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  1. Excerpts from file 1102526795-5553 OPEN (Publicly known or easily acquired information) Name: Yachichatahiya Gender: Male Orientation: Asexual Nicknames/Alias: Yachi Picture: Physical Description: An unusually tall vox of lean physique. Sports medium-length spiked quills and a mane-like beard. Frequently seen donning winter wear and a flower on his head. Body covered in extensive scarring. Age/D.O.B: Unknown Place Of Birth: Arkship Brilliant Quasar of Many Bountiful Neutrinos Species: Vox Height: 256cm Weight: 60Kg Blood Type: B- Employment History: Former Head Physician of the Arkship 'Brilliant Quasar' Current member of the non-profit organization Medecin Sans Souveraineté Formal Education: PhDs in Medicine, Bioengineering and Pharmaceutics Masters degree in Botanical Research ________________________________________________________________ Background: Very little is known about the Brilliant Quasar Arkship. According to the doctor's own account, he was always fascinated by the mechanics of life since his youth. He'd spent most of his free time reading up on the Shoal's extensive biotech knowledge, alongside xenobiology magazines and medical publications. After reaching adulthood, he began working as a nurse for one of his Arkship's marginal Primalis medical bays. After three years of hard work and further studying, and with a recommendation from his superiors, he was allowed to work at the central medical bay. There he would further his knowledge and experience by dealing with more critical cases and even the occasional wounded Armalis. Within a decade, he would rise to the position of chief physician, overseeing all medical operations within the ship. However, according to his own account, he felt restricted by his species' exclusion from the rest of the known universe, and before long, he resigned to seek employment across the stars. Personality: Doctor Yachichatahiya is frequently described as atypically kind and easygoing, going out of his way to provide the best care for his patients and colleagues alike. He might occasionally show strong signs of neuroticism and even paranoia, but he evidently tries his hardest to be reliable at all times. He is also rather firmly against violence of any kind, refusing to raise a hand against anybody unless the circumstances are well and truly beyond any other alternative. He is particularly protective of his kin, gladly putting his own life on the line to keep them out of harm's way. Such protective instincts are seldom shown towards other species, but not unheard of. He is known to appreciate coffee, either black or with a dash of milk depending on his current mood. As of late, he has also been in the habit of smoking, a coping mechanism for the high stress of his environment. His favorite meal are barbeque ribs, but most preparations of meat are appreciated. His social life is nigh-inexistent outside his workplace, either because he is far too tired for further interaction, or because he is quite lacking in social graces. This however does not seem to cause him much grief. He also carries himself with a degree of poise and optimism, jokingly claiming to be "the world's strongest doctor" and taking great care to ensure his patients' emotional comfort. He once spoke in the fractured and unorthodox Common dialect often shared by his kin, as the language felt strange and uncomfortable on his beak. He has since performed several operations to alter his facial muscles, allowing for more fluent speech. It allegedly got in the way of communication and bedside manner. When asked about his freakish stature, he claims it's due to sleeping a lot while growing up, thus allowing his bones to keep growing. He also frequently dons a gas mask, both to hide his scarring and to better protect his face against the occasional blood splatter. Life: The doctor currently resides in a small residential station, orbiting the snow planet M1SWMN-3, of the QN-2585 system. When not on shift, he's known to enjoy tending to his hydroponic garden or frequenting planetside cafés. He also personally owns hospital-grade medical research equipment, with an entire room dedicated to his studies. As his residence is very remote from any of the stations he is assigned to, he is known to take a route of several FTL shuttles to work. Despite their advanced technology, his commute times can clock in at several hours at a time. He has a tenuous relationship with authority, generally avoiding any trouble and happy to cooperate but not particularly devout to his employers or the Shoal. He is known to have somewhat materialistic views, but ultimately, it appears he truly does prioritize the well being of his crew above anything else. As per his MSS affiliation, he offers his work to several stations in high risk sectors of space. As his work is frequently voluntary, most of his salary goes back to the organization, and he only takes a small share for his own livelihood. Despite this, he is not above taking souvenirs or direct payment from his patients. It is believed he's in dire need of personal funding for his research, but refuses to take any from the organization. ________________________________________________________________ FINDINGS (Lesser known or seldom shared information) ________________________________________________________________ CLASSIFIED (If you are reading this, cease immediately and hand this paper over to your local NT Officer) End of file 1102526795-5553. Authored by Agent 'Mountain".
    4 points
  2. After a dchat where Norwest myself and a few others were talking, I thought it would be fun to write out a few ideas for "minor antagonists" that will serve the role of adding a bit more variety and innocent crime to the round, as well as give more players the opportunity to 'practice' being an antagonist. What does minor antagonist mean? A minor antagonist will be a player with relatively easy objectives compared to the major antagonists. A minor antagonist is also a set of roles that would not allow for the full-range of chaos that a traditional antagonist (Hereafter referred to as: "Major Antags") such as a traitor or cling would have, I;e you don't have a right to kill an officer arresting you for these crimes. Minor antagonists will have no relation to the syndicate or other antagonist factions, but will instead be roles dedicated to the typical petty crimes you see in cities irl. Minor antagonists will still be expected to fulfill their normal job's functions, unlike a traitor or cling that fucks off into oblivion the moment the round starts. Their challenge will simply be to complete their objectives without having to serve a brig sentence. These roles will cause minor levels of chaos (as will be discussed below) but will not be allowed to become a major hinderance to the round. And most importantly, minor antagonists will not have goals that result in perma-brigging or execution. Why would we need minor antagonists? There are two major issues: The first issue is whether less-robust players have an opportunity to have variety in their rounds, without the extreme anxiety and adrenaline that can come with that rare antagonist round. The second issue is how we can provide an outlet for those "unga" urges a lot of players feel after a long string of shifts without a single antagonist role. As for the first, it's frankly obvious that relatively new or just unskilled players get extremely frustrated with their antagonist rounds, simply due to the regular crowd being very, very skilled at stopping those antagonists. There is never an excuse for a new player to learn how to build a false wall, as an example. There is no reason for a new player to learn how to deconstruct things, or make dangerous narcotics/chemicals, or fashion a stunprod, and the list could be endless on that front. Minor antagonists will provide a solution for this new/unskilled player by giving them an opportunity to commit relatively severe crimes (like breaking and entering, distribution, etc.) without fear of a bwoink or extreme security scrutiny of their actions. It gives them a safer-space to practice these necessary skills for major antagonist roles, while not depending on that rare 1/20 round where they get a major antagonist for that training. As for the second issue, I think this is pretty obviously geared towards the antag-lovers out there. No matter how much you love the game, there are just some shifts where you want to break some shit, or rather, you just want some variety from a bit of clandestine crime in-between your regular duties. If there's an outlet valve for these urges, there is a significant chance that you will see less annoying greytiding, while also giving some significance to the greytiders. What would a minor antagonist look like? Simply put, a minor antagonist will have one or two petty-crime objectives. I think it would add a lot of flavor for them to have titles, as you'll see with my example ideas: The Vandal - A variety of objectives could exist here, the minor-antagonist's role will effectively be to tag an important location, maybe even just several small locations, with an "illegal" symbol that normal spraycans won't be able to produce. The Drunkard - Get drunk, beat the shit out of someone in the bar (probably the bartender for consistency), but don't kill them. Only greentext if you manage to knock them into crit. The Identity Thief - Collect a certain number of UNSPECIFIC ID's that don't belong to you. (reminder, minor antagonists will not be allowed to use lethal force for their objectives.) The Anti-Jani - Where janitors are graded on how clean the station is, this antagonist's greentext conditions will be linked to the cleaning score at the end of the shift. Their job will be to make as many messes as they can, without going full destructo mode. And you can get the idea from there. Shitloads of potential minor antagonist roles that would add flavor to the round, especially for security which will finally have someone to arrest other than tots and vampires and greytiders. A side effect of this would likely be a much less stressed out sec department, actually getting to arrest people for minor crimes on extended rounds, as an example. ____________________________________________________________________________________________________________________________________ As for the other questions, such as how many per round, how feasible this is, etc. will have to be answered by someone with more experience, but I hope this post is a good basis for this idea.
    1 point
  3. This appears to be a skill issue. Should be easy enough, just need to add it to the list of vendor options. Might have to wait till after the freeze or if someone's got a surplus of GBP.
    1 point
  4. As i stated previously i see it from your point and understand it, i just dont think it will have the down sides you say it will and it will do more good than bad. But luckily i dont have to agree with it in order to respect your decision on the matter xD I have stated my opinion such as many others before me and in this post, and thats all i/we can do ! I'm going to to jump ingame ^^
    1 point
  5. Screenshots of an AI sat bar we made because of an ION law! Command didn't figure it out for nearly an hour and ~25 minutes as we kept this in absolute secrecy until it got opened, lotta fun all around! Played as my borgi CTRL-ALT-DELETE
    1 point
  6. This idea has been raised before and leadership decided that it wouldn't work, but was it ever actually tried in-game? This is something I have wished was in the game since the first time I joined the server. I know I am not the only person who would be happy to see it given a trial run.
    1 point
  7. It don't matter whether Synth is 5 years old or 18 years old, he still gonna get lifted
    1 point
  8. I also play as Synth's momma, but that's rare
    1 point
  9. Synth would probably be like...a good hugger. Didn't know who to draw here so LMFAO
    1 point
  10. Princess Synth best Princess
    1 point
  11. Witch Synth from like halloween time
    1 point
  12. 1 point
  13. 1 point
  14. Synth Tee, my main character B) Love him dearly
    1 point
  15. and antongs commission as well
    1 point
  16. cherry waves commission (still open but prices may definitely vary now)
    1 point
  17. No. “Player marriage” as a mechanic: Encourages meta-friending. Is tonally removed from the rest of the game. Is shallow: It ties into no other game systems and only concerns the two people who are being wed, and the chaplain. Contrast marriage with, for example, radiation, which concerns engineering, medical, and regular Joes wandering maint while the SM explodes. Or bananas: Clowns who want bananas can grow them, but Botany exists. So if Clown wants bananas, funny boy is encouraged to ask Botany to grow them, which I claim is good because it makes the station more interconnected and alive. Two random Civillians getting married discourages interesting cross-station interactions, and instead encourages metafriend navelgazing. I appreciate the sentiment of wanting to add more role-play opportunities into the game. I wish Paradise was less LRP and NoRP. But I don't want player marriages. So, NanoTrasen, banal corporate evil that it is, allows its employees to marry one another! But to one and only one other person. Why are we emulating weird marriage bureaucracy in funny spess game? What have you got against polyamory?
    1 point
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