Jump to content

LforLouise

Mentors
  • Posts

    36
  • Joined

  • Last visited

  • Days Won

    1

Other groups

InGame Verified Members

LforLouise last won the day on February 15

LforLouise had the most liked content!

2 Followers

About LforLouise

  • Birthday 11/26/2003

Personal Information

  • BYOND Account
    lforlouise

Recent Profile Visitors

1,869 profile views

LforLouise's Achievements

Cargo Technician

Cargo Technician (3/37)

23

Reputation

  1. i hate jimkil3....................................................
  2. TL;DR: Full: I used to 'main' CMO - my pet peeve was incompetant doctors who didn't ask for help, and did more harm than good. Having this will help (good) CMO players, and other medical staff, to know who to watch over incase they need a nudge in the right direction. Currently I play antag a lot, and yea, I do feel sorry for the new secoffs I drain as a vamp. (Though its worth noting I always bring all my drains to medical no matter who they are). However, I don't think the problem with antags targetting newer officers for the gear would be the issue, like, sure theres plenty of asshole antags who WILL do that, but I think the problem is other security officers, mainly security officers known for redtexting and overescalation, who will see the 'cadet' and completely disregard them or refuse to come to their aid when they need it, or prefer other robust/redtexty partners. Yea, I also know that these types of officers are the loud minority, there are plenty of amazing officers who are great at teaching new seccies, Corvidium & Oorm are two examples. Side note: With the other proposal (Constables), why not have Constables as the 'entry to security' role? As for engineering, I believe they already have the 'help new guys' culture perfected already, whenever I've asked for help on the (admittedly few) times ive played engineering, there has ALWAYS been someone there who is enthusiastic about teaching me. I can't speak much for science, or cargo, as I don't play those at all, and with the Upcoming 'NT Careers Advisor' thing thats proposed and being made, Service will also have a mentor to help them out in character. Fiiiinally, I do believe it should be a bit more than 4 hours - 10 hours at least. Its hard to grasp the basic game mechanics in 4 hours, let alone learning a somewhat complicated job with lots of dead ends and weird niche mechanics such as Medical Doctor.
  3. Desecrating the Dead would include robbing bodies from the Morgue or Chapel, vandalising corpses, looting corpses, placing heads on spears, and posthumous execution. Whilst some of these things are not common, they would be incredibly frowned upon in character (atleast by sane characters). Other things, such as Looting corpses, is incredibly common, but still equally as nasty. This could fit into the '101' slot - A minor crime with 5 minute sentence. I don't know much (aka I know nothing) about coding, but this should only really be a wiki change on the Space law page, and maybe the Coroner and Detective page. Don't know what else to add to be honest. Not exactly the most impactful of suggestions out there but hey, it is what it is.
  4. Name: Horatio Cochrane Age: 41 Gender: Male Race: Human Blood Type: B+ General Occupational Role(s): Captain Biography: The Right Honourable Horatio Cochrane, Viscount of Almrãnsa, served in the TSF Navy, born into a rich family, his parents were able to purchase him a commission as an officer, where he quickly distinguished himself, serving as a Lieutenant on the frigate SGV Eurealis. During an engagement, he led a party of sailors & marines onto another ship, the Harper, capturing it. The ship was taken by him to Sol, where he was given command of it. He proved an effective captain, mastering single-ship combat, often taking on ships larger than itself. Eventually, his luck ran out. Whilst leading a party of marines onto another ship, he was struck in the arm by a sabre, where his arm had to be removed for cryogenic treatment, it was eventually reattached, but with lasting damage. This saw the end to his illustrious career with the TSF Navy, though his time commanding would not yet come to an end, as he seeked further employment with Nanotrasen, who took him on as a captain for their civilian stations. Qualifications: Lieutenant's Examination Pass Master of Fencing Advanced Gunnery Advanced Stellar Navigation Employment, Security & Medical Records Coming Mid-Late 2569 Personnel Photo: Horatio is a middle aged man, almost 6ft tall. His hair is tied back into a neat ponytail, and he has scruffy sideburns, which seem longer than the rest of his hair. His hair is also starting to go grey, though he doesn't appear to be balding at all.
  5. 1. Assistant 2. 3. 4.
  6. Name: Capella Age: 25 Gender: Female Race: Slime People Blood Type: Slime Jelly General Occupational Role(s): Captain Chief Medical Officer Nurse Paramedic Assistant Biography: Capella's biography can be found on this forum page Qualifications: Basic Firearms Safety Certificate Class 3 Hardsuit Operator's Certificate Class B Personal Starship Pilot's License Class CE Starship Pilot's License Registered Nurse, Trans-solar Federation Society of Nurses - Specialising in Acute Internal Medicine Grade C in the Clown School of Mildly Funny Jokes Employment Records: [26/11/2551] Entered into crew manifest on the ISV Shakespeare as an Assistant [11/05/2558] Promoted to Acting First Officer on the ISV Shakespeare. [10/06/2566] Hired by Nanotrasen as current role. Security Records: [Clearance: Security] [CAUTION] Relatively new employee originating from unaffiliated salvage starship known to conduct business with less-than-legal markets on various frontier stations. Medical Records: [Clearance: Medical] [26/11/2541] - Born on the ISV Shakespeare in the YZ Ceti System. [27/07/2554] - Minor allergic reactions to key ingredients Space Cola discoverred. [24/06/2566] - Serious injury sustained to the right hand during a construction incident. Personnel Photo (Appearance text): A lavender slime woman that appears around 4ft 4in (132cm) tall. Her shoulder-length dark purple hair is tied back into a bun. She has darker spots on her cheeks, like freckles.
  7. yea i was the totcling this round. it wasn't fun for me either - there was no challenge, the only thing i feared was the other cling, and even then i had better gear than them. i was effectively immortal, which is 0 fun for anyone.
  8. Name of Event: VARLE Drive Test One Sentence Description: Testing of a new type of Faster-Than-Light jump drive goes horribly wrong when the station and her crew are transported hundreds of years into our dead system's future. Inspired by the 'IXION' videogame's storyline (will contain minor spoilers!) Map Changes: No Code Changes: No Suggested Number of Players: Atleast 30 crew, and 5 or 6 ghosts. Full Description of Event: Start of Shift: Once everyone is setup, kitted with all their standard stuff, a CC announcement (CC#1) (see bottom of thread for all CC announcements) stating that the station's goal has been changed to construct and test 'VARLE Drive' - a brand new type of Faster-than-Light warp drive capable of moving even the largest of stations and ships anywhere in the galaxy within minutes. The AI should also be set to Station Efficency lawset. VARLE Drive: The engineering department will construct the VARLE Drive (which will be a SMES but resprited to look like the gravity generator and renamed to 'VARLE Drive'. If you can edit descriptions, it should read 'A Prototype VARLE Drive designed by Nanotrasen to move large stations across the galaxy'). The engineering department should fully charge the resprited SMES, and have the output set to 0, once this is done, another CC announcement (CC#2) stating that final checks are being run, wait around 5 minutes, then another CC announcement (CC#3) will be sent, stating they are remotely starting the VARLE Drive, and all crew should brace VARLE Jump: As soon as the previous CC announcement is sent, all crew should be either slept, or knocked down and flashed immediatley, the VARLE Drive exploded, and then all station lights will go out. An 'automated' station announcement (CC#4) will be sent, stating that there are discrenpencies between expected time and current time, and that they are receiving no communications signals from anyone. The cargo shuttle should be deleted, however mining and labour shuttles will be useable - The station is now on its own. Post-Jump: From here on, chaos starts to slowly seep in, with the crew realising that all of their family and loved ones are now dead a few hundred years into the past. Cargo Technicians, becomming useless due to being unable to receive shipments from the NAS Trurl, are the first to break, receiving objectives to incite protest against the Captain's leadership, and perform minor acts of sabotage (breaking windows, hacking open doors, making the place a mess, etc). From here on, there are 3 paths/endings to this event, which I will detail now: Ending 1 (A New Chapter): This ending is most inspired by the IXION videogame's ending. A while after the cargo techs go rogue, 'automated' station announcement sends another announcement (E1#1), stating that there is a ship, unmanned but with fully active and automated defences, it is protecting lavaland, and will attempt to destroy the station if any attempt is made to move all crew there. It will also state that there is a solution - Ramming the station into the ship, whilst simultaneusly evacuating the crew to lavaland. Remember that the AI should be on the station efficiency lawset, and upon hearing this automated announcement, will be malf'd, and given objectives to prevent the station's destruction through any means necessary, even if that means murder. The AI will be given strict rules NOT to use the doomsday device, however the borging machine is permitted. It will also not be permitted to plasmaflood, as that destroys the station. When the AI is killed, the station will send another automated announcement (E1#2), stating that the nuke has been armed, and that the station is headed for a collision course with the automated ship, all crew are to evacute to lavaland immediatley. Once the nuke detonates, the round will end. Ending 2 (Trans-Solar Federation): Provided the cargo techs are arrested or do little damage, another 'automated' station announcement will be sent (E2#1), which is written as a distress signal sent across the stars. After about 10 minutes, a response will be received by a Trans-Solar Federation Vessel (E2#2), explaining that the Cyberiad/Kerberos/Cereberon disapeered ages ago, but they are sending a crew to investigate onboard a shuttle. The shuttle they send will be the emergency shuttle, with a group of TSF Marines onboard, the shuttle will arrive at the station, and its departure will be delayed by admins, the TSF Marines will evacuate the crew onto the shuttle, once a good proportion of crew are on the shuttle, it will leave, upon arrival at its destination, the round will end. Ending 3 (Change of Command): If the rogue cargo techs have done enough damage, or convinced the crew, and are not all arrested, they will be converted into Revolutionary Heads, given one flash each, and tasked to kill all of command, security, and the AI, not just command as a normal revolution would have. Once all command, security, and the AI are dead, the round will end. All CC & automated announcements: CC#1: Central Command Announcement VARLE Drive Attention NSS Cyberiad/Kerberos/Cerebron As you may have seen in the news recently, the NSS Tartarus has discoverred and invented a new type of FTL travel - the VARLE Drive. This is a device capable of moving ships and stations of incredibly size across the far reaches of the galaxy in an instant, and your station will be the first to test it. The specifics have been sent to the Chief Engineer, who will be in charge of constructing this device - it is rather simple, and needs a room roughly the size of the gravity generator. Once it is built, it must be fully charged, and its output set to 0kw. We do not expect this to take long. Good luck, Cyberiad/Kerberos/Cerebron. CC#2: Central Command Announcement VARLE Drive Final Checks We are now running our final diagnostic scans to make sure everything is in order. This should take about 5 minutes. All staff are to remain on station, including miners and explorers, until the jump sequence has completed. CC#3: Central Command Announcement VARLE Drive Activation We are remotely activating the VARLE Drive now. All crew MUST Brace for jump. Know that the future of bluespace travel rests in your hands, and we could not ask for a more skilled station to do this for us. Godspeed. CC#3: Automated Station Announcement ER#ORS DET£C7ED Caution! Severe time dilation discrepancy detected. Calculated error: 253 years from planned arrival date. Caution! No communications traffic detected. Caution! No transponder signals detected. Caution! VARLE Drive missing. Immediate issues need addressing: Severe hull failure, Severe lighting failure, Severe chronological failure. Estimated chance of life in system: 7.67% E1#1: Automated Station Announcement ELECTRONIC SIGNAL DETECTED Caution! Hera-class Battlecruiser; "Hermes" detected. 0 Life signs detected. Defence status: Fully operational. Unable to evacuate station crew to planet: Ligures. Reason: Hera-class Battlecruiser; "Hermes". Recommended course of action: Set course for Hera-class Battlecruiser; "Hermes", arm the onboard nuclear device, evacuate crew via mining transport shuttles. E1#2: Automated Station Announcement COLLISION COURSE DETECTED Caution! Collision course with identified vessel detected! Estimated survival rate upon impact: #ERR_DLTA%. E2#1 Automated Station Announcement DISTRESS BEACON ACTIVATED Attention all vessels! NSS Cyberiad/Kerberos/Cerebron declaring MAYDAY. As per protocal ZULU-37 of the intergalactic maritime code, all vessels are to immediatley respond. E2#2 SGV Centaurus Distress Signal Received Attention NSS Cyberiad/Kereberos/Cerebron: Your distress signal has been received by the SGV Centaurus. Please note: Your station disapeered over 250 years ago, after its VARLE Drive's cybersecurity was breached by the Syndicate, causing it to rip through a moon sized asteroid, shattering it, sending debris everywhere, making the system entirely uninhabitable, even for stations. For you to suddenly appear out of thin air is either a miracle, or bait - if there are any of you left. We will be sending a squad of marines, along with a shuttle, to evacuate any of you who managed to survive such an ordeal. Godspeed. That's all. If you have any questions, ask. I'm more active on discord, though (xLouise#0386)
      • 4
      • Like
      • eyes
  9. question 1: what is your favourite species (excluding human, tajaran, unathi, skrell, vox, drask, grey, diona, ipc, kidan, plasmaman, vulp, nian)? question 2: what is your favourite job (excluding captain, hop, hos, rd, ce, qm, warden, secoff, magi, cargo tech, miner, medchem, scientist, roboticist, viro, geneticist, ntr, blueshield, iaa, detective, engi, atmos, doctor, psych, coroner, janitor, chef, bartender, librarian, chaplain, botanist, clown, mime, barber, explorer, assistant, ai, borg, drone, pai, nno, soo, syndie officer, special roles, ghost)? question 3: what is your favourite antag (excluding tot, cling, wiz, xeno, terror, blob, demon, revenant, revolutionary, nukie, morph, holopara, vampire, abductor)?
  10. right ok, presume i am insane for suggesting this, but... what if everything had a weight, everything larger than a pen. except for unprotective clothing, or something like that... and there were limits to how much a person could carry. carry capacity is only limited by how large your bag is. i can fit like 5 piano synths in my bag, which makes me incredibly strong (dont heck with me), but like, why? species could have different weight capacity, going over your carry capacity will slow you down until you cannot pick up anymore. remove duffel slowdown all together - an empty but larger bag shouldnt slow you down more than a full satchel (which doesnt slow you down at all). stuff like riot armours would be quite heavy (as they should be, considering they are lumps of metal and kevlar and magical bluespace protection), and effectively restrict you from carrying too many items, especially not in a backpack, if you want to walk at normal speeds. guns would also be rather heavy, cos guns arent just cheap plastic toys, they are military hardware, steel is not light. yea that was a rather psychotic suggestion but its a complicated solution to a simple problem.
  11. Probably one of the newer players here, but I've grabbed just under 1,200 crew hours, and over 7,200 discord messages since March 2021. This isn't alot compared to some people, but I still need to touch grass. Dont have many interesting stories, cos I'm a boring person! I'm still here because, as previously mentioned, I have no life. Yea.
  12. good idea, idk what natural selection 2 is dont like the gibbing though.
  13. yes year is 2566, apparently we have a progressive timeline, if thats what its called - so we change year every irl year. also dont forget to use the storyteller clubbbb https://www.paradisestation.org/forum/144-character-biography/
  14. Simply remove tcomms and employ assistants as message runners, or make Ian a carrier corgidgeon. Alternatively make the little PDA room thingy near gravgen a coldroom and put tcomms in there - the PDA messaging server is already in it, so it would make some sense
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use