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Citinited

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Posts posted by Citinited

  1.  

    Yea, we're all unique. But we share similarities for sure. We all play this, for example. We all got a reason. Maybe things are bad at home, and this is your escape? Maybe you're not confident in social situations? Maybe you are, but you can't get out much so this is your outlet?

     

    This is partly why I did it. Wondered how many of us were introverts, maybe also to make people think deeper about their characters.

     

    Stuff like this is great to do for characters as like you said, it puts you in their shoes and makes you consider what they would prioritise and how they would act in certain situations. It really adds depth to consider your character's likes, dislikes, hopes, fears, ambitions, etc.

     

    Oh yeah, also forgot to add rationale for this:

    Simon's an ENTP [Extravert(44%) iNtuitive(9%) Thinking(28%) Perceiving(38%)], which describes him quite well.

     

     

    "Clever" is the word that perhaps describes ENTPs best. The professor who juggles half a dozen ideas for research papers and grant proposals in his mind while giving a highly entertaining lecture on an abstruse subject is a classic example of the type. So is the stand-up comedian whose lampoons are both funny and incisively accurate.

     

    ENTPs are usually verbally as well as cerebrally quick, and generally love to argue--both for its own sake, and to show off their debating skills. ENTPs tend to have a perverse sense of humor as well, and enjoy playing devil's advocate. This sometimes confuses, even angers, those who don't understand or accept the concept of argument as a sport.

     

    ENTPs are as innovative and ingenious at problem-solving as they are at verbal gymnastics; on occasion, however, they manage to outsmart themselves. ENTPs can be prone to "sharp practice" – especially cutting corners without regard to the rules if it's expedient – or, their juggling acts may simply be so over-ambitious they collapse.

     

    Both at work and at home, ENTPs are very fond of "toys" -- physical or intellectual, the more sophisticated the better. Once these have been "solved" or become too familiar, however, they’ll be replaced with new ones.

     

    ENTPs are basically optimists, but in spite of this (perhaps because of it?), they can become petulant about small setbacks and inconveniences. (Major setbacks they regard as challenges, and tackle with determination.) ENTPs have little patience with those they consider wrongheaded or unintelligent, and show little restraint in demonstrating this. In general, however, they are genial, even charming, when not being harassed by life.

     

    In terms of their relationships with others, ENTPs are capable of bonding very closely and suddenly with their loved ones. Some appear deceptively offhand with their nearest and dearest; others are so demonstrative that they succeed in shocking co-workers who've only seen their professional side. ENTPs are also quick to spot a kindred spirit, and good at acquiring friends of similar temperament and interests.

     

    ENTPs may sometimes give the impression of being largely oblivious to the rest of humanity except as an audience: good, bad, or potential. In general this is unfair – but it can be difficult to get an ENTP’s attention when they’re not immediately aware of you, especially for an Introvert.

     

    The best approach in communicating with an ENTP is to be straightforward. No games – they’ll win. No "pulling rank" – they’ll just want to put you in your place. No apologies – you’ll undermine yourself. Try "I need/want to talk to you."

     

     

  2.  

    I don't think this should be added. There are hundreds of things that are incredibly easy to do yet result in damage to other players e.g. opening plasma canisters with no tank inside, hitting people with crowbars, feeding obese people mints, applying dangerous chemicals to people. Should we also add pop-ups to everything that could result in harm to other players?

     

    As has already been stated, this is an issue that can be easily fixed and is an accepted risk when players choose to play vox / plasmamen.

     

  3.  

    The janitor (or anyone with soap or a mop and bucket) can remove any graffiti with next to no effort.

     

    Graffiti is a nuisance, yes, but it has no IC effect other than to look ugly. The crew do a better job at it than the graffiti does! kappa

     

    • Make graffiti a separate crime with a 1-minute sentence.

    • Make arrest only warranted for graffiti if the suspect does not cease when asked or is a repeat offender.

    Create a "three-strikes" system, whereby warnings are issued for the first two incidents of graffiti and an arrest is only warranted on the third incident.

    Require crewmembers to pay a fine for graffiti based on the amount of property defaced. This fine is paid to the Janitor. If the suspect cannot pay the fine, then an arrest is warranted.

     

     

    Fourth idea actually seems like a cool idea (caveat: money is next to useless), the other three are too much effort that security will probably ignore the graffiti in lieu of other crimes.

     

    To an IC observer, it is dickish for someone to coat the station with graffiti. One should not have to put up with someone defacing their department. They should be able to call security and have them stopped.

     

    If someone's in your department and isn't authorised, you're perfectly entitled to get security to brig them for trespass.

     

  4.  

    Smell of dead body is something that really should trigger a reaction.

     

    (Still disappointed that smoking doesn't mask the smell though D:)

     

    It does, last I checked.

     

    Pretty much anything in your mask slot stops you from vomiting, I think.

     

    Weird. Could have sworn I vomited the last time I autopsied a body (around a week ago), and I was smoking at the time.

     

  5.  

    Is that with the full rock?

     

    Because the old SM had it's own containment area (which was about 1.5-2 lengths of the screen), and when it exploded it more or less destroyed that containment entire area, as well as some of cargomaint (occasionally bits of cargo mining) and secure storage/engishuttle.

     

    I recall they capped explosions awhile ago (in excess of a year), but that was after the SM was removed - which could explain the variance. (I'm not sure if that was only on TTV's and chembombs though)

     

    Good point - I took the screenshot two days ago.

     

    Shows that the supermatter shard as it is isn't much of a problem when it explodes.

     

  6.  

    I exploded a supermatter shard recently.

     

    Here is the resulting devastation (I set it up in the incinerator, the shard itself was on the red X)

     

    mZCz57G.png

     

    As you can tell, the explosion is... not that big. Mechanic's podbay got minorly breached, and obviously maintenance was in bad shape, but otherwise the station was good.

     

  7.  

    You weren't here when we had the SM.

     

    As someone who has blown up the SM, please no.

     

    It takes out like 1/6th of the station explosion wise.

     

    I was here when we had the supermatter. The explosion was roughly the same as a maxcap tank transfer valve bomb, with the addition of causing mass hallucinations among the crew - nowhere near as round-ending as a singularity release.

     

    Supermatter sabotage is kind of a moot point when you have to order it - you can bet that the engineers bothered enough to order a supermatter crystal and also invest the ~hour it takes to construct an engine room will know how it works and also look after it.

     

    It also announces when it's about to explode through chat - giving people time to get off-station or fix it.

     

  8.  

    You can build a supermatter engine in a relatively small area. The problem is it needs to be constructed in an area near to space for a mass driver.

     

    +1 to the large crystal. It'd be fun to be able to set up a crystal as a viable power source. Would also be nice for a stack of plasma glass to be added to engineering.

     

  9.  

    Change Medical Reasons from

     

    Prisoners are entitled to medical attention if sick or injured.

     

    to something like

     

    Prisoners are entitled to medical attention if sick or injured. If an prisoner intentionally injures themself, then medical aid is not required to be given to them.

     

  10. If revolvers and ammunition are contraband, then either the Detective and Bartender need exceptions in SOP that allows them to carry those around with them, or that the detective's revolver, .38 speedloaders and beanbags aren't classed as contraband. (I know it's obvious, but people can be shitlers sometimes.)

  11.  

    Sure, I'll contribute to this circlejerk :^)

     

    Comdoms

    Captain: Neil Wilkinson

    HoS: Tristen Edwards. Tied with Cecilia for being damn competent as the HoS but I haven't seen Tristen play Warden so Cecilia gets that.

    CE: Grendel Riker. Grendel's knowledgeable about all things engineering and will be sure to fix things up and direct their department if needs be.

    HoP: Walter Auman. PAPERWORK ALL DAY, EVERY DAY.

    RD: Jack Price. Knows how to science and stuff.

    CMO: Halogen. halp is absorb in morgue

    Blueshield: Rynnt Oethe just kidding, can't think of any Buttshields right now

     

    Engineering

    Engineer: Garoon Garuda. Knows his stuff when it comes to engineering.

    Engineer: Cole Laurenzi if he still plays engineering.

    Engineer: Gin Gerrail. One of the newer engineers but they seem to be competent with the engine so whatever.

    Atmosian: Hawke Boetirson. Another one of the characters who adds interest to the round, and also knows atmospherics stuff to boot.

     

    Security

    Warden: Cecilia Fleming. Pretty damn competent

    Officer: Sergey Kuriychov. Best Space Russian this side of the galaxy.

    Officer: Dar'Konr as the purrfect Security Kitty

    Officer: PUSEN. Again, just a competent officer.

     

    Medbay

    Pharmacist: Squishika Sirus. Knows a shit-tonne of chemistry and actually does their job for the round instead of fucking off to make meth

    Geneticist: Afrum Bohawk. Not sure how competent he is as an actual geneticist (from what I've seen he knows his way round genomes), but he always seems to make rounds more interesting.

    Doctor: Heather Somna. Gotta evac those civs to the outpost! is also competent at everything medbay.

     

    Service

    Magistrate: Jonah Bright. Very knowledgable, impartial and fair.

    Botanist: Yuki Frost

    Botanist: Hannah Snow

    Clown: Bob from Accounting (or was it Steve?)

    Janitor: Hans. Who doesn't love the german plasmaman with a hidden penchant for violence?

     

    Supply

    QM: Tom Smith. A newer player that I've seen that keeps an eye on his miners and will always try to get them back if he can.

    Miner: Kikiyachi? Some vox who is competent at mining.

    Cargo tech: Nat Adams. *squish

     

    Science

    Scientist: KEVIN

    Roboticist: Cecilia Mingle

     

    Civilian: Elliott Campbell

    Civilian: Slade.

     

    Silicons

    AI: Door Lizard. Gotta protect them doors :^)

    Security borg: Spark 5.5. Dependable and knows Space Law to the letter.

    Engineering borg: HeliOS (I think?). Not seen them in a while but from what I can remember they were pretty competent.

    Janiborg: S.Hi.N.E. Beep boop, any messes?

     

    That's it! :D

     

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