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Showing content with the highest reputation on 04/27/2019 in all areas

  1. NOTE: I am not writing this out of hate but out of a desire to fix the race so that they're not just "dog people". So I have an artist friend who deals a lot with animals, anthropology, and such and I asked them to draw my character. When attempting to explain what a Vulp is, I used the Wiki article and that's when we both discovered that there are some things that definitely need explained if this race is going to be anything other then "Dog Person". I have a background in medicine so we put our heads together and came up with a few things to point out. Based on their anatomy and physiology we determined that prior to NT finding them they were likely a hunter-gatherer society that likely had some amount of farming capability but primarily relied on tools and ambush tactics. This idea is supported by the fact that they have low light vision, opposable thumbs, and plantigrade feet which would not make them very fast in comparison to something like an actual dog. Their ribs are apparently fused in a web-like lattice structure. This structure, we deduced, has to be relatively flexible not only to suit their ambush tactics but if it was rigid, they'd have more 'barrel chested' appearances. Additionally, having this lattice like structure would actually give them more blood flow then a human (as humans have bundles of veins and arteries tucked under each rib in a small notch) since blood flow can go and reach just about anywhere in the chest cavity without major obstruction. This would require them to have rather tough lungs to help push up against their own chest. As far as organs are concerned, it is noted that they have two primary differences to humans: 1. A two chambered stomach. 2. A 'special' liver. Ill discuss these later. Their face will have to have center focused eyes (like a human) that don't offer as great of a field of vision as a prey would have. In addition, due to their overall structure and nature they can probably smell very well but at the cost of requiring them to have strong muzzles. Their jaws, on the other hand, don't need to be as strong nor do their necks as they don't appear to need to be able to hold thrashing animals in their teeth, thus their teeth aren't too tough in comparison to humans. Here are the things that we feel need to either be clarified or otherwise changed as to make the race actually make some means of practical sense. If Atlam was a temperate world, why the increased blood flow to the ears? You wouldn't need greater thermo-regulation in a temperate environment, regardless of how 'big' their ears are it's otherwise excessive. If you're saying it's an evolutionary adaptation, it's been about 4 generations since they've moved and become space fairing, that's very fast evolution by anyone's standards and while variances in height might be possible in that time, developing entire networks of collateral blood flow in ears to accommodate space? Color blindness and correction. The reason why a lot of creatures are colorblind is because they've got an advantage in light conditions that we as humans (who see more color) don't have. Most wild animals are able to see in low light areas which increases their ability to hunt. As we already mentioned, we're pretty sure that they were ambush predators who relied on hunting so them having relative color blindness in favor of low-light visibility makes sense. What doesn't make sense is if it's later corrected, they should, in theory, lose the ability to see in the dark as effectively as they previously could. Possible solution: Only one eye is usually fixed. The brain will be able to bridge the gap and fill in the color blindness while also allowing them to retain their low light visibility. Chest cavity. Due to how their chest is made up, it's got to be more flexible then a humans. This would be a lot more akin to our floating ribs due to their overall requirement of flexibility and allowing expansion during inhalation. The ribs, in conjunction with the muscles of the chest, would support them taking breaths in and would also do decent jobs protecting their chests from slashing damage but would be relatively shit at protecting them from blunt trauma. This is due to the fact that, unlike a human's semi-rigid chest thanks to the presence of a sternum, they have nothing but a flexible chest that prioritizes supporting their stream-like design rather then being protective and thus take more organ damage from blunt trauma. Organs. While their heart is likely 4 chambered, lungs will have to be different in the sense that they're more tough and able to support moving their chest in a uniform motion as they draw in a breath. Otherwise, the muscles on their chest have to be rather significant as they're always relying on these (what would be to a human 'accessory') muscles to help move their chest in a meaningful way. Additionally, their stomach is two chambered apparently? We actually figured this is reasonable if they're able to consume raw meat. We're aware that creatures like bears are able to do both with a single chambered stomach but we realized that while the stomach is very strong in a bear, it requires a ton of intestines to help support its large structure as the whole system is generally inefficient when compared to the relatively compact design we're going for here. Thus, the stomach should be noted to probably be able to handle raw meat a lot better then most other crew members could be able to. What about the specialized "vulpkanin liver" as when a vulp is gibbed, it's even denoted as such? Well that thing has to support a very fast metabolism which makes since with the +11% loss to hunger. In turn, medications, toxins, and food should all be processed quickly though the body but remain for very brief amounts of time. For example, if you give a vulp and a human the same med: The vulp will have the medicine activate sooner and end sooner then the human would by a significant amount. This means that vulp may require more medication to heal them then most crew. The issue with the tails: Since they're plantigrade creatures they are able to enjoy all the benefits that humans do with their hands and feet, like the ability to be bipedal, climb, pick things up, wear clothes, etc. Since their so plantigrade why have the tails in the first place? Tails are usually used as a means of providing some amount of balance to a creature as it moves in some form or fashion. Cats use it to turn while running and falling. Now, their tails do have some use in the way of communicating in their language as well as playing a role in their overall body language. Where this doesn't make sense is that their tail has a similar bone structure to a limb rather than a usual tail? Monkeys, dogs, cats, etc all have tails that are essentially part of their spines and play an active role in such. They are, thanks to their spinal nature, light weight and generally easy to control in some form or fashion. Vulps apparently have a bone structure more akin to a limb? For a vulp to wag their tail as they do in game, that means that we know it's at least greater than one to two bones (likely closer to around three to six at least) because the more long bones present, the less flexible and able to 'wag' the tail. This means that not only is their tail Heavy due to the bone presence but the flexibility required to communicate would be staunched greatly. Simple fix: have it as a part of their spine. Makes it light weight, non-weight bearing (can't pick shit up with them), but able to be controlled to some degree that would make it essential for communication. Simple fixes: Amend the wiki and potentially give them more organ damage as a result of blunt trauma to the chest.
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  2. You’re doing great to manage the process Furasian, thanks.
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  3. QUICK UPDATE: Due to recent events I will have to suspend the vote. I thank you all for your time in voting! Unfortunately it is causing controversy that is stopping the merge from happening. I will take the time to speak with the coder who is helping me on the PR and we'll have to make some changes. Thanks for your votes and time! But unfortunately both me and some staff members are confident would make more sense to make the officer go down the route of a Field Training Officer rather than a Drill Instructor. To those who voted the 1980's cop vote. You won!
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  4. Which is why I personally wanted to go for the other option, but as I said before there's a significant voice of people who want me to at least put that title in. You'll notice through all my drafts I haven't used Drill Instructor because that wasn't the intention. If the poll could tip towards the 1980s copper theme that'd be cool! Anywho, if PEOPLE SAID SOMETHING SOONER which I've told you guys over and over in the discord to voice your opinions before the polls went out, then we probably wouldn't be at this stage. Those who saw my posts to come here and say something did, and that's why the job role went this direction. When we looked at the poll a couple days ago it was 10 - 6 Drill winning which is why the PR went in as drill for now. It can be changed, and the vote still has 4 days left! On a side note we're also pushing to have BOTH sides put into the server. The poll is for in the event admins decide only one theme can make its way into the server
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  5. The SECMAINs found out about Hailers earlier this week. It hasn't stopped since.
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  6. I present syndicate chapel: : I present syndicate chapel 5 minutes after security found out about its existence:
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