad to connect with. Sending wrapped parcels to engineering causes it to be stuck in the disposal system, never reaching it's destination. Engineering/Atmospherics: As I have no atmospherics experience, I leave this for you to decipher as you will https://github.com/ParadiseSS13/Paradise/issues/13950#issuecomment-880600462 External Airlocks port of medical in maintenance lack access requirements, as well as cycling systems. Departures airlocks are unbolted. A disposal pipe in engineering routes trash from security towards the supermatter. https://user-images.githubusercontent.com/71735193/125701347-0bf90728-75e2-412d-96cd-9e2e6ca07a2b.png Engineering Foyer lacks access requirements. https://i.imgur.com/fNE4uWp.png The turbine room has been labelled as "Incinerator." Pipes in the turbine room don't connect. Pump in the turbine room is off. Some vents are set to siphon upon round start Unfortunately, a list of locations is unknown The only reported one is Internal Affairs Office, however this did not replicate during later testing Ones I did see were Toxins Lab Vent Pump #3 and Research Division Server Room Vent Pump #2 Atmospheric equipment/lockers needs cleaning up in placement Atmospherics requires another hardsuit Other things I see when I load up MetaStation locally: General: There are two full tiles of reinforced glass with bushes in the Recovery Ward that look sloppy at the moment. Similar in Departures. Arrivals pod bay has a water tank oddly placed near the center. The "Storage Rooms" found just south-east of arrivals in maintenance have light fixtures with no lights. The Vacant Office has light fixtures with no lights. The garden has tinted windows This prevents you from seeing in. Why does the garden have these? Air alarms in the generic cabins in the dormitories are labeled as Dormitories Air Alarm Should be specified to reduce potential confusion later on down the line Areas that should have disaster counters don't. Including, but not limited to the engine and the science test lab Command: Heads of staff don't have a fancy paper bin in their respective offices. The captain now has two rubber stamps on their desk. There is no Magistrate's Office. A crate in the gateway atrium starts opened. A crate in the teleporter starts opened. The Head of Personnel Office doesn't have the ticket ticker. Security: Internal Affairs paper bin is not a fancy paper bin (doesn't ask for a letter head when you remove a piece of paper) Internal Affairs does not have a security records console Labour camp security airlocks don't unbolt upon labour camp shuttle arrival. Labour camp shuttle starts offstation. A crate in the "Prisoner Education Centre" starts opened. There is no security camera in the "Prisoner Education Centre" If the greytide virus/prison escape event runs, there are doors that can't be fixed by the AI. What appears to be execution is labelled "Prisoner Education Centre" There is no electric chair in the "Prisoner Education Centre," but an electropack, a bed, a muzzle, a blindfold, and a straight jacket. Space Law requires there be an execution chamber with an electric chair. The brig has a total of 3 cells. Air alarm in the security pod bay is hidden behind a full tile window There is no air alarm in the gear room in security There is no APC in the gear room in security Due to the nature of the room and it's intended use, it may be beneficial to separate it from generic brig stuff. The warden's office doesn't have an air alarm The arrival's security checkpoint is labeled as Customs. Barrier grenades in the armoury are currently just laying on the floor, beside an empty rack. There is no box of donuts in the security office. Supply A crate in the cargo bay starts opened. The cargo bay has various equipment strewn across it. The Supply Bay Space Bridge has maintenance hatches, where every other station maintenance door is the standard airlock (barring AI sat maintenance, which has historically had hatches on Cyberiad) Service The chapel's mass driver has a GPS in it. The chaplain's wardrobe (locker) in the Relic Closet is on a table. The room with the crematorium (one instance of chapel's office) has two air alarms within 2 tiles of each other. The chapel doesn't have everlasting candles, only the standard set of red. This includes the ones outside of the boxes Engineering: Lots of power wires are bright yellow, others are red. Not sure if this is an intentional change, as it appears the solar arrays have red wirings until their SMES, while the rest of the station is yellow In the Central Atmospherics Computer, two air alarms are labelled "all-access air alarm" One is the Turbine/Incinerator The other is the Prisoner Education Centre There appears to be a vent and a scrubber in maintenance by Aft Starboard solars, but they aren't connected to an air alarm Similar in maintenance port of security There are no listed air alarms for Aft Starboard Maintenance or Port Maintenance Air alarm in the access to the Supermatter Engine lacks proper capitalization engine air alarm Toxins Launch Room air alarm is called Toxins Lab Air Alarm Should be specified to prevent confusion late on down the line Medical: Genetics monkey pen doesn't have a vent or scrubber Funnily enough, I discovered this when I had a bunch of dead monkey logs suddenly show up while I was roaming locally.
    1 point
  17. Alright, it seems the staff have taken a pretty solid stance on the issue of bridge hoboing and though it doesn't align with my own view I can understand the logic and reasoning behind it. Thanks for the clarification, and I'll take note of it moving forward! Hopefully this so-far unspoken rule can be met with improvements to the dorms and other public areas like mentioned above, but that's likely for another thread. Personally I believe the server culture of bridge hoboing could be changed for the better or at least relocated with some well thought out mapping, taking into account why people choose to idle there and filling that desire in a way that better suits the intended RP. If there is ever an effort to do this I'd love to be a part of the solution!
    1 point
  18. In hindsight, i'm honestly confused at WHY the bridge has a giant glass window to the public hallway in the first place? I know it LOOKS nicer, but if it's supposed to be super secure and "above-your-paygrade", why is its default state to be highly visible in the most public part of the station? Is there a downside to just replacing the windows with walls? It might look a bit less pretty, but it'd both stop bridge hobo-ing and incentivize couch-potato captains to leave the bridge occasionally.
    1 point
  19. I have some thoughts on the dorms and why they get ignored/ways they could be improved on, but like Woje said, I don't want to derail the thread with that. Personally I don't have an issue with people loitering around Bridge (aside from the fact that they tend to give me a lot of extra work as a janitor main...) but I'm in agreement that it's really strange for it to be such a constant. Especially when the area explicitly built for casual roleplaying is largely unused.
    1 point
  20. It makes no sense for the crew to loiter in a main hallway and sit in front of the bridge. It makes no sense IC and can be very distracting. Especially since closing shutters end with them doing annoying stuff including literally breaking the windows. Anything people do in front of the bridge, they could do at the dorms. Which are a very lackluster thing right now, but that's a discussion for another day. There's areas for this, and they are not being utilized.
    1 point
  21. 1 point
  22. I have no issue with bridge hoboing. I think its a fun peanut gallery of newer and older players pretty much talking about what's going on. Sort of like dchat, but alive in some sense. I'm saying this as someone who plays a fair amount of command. Bridge hobos aren't a bad thing if they're just bridge hoboing. What IS annoying is people all playing different songs on different instruments, but that's a different story.
    1 point
  23. Thank goodness, there's lore for the best cyborg. This is really good, and the Mister Plushie lore is both funny and sad at the same time. Love it!
    1 point
  24. BOOP LORE?? AND AN INCREDIBLE VIDEO TO GO WITH IT???? THE BEST BORG IN THE GAME KEEPS GETTING BETTER
    1 point
  25. I'm sure it will be clarified and I suspect it was a specific incident that drew the administration's ire given for how long they've just generally been a thing to suddenly crack down on it now would be a pretty terrible look. The CPH fore of the bridge is usually the single busiest area of the station and for civilians with no real job to perform, it's going to be one of the most appealing places to be. As a command player, it's actually quite fun to have the peanut gallery present, it provides opportunity for interesting dialogue and such - and I'm generally never one to hobo, myself. I strongly suspect their were players with jobs hoboing, or they were up to something far beyond the pale of our usual millers about if someone used toggle-build-mode-self to wall off the bridge. It's not a permanent change for certain - I'm online now and the maps is as usual. Insofar as command players being irritated by them... there's literally an off switch for bridge hobos right smack dab in the middle of the bridge and unlike the more annoying tidey assistants that would just hack or break their way into whatever they please, there's not a non-bwoinkable way to open blast shutters. It is literally one click to make any serious conversation on the bridge much less interceptable or interruptable.
    1 point
  26. When people shit on wiki articles very rudely. In LOOC, Dsay, OOC, discord, or whatever. Most of them never actually think to bring attention to it in #wiki-development and when some do they just come there to bitch instead of actually contribute solutions or actually offer to lift a finger to god forbid edit it. We have max maybe 8 people who contribute 30 edits a month and 3-4 people who regularly maintain the wiki.
    1 point
  27. - Scientists that fuck off and ignore RND, so its not done until like 20 to 25 minutes in - CT's that completely ignore the QM because "Well acktually the HOP is the head" - Dept heads having no fucking idea what they're doing, bonus points if you somehow unlocked captain without knowing that the chain of command is almost always given to science, EOC's are not instantly executed, you cant clone vox, the SM does not like eating burn mix, and ordering 20 hat crates is a bad way to spend cargo points. - Genuine shitsec, like I enjoy calling people like Rurik or Sizzle shitsec because they know they aren't and will get a laugh out of it, but the genuine shitsec who are just like "Hey fuck you! I'm not gonna read space law I'm just gonna harmbaton you and give you 30 minutes for slipping me!". - Sec who beg for implants when there's maybe 1 traitor running around, bonus points if on blue/green, triple bonus points if you use a borg's law 2 to break in on extended to make yourselves full implants, AEG's, upgraded tools, shields, etc. (TOTALLY HASN'T HAPPENED TOTALLY NOT STILL SALTY) - RD's who have a no fun policy (i.e No cool/funny science projects like monkey teslas, generally newer RD's), but equally ones who spend their time exclusively on those, and don't bother with making sure toxins/rnd/xeno are done, and that robotics is not smoke bombing nanites and trying to use an automender on an IPC. - Traitors who speed run their assassinate obj, idgaf about high value items though. - People that go hard as fuck on new players, like miner man turning the bald dude whos asking "wher medbey" into dust because they accidentally punched them.
    1 point
  28. bit old but SOME Scientist want to get levels before someone askes them for a PAI or something dumb. I sometimes just stop doing RnD because people asking me to get them stuff while we're on level one is stressing while I'm already doing work. I'm an idiot!
    1 point
  29. Finally, settled on a character. Name: O.R.A.N.C.H.E Age: 19 Gender: Identifies as male Race: I.P.C Blood Type: Irrelevant General Occupational Role(s): Psychologist, Coroner, IAA/NTR Biography: O.R.A.N.C.H.E was manufactured on Sol as a retooling of an extremely outdated maintenance-drone hack-up (known as DR-801). Proving to be very intelligent early on in positronic evaluation and testing stages, O.R.A.N.C.H.E began seeking out a career in criminal psychology, with the goal of entering the Trans-Solar Federation's Corporate Investigation Bureau. However, he found that he lacked enough work hours logged within corporate companies to be considered for the position, and the TSF recruiter recommended him Nanotrasen. He accepted, and now works at the NSS Cyberiad. Qualifications: O.R.A.N.C.H.E is qualified in the field of Criminal Psychology, having a bachelor degree in Criminal Psychology and an associates in Forensics. O.R.A.N.C.H.E also expresses an interest in telecommunications and emergency services, and seems to read about those topics often in his free time. The following information is also visible in-game, because I like consistency. Employment Records: O.R.A.N.C.H.E is qualified in the fields of criminal psychology and forensics. He has been employed at the Cyberiad due to a desire to join the TSF CIB (Corporate Investigation Bureau), and plans to work until he meets the TSF CIB requirements for further education and training. Security Records: O.R.A.N.C.H.E is hyperactive and jumpy, leaning heavily towards the "flight" side of the "fight or flight" coin. He seems uninterested in serving Nanotrasen fully, showing loyalty to the TSF rather than Nanotrasen. He seems especially fond of his homeworld, Earth, and it's rural areas. This leads us to believe he's more environmentalist, despite the industrial upbringing. Medical Records: O.R.A.N.C.H.E seems to possess a form of robotic ADHD, and subsequently is very hyperactive. He is also able to generate heat and make a wider variety of noises. His chassis is a relativeley new model of Morpheus Cyberkinetics, designed to resemble the older chassis but be more pleasant to interact with physically. Personnel Photo (Appearance text): He's tall and lanky, with a peach/salmon colored chassis. His screen is a orange heart, and his antenna fold foward. He has scratches and damage all over. His body structure is far more geometric rather than cubic, with more shapes and corners. Other Notes: Criminal Psychology is actually a field I'm studying in real life. Yeehaw.
    1 point
  30. Name: Matthew "Matt" Malvor Age: 29 Gender: Male Race: Human Blood Type: B+ General Occupational Role(s): Command (Captain, NTR, Blueshield, HoS), Security (SPP, Warden), Service (Chef, Bartender), Medical (Surgeon) Biography: Matthew Malvor was born January 26th, 2536 upon the NHV Aceso to Thomas Malvor (2508-2552) and Victoria Malvor (née Springston, 2507-2561). The Malvor family sustained itself via shipbuilding, with the Thomas Malvor working as a Navigational Systems Design Specialist while his wife, Victoria, worked as an aide to the Technical Engineering Division of NCS Hephaestus. Growing up in a hub of commerce, engineering, and work led to Matthew picking up odd jobs around the Station once their primary education was complete at age 14. Foregoing an advanced education, Matthew took up residence assisting in cooking and bartending at the Nagamiru. October 10th, 2552. An attack on the NCS Hephaestus by unknown assailants led to the scattering of the fleet surrounding the now-destroyed Station. A small contingent of these ships would be relocated to the colony of Haverick to assist with colonization efforts and supply runs to and from the planet after the Malfunctioning AI incident that had led to the destruction of many transports in the area. The loss of their primary source of income with the death of Thomas Malvor led to the now 16 year old Matthew to seek more substantial employment while Victoria Malvor obtained employment from the incoming Shellguard Munitions team. Due to the KC-13 Controversy, the TSF had created specialized Containment Stations for dissidents and terrorists known to be associated with the USSP. While these Stations were defended by TSF Soldiers, the day-to-day operations were a mostly Civilian operation. Following a minor uprising along the borders of TSF space, more funding was sent to man the SPS Orion, the most remote Sol Prison Station to be noted as a USSP Containment Station. Matthew enrolled in the Correctional Officer Candidacy Program and excelled, with their supervisors noting both exceptional handling of their duties as well as a penchant for assisting in the aftermaths of riots and injuries amongst the inmates. Following a riot on August 3rd, 2555 Matthew received a recommendation to complete the SolGov Field Surgery and First Aid training as a Non-Combatant Trainee to assist in further medical issues aboard the SPS Orion. After 5 years of employment with the TransSolar Federation, Matthew was offered a contract to work upon the NSS Exodus as a Medical Doctor. After a short 2-year stay upon the Exodus, Matthew transferred to the NSS Cyberiad under a new contract, with most of their working hours in the Security Department as a Security Officer and Warden. January 4th, 2564. Following a routine day working as Security Pod Pilot upon the Cyberiad, a child was found stowed away upon the Station. This child was found to have no traceable parents upon investigation by NanoTrasen personnel. Following the Shift and the subsequent weeks of assisting with caring for the child, Matthew has become the legal guardian of Todd Malvor. Due to their efforts to assist with the child's upbringing and wellbeing, a paternal clause has been added to their contract with NanoTrasen, wherein MAL VR, an IPC contracted with the New Canaan Plasma Research Initiative shall cover for Malvor once per week to allow for time off. Qualifications: SolGov Correctional Officer (Tier IV) - Passed SolGov Field Surgery and First Aid - Passed NanoTrasen Employee First Aid Basics Certification - Passed NanoTrasen Medical and Surgical Certification - Passed NanoTrasen Security Officer Candidacy Training - Passed NanoTrasen Riot Prevention and Deterrence Certification - Passed NanoTrasen Detainment Management Certification - Passed NanoTrasen Head of Staff Certification - Passed NanoTrasen Legal Certification - Magistrate - Passed NanoTrasen Corporate Certification - Representative - Passed NanoTrasen Basics of Engineering - Passed (Satisfactory) NanoTrasen Basics of Research - Failed Employment Records: 2550 - 2552: NCS Hephaestus, Nagamiru - Assistant Cook and Bar Server 2553 - 2558: SPS Orion - Correctional Officer / Field Medical Specialist / Field Surgeon 2558 - 2560: NSS Exodus - Medical Doctor / Security Officer 2560 - Present: NSS Cyberiad - Security/Command Contractor Security Records: Known Languages: Galactic Common, Neo-Russkiya 2551: Minor Battery Charge, Dropped 2564: Assault on an Officer, Dropped Notes: While no serious crimes are noted within Malvor's records, they are known to toss trespassers into the disposals system of their Station. While this action is typically done off-duty from Security while working in the Bar/Kitchen, Security should be aware that this activity is rather regular. Additionally, comments along the lines of calling Malvor "Fatt Malvor" have led to minor cases of inter-Departmental shenanigans which could be construed as Battery. Medical Records: DoB: January 26th, 2536 Height: 182cm Weight: 78kg Eye Color: Brown Cybernetics: None NanoTrasen Quarterly Psych Evaluation: Passed Notes: Fatt. [im leaving this in here, but which one of you [expletive redacted] added this to my official records, which I can SEE AND EDIT you [expletive redacted]! im not even FAT! - M.M.] Personnel Photo (Appearance text): Other Notes: They might come off as a hardass, but is always willing to grab a bite to eat or a drink with pretty much anybody. They are extremely loyal to those who they respect or are friends with. Dealing with a kid has softened them a bit, and has made them less of a risk-taker (gotta make it home to the kid, damn it). Enjoys donuts.
    1 point
  31. Personal Relations Romantically Involved | Romantic Interest | Admire | Respected | Good Friend | Friend | Neutral/Unsure | Dislike | Hate | Fear Faction Relations Allied | Like | Neutral | Dislike | Hate | Enemy
    1 point
  32. (Years in the making and much procrastination later, and I've finally made this mess of a bio. Still slightly WIP, though that's mostly for recent in-game events.) First Name: Vixx Last Name: Vaxx Gender: Male Orientation: Straight Nicknames/Alias: Vixxkivakay Picture(If Available): Art By Kikeri Age/D.O.B: Biological age of 28. True age unknown due to extended periods between clonings. Place Of Birth: In orbit around Kelune Species: Vox, originally Vulpkanin Blood Type: AB+ Alignment: Neutral Good Affiliation: Unwilling employee of Nanotrasen Religious Beliefs: Follower of Technomancy, the belief that ascension can be achieved through science and technology. Believes that the universe is controlled by bluespace ‘gods’ that have ascended beyond mortality. Biography Childhood: Vixx was born a Vulpkanin on his family owned trading ship, though his home is considered to be Kelun. Having parents that worked in the trade industry, he spent most of his time traveling with them from system to system. Although he was able to get most of his education from his parents and remote teaching, he eventually had to return to Kelun during his late teens and attend a boarding school for the remainder of his early education. It was during this time that he developed his interest in the medical sciences. Partially funded by his parents, he was able to attend a Nanotrasen owned college, where he got exposure to many advanced sciences and learned about the various species in the galaxy. Adulthood: After graduating, Vixx returned to working in the same trade company as his parents. He primarily worked as a ship doctor, though would also use his knowledge in robotics and biology for appraising trade goods that fell under these domains. It was at this time that his parents passed away due to health issues. It was heartbreaking for Vixx, but he felt that they had lived happy lives. During his work, he began to grow a distaste for Nanotrasen as he observed how widespread and oppressive the company could be. This came to a head during a contracted supply run for Nanotrasen. A colony under Nanotrasen jurisdiction sent out a distress signal requesting medical aid after a plasma mine explosion. The trade ship Vixx was on had experimental medical supplies that could aid the colony, but were told by Nanotrasen that the supplies were to be delivered to its intended station and not used to aid the colony. Going against this ruling, Vixx stole several crates of these supplies and teleported them to the colony to aid them. It didn’t take long for this act to be discovered, and Vixx was arrested and charged with multiple counts of grand theft. The violations of his contract also lead to a substantial fine being placed on him in addition to the charges, leading to a massive debt being put on him. Unable to pay for the legal fees of his charges, the cost of the stolen supplies, and the fines for violating his contract, Vixx was forced into peonage for the company till his debt is paid. Early Employment: Vixx’s indoctrination into Nanotrasen was rough. He initially was very resistant, leading to altercations with his superiors and occasional demotion. However, avoided committing any crimes in order to avoid additional debt being added to the amount he already owed. Despite this, he still searched for ways to undercut the company or find loopholes that’s potentially get him free of his new contract. One attempt was made to reduce his debt by selling off misplaced, miscounted, or surplus supplies he came across to non-Nanotrasen traders and occasionally black market dealers. These trades lead to him being noticed by the Syndicate, who saw an opportunity in using his debt as a way to persuade him into doing jobs for them. His first official contact with the Syndicate was through a simple offer of a portion of his debt being paid off in exchange for stolen goods. Hesitantly, he performed the requested job, and was surprised to find that they had followed through with their side of the deal and somehow reduced his debt by a fair amount. Emboldened by this, he began actively seeking out the syndicate in hopes of getting more opportunities to work for them. This ended up being a mistake, as he began sticking his nose into the business of several dangerous individuals. His searching led to him getting tangled up with a group of Syndicate pirates, and after being promised information in exchange for goods, led to him being kidnapped. The pirates had no interest in giving Vixx any information, and simply stole the goods that Vixx had collected. As a warning not to actively seek out the Syndicate, the syndicate pirates killed him. His next memory was of him being cloned aboard a Nanotrasen station. He was informed about his body being found in space near the station, and that his body had been completely skinned. Despite having no memory of the event, he was still traumatized by this, along with this being his first ever experience of being cloned. Poor luck seemed to follow Vixx after that day. Multiple encounters with the Syndicate, biohazards, and other malicious entities lead to him being cloned on a fairly frequent basis, sometimes multiple times a month with days or even weeks of memory loss. This began to have an effect on his mental health, often leading to depression, hopelessness, and antisocial behavior. The Syndicate still sent him job opportunities, but rarely would he follow through with any of them. Current History (In-game events): Vixx was eventually assigned a long term position aboard the NSS Cyberiad. Although indifferent at first, having a more permanent workplace when compared to the frequent transfers he previously had showed to be helpful for his mental health. He also found himself enjoying the research aspect of the station’s operations, often partaking in various medical and science projects. His time on the station led to several encounters with creatures, individuals, and anomalies of paranormal and supernatural nature, many of which he found fascinating despite their danger and often malicious intent. Curiosity pushed him to begin delving into the mysteries of bluespace, the theories of redspace, and the possibilities of gods and entities that lie beyond mortal perception. Although very scientific in his approach, this school of thought was often seen as religious by his coworkers. The gods and entities he studies also seemed to be more responsive to religious acts, so he named this school of thought ‘Technomancy’ and registered it as his practiced religion. During his research, he began to develop an interest in genetics and biological modification. The discovery of Stable Mutagen, a chemical that can completely alter an individual’s species, became the primary focus of his research for quite some time. He also saw this as an opportunity to reduce his debt to the company. Using a mix of genetics, chemistry, and medicine, Vixx was able to create a method of altering an individual’s species while maintaining their voice, appearance, and identity (Or at least as close as possible to their original species). Trial runs proved to be successful and Vixx was poised to turn this into a potential business. This was cut short almost immediately. Nanotrasen claimed ownership of his research and banned the production of Stable Mutagen soon after. This caused Vixx’s hatred towards the company to grow, and he began hiding his research from the company to avoid a repeat. With no avenue to reclaim his research, he turned his attention to a new subject. Vox had always been interesting to Vixx, but he had never studied them in depth. He was aware of their bio-engineered nature, but knew next to nothing about their creation, mostly due to the Vox’s secretive nature when it comes to their science and technology. His studies lead to him finding that the Vox tend to hold philosophical views on the subject of the universe similar to his own. He also found the kinship Vox shared with one another to be enviable, due to his struggles to create any strong friendships in the work environment. This has led to him somewhat enjoying the company of Vox more than most other species. Since his work in science was cut short, he moved to more frequently work the medical department aboard the station. His knowledge in biology and medicine allowed him to comfortably work most jobs in the department, but his desire to help others leads to him often working as a doctor and surgeon. Although he enjoys the job for the most part, he still has an interest in research and science, and won’t hesitate to jump on any opportunity to aid or partake in any projects. His interest in Vox one day took a strange turn amidst a shift with a high amount of paranormal activity. There had been many sightings of ghosts, unnatural events, and supernatural happenings. Seeing this as a potential opportunity, he beckoned for the spirits to answer his wish to be able to speak Vox. He got his wish in an unexpected way, as he was suddenly struck by a supernatural force and transformed into a Vox. Since then, Vixx has found himself stuck between two ways of life. That of his old way of living, and that of a vox. Although he has been trying to fit in among the other vox on the station, there's a part of him that always feels like he's an outsider. He's hesitant to explore the vox ways due to the secrecy and hostility towards outsiders, but he's managed to find friends on the station. Detailed Information Appearance: Vixx is a Vox that stands at about 3'6" and is of a fairly thin build. He's dark brown with light brown quills atop his head that he keeps in a swept back style. His eyes are light green and also posesses some almost vulpkanine like physical mannerisms. Old Vulpkanin Appearance: Character Voice: Quiet and gentle, though has a hint of gruffness that most Vulpkanins have. His voice is on the somewhat deep side, much to his surprise when he hears recordings of it. Personality: Vixx is usually friendly and somewhat quiet. Although he doesn’t engage in major social events, he still likes talking with folks and listening to the stories they might have to share. He can also be quite protective, often going out of his way to help others even at the risk of his own life. He’s hard to anger, but can be spiteful against those that cause harm to his friends or those that just act rude in general. Despite his willingness to throw himself in danger at the behalf of his friends, he does his best to avoid physical conflict if he can, as he feels he would be more of a hindrance in a fight than helpful, unless inaction would do more harm than good. Despite his helpful nature, this can work against Vixx as he’s very susceptible to stress. Even a busy shift can be difficult for him to handle, and he’ll sometimes retreat from his work unless it involves someone needing help. He often overworks himself and needs time off for mental recovery. Socializing with close friends is his go-to method for relaxing, though he’ll also read or work on personal projects if he’s on his own. Despite this, he’s always ready to jump in to help others at a moment's notice, sometimes even disregarding his time off if he feels like he’s needed. Background: Vixx was born into a trader family and spent most of his young life traveling and meeting various cultures and species. He grew to enjoy this sort of interaction, and also began to develop an interest in science and medicine. Family: Both parents are deceased. No siblings or close relatives. History: Originally a trader with a love for everything science, Vixx found himself an unwilling employee of Nanotrasen after a moral decision led to him owing a major debt to the company. He’s tried to make the best of it through pursuing his personal interests and taking advantage of the company’s state of the art research facilities, but frequent deaths and clonings, Syndicate involvement, supernatural occurrences, and general distaste for Nanotrasen have made it difficult for him to make any progress on clearing his debt. Faction Relations Nanotrasen - Hate Vixx’s travels have shown him just how far reaching and oppressive Nanotrasen has become. Despite despising them, he’s stuck working for them. The Syndicate - Dislike Vixx’s debt to Nanotrasen is well known by the Syndicate, who often used it as leverage to get him to do their bidding. Vixx doesn’t do work for them any more, though they do on occasion come after him due to unsettled business. The Vulpkanin Assembly - Like Vixx is fond of his own people, seeing them as strong survivors despite the odds they faced in the past. However, he is unhappy with their recent dealings with Nanotrasen and worries the company is on a course to exploit them. The Vox Shoals - Neutral Although curious about the shoals and arkships of the Vox, Vixx has not yet visited any in person. SolGov - Neutral Vixx respects them, but feels they lack the power to have any substantial impact on the galactic community beyond the Sol borders. Other Information Favorite drink is Doctor’s Delight. Favorite food is Eggs Benedict. Terrified of pirates, especially ‘Fur Traders’.
    1 point
  33. WARNING: This entire story is just complete nerd shit so prepare for technohell Expect more chapters as time goes on, but this is basically the chronicles of why you never want to become host Chapter listing Obtaining the damn server The pain of an OS install when your ISO is 6 gigabytes and moves at 3 megabytes a second The story of how windows (and/or asrock) sucks Moving everything to a new platform The first performance test, AKA byond sucks on linux Getting the game running on windows How to migrate with minimal downtime Why emulation sucks and paravirtualisation is the future (EXTRA EXTRA: BYOND sucks) The woes of getting logs into a nice viewer without killing the CPU BONUS CHAPTER - Remotely managing a server where you dont have a KVM/IPMI console
    1 point
  34. Conclusion post This is just a tiny glimpse into the hell of hosting, and why it takes so many hours and why its so draining on people. This entire thread only covers some of my issues, and doesnt even go into VPN Hell Thread-pinning to avoid resource conflicts Juggling multiple IPs DNS Webserver mail sending hell DNS Did I mention DNS? So yeah, this is why the git has been a bit slow. Theres been a lot to deal with, and an entire mix of IRL hell too. But hey, atleast things are where they are now.
    1 point
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