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LtGerbal

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Posts posted by LtGerbal

  1. As a CE, I can testify that the mortal enemy of any experienced engineer and engine tech is the slime.

    They can put a player into crit in seconds (and kill them only a few seconds later), they're difficult (if not impossible) to kill alone, even with fire extinguishers, and they get a pass to basically just grief as much as they want. It's just not fun.

    I cannot count the amount of times a slime is the only reason an engine totally delammed. Destroying the air alarm, the APC, the pipes, the filters, and even the doors to the SM chamber. I've seen them do it all. And to add insult to injury, I have never seen nor heard of a slime even get a note for delamming an engine. In fact, I have seen multiple admins justify their right to delam at will simply because "They are considered an antag."

    I've seen slimes go around station and kill handfulls of people for no real reason other than "unga", including the captain, and get told nothing. Even hijackers, terrors, blobs, and xenos get told to ahelp before hand as a rule of thumb. Slimes can spawn and instantly make a delam unsalvageable in actual seconds with no repercussions.

    Who is this fun for besides them?

    The slime's ability to kill a healthy individual in mere seconds with said individual having a slim chance of getting away is just not fun.

    The slime's ability to trash the station without repercussions is fun for nobody. Sure it gives engineers work to do, but it's all easy work until you get ambushed, eaten, and left for dead in maints. It's not fun to get ambushed, eaten, and left for dead in maints. I would know. Happens to me all the time.

    It's not fun for the entire crew to have their round cut a full hour (or more) short because an amateur antag pulled a pipe up and winds up spawning a slime that trashes the air alarm, the APC, the door, and every pipe they find, and becomes responsible for a tesla being spawned. We came to play a game, not go home early.

    So, if we're not having fun, who is? Just the slime? Isn't the point of a game to have the most people have fun as possible?

    I know that the hijacker and other critter antags like terrors, xenos and blobs are allowed to kill at will, but they actually have a reason.

    I have my own opinions on hijacker's abilities in this regard, but that's a whole other post. Not to mention that that horse has been beaten, burried, dug up, and beaten again.

    DISCLAIMER:
    I don't think slime should be removed.
    I don't think slimes shouldn't be allowed to kill people or to cause damage to the station.
     

    What I DO think:
    Slimes should be held up to some sort of standard. If there is a standard in place, I am not aware of it and I have certainly never seen it enforced. 

    Maybe these unknown standards are regularly enforced, but I find the notion that in my personal experience, and in the personal experiences of people I have spoken to about this, that we have never seen a slime player actually get in trouble or even talked to for these actions difficult to believe.

    If you guys have had different experiences, please feel free to share.

    And if there ARE standards they are held up to that I am not aware of, please make me aware of them so I can ahelp it in the future.

     

    • Like 3
  2. Odds are, you've already made a character and played a few rounds on the station. While surface level characters work for gameplay purposes, they're not the best for RP and don't give you the full Paradise Station SS13 experience. Worry not. Here's a guide on where to start and some personal experiences that might help in your character building endeavors.

    Where to start?

    Spoiler

    First things first. Your race. Unfortunately, you are not sponsored by Ritz. Not that kind of race. Your species can have a HUGE impact on how you play the game, how others react to you, how to properly design your character, and how to play them while being lore friendly. Here's a comprehensive list of all of the races.

    Regular Species:

    -Humans: They're humans.

    -Skrell: Very similar to humans visually aside from the head tentacles.

    -Unathi: Humanoid lizard folks. Objectively the coolest race. (No bias, I promise.)

    -Vulpakinin: A humanoid canine looking creature. I know "vulp" refers to foxes. Calm down.

    -Tajaran: Humanoid tajaran. No, they are not cat girls. Stop thinking about it. I said stop. 

    -Diona: Think of Diona as three racoons in a trench coat. Diona are effectively a humanoid hivemind. They are comprised of many smaller creatures called Diona nymphs. You have to watch your speech when playing Diona. Diona humanoids do not posses any individuality, as they are a hivemind. Make sure to avoid saying things such as "I" or "me" when referring to yourself.

    There are also a number of species that can be unlocked with karma points. What are karma points? Karma points are points awarded to you by other players because they liked something you did in the round, be it good RP, or absolutely juking the HoS.

    Karma Species:

    -Machine People (5 Karma Points): Also referred to as IPCs, these characters are well... machines. They are unlike borgs in that they are actually sentient beings and can operate independently. IPCs do not require a pressurized environment to sustain themselves and cannot be healed by traditional medical means. Wires and welders are used to fix them up. IPCs don't have to eat, but instead charge themselves using an attachment that allows them to drain power from APCs. Despite being machines, APCs can be quite fragile at times. Not for the extremely unrobust and newer players in general.

    -Kidan (30 Karma Points): Kidan are bug like humanoids. Their naming conventions are unique in that their full name requires their actual name, their clan, and their roll in the clan (i.e. farmer or warrior). They are very weak to pest spray. No surprise there. 

    -Grey (30 Karma Points): Grey appear to be your stereotypical alien. Grey skin, big eyes, big head... The works. They have telepathic powers that allows them to communicate without having to actually speak. They're pretty standard, but water is like acid to them and will severely injure them if they come into contact with it.

    -Drask (30 Karma Points): Drask are... humanoid... They have an affinity for cold environments. So much so, they can heal in extremely cold temperatures like, say, space. They can also eat soap like food.

    -Vox (45 Karma Points): Oh boy. Everyone's favorite species. Vox are an extremely RP heavy species. Vox are required to speak broken Galactic Common (English) in order to be lore friendly. They are very fragile and O2 is extremely toxic to them. Even trace amounts of it can put them in critical. Also cannot be cloned.

    -Slime People (45 Karma Points): Pretty self explanatory. Slime people use slime in the place of blood, so a bald medical team can be deadly for you. Also cannot be cloned.

    -Plasmamen (45 Karma Points): Plasmamen are basically living skeletons that thrive in a plasma environment. They are required to wear specially tailored envirosuits in order to stay alive. If they take the suit off, they will immediately become engulfed in flames. Breathe plasma. Also impervious to radiation.

    NOTE: It is HIGHLY recommended that you read the lore page of the wiki before doing too much with your character. Non lore friendly characters are often bwoinked if their design is too inaccurate. Example: Your super cool unathi should not be named: Bill Joe. That will earn you a talking to by the admins.

    Character Design

    Spoiler

    After you have selected your species (and gender), now you decide how you want them to look and some other details.

    Looks. Long hair or short hair? Horns or no horns? Artificial  organs/body parts or no artificial organs/body parts? There is a lot of freedom to this design process. You can make your character look however you'd like, so take your time to make them look the way you would like them to look.

    You must also chose your character's blood type. This will determine which blood you can receive in medical when you inevitably run out of blood.

    Auto accent will also sometimes be an option. Some species have an auto accent feature used to enhance roleplay. For unathi, any s's in a sentence will have a few other s's behind it. If I type, " HELP MAINTS", the game will spit out, "HELP MAINTSSSSS."

    You can also make your character disabled in some way. Colorblind, has a lisp, mute, deaf, and Swedish are just a few examples.

    Your character's opinion of Nanotrasen is also something that can be edited. Do they love the mega corporation? Do they hate the mega corporation? You decide. Not very relevant to gameplay. Just an RP thing.

    Another customizable number is your character's age. Age is also irrelevant to any game functions. It's mainly just an RP thing.

    There are many languages that can be spoken. Each species gets their own species unique language and can also have one additional language from a pool of 4, or not speak one at all. These four include Clownish, Neo-Russkiya, Gutter, and Tradeband. Each language has a description about their origins and primary speakers. Be sure to read these descriptions and select one based on your character's background, or design your character's background around a language. 

    Flavor Text

    Spoiler

    Your flavor text is your next crucial step. While not required, a flavor text goes a long way when helping others visualize your character the way you would like them to.

    Flavor text is only to be used for VISUAL details. Describe your character's height, body shape, eye color, scars, prosthetics, posture, any notable accessories and other details are to be covered in this.

    Here's a rather basic example of one of mine:

    Approximately a 5'9 unathi male. 
    His head holds two black horns on each side and his outer back is green with a yellow underside. 
    He has a seemingly average build, but with broad shoulders. 
    A silver ring with three names on it, as well as a silver gilded computer chip hang on a chain around his neck. 
    Work appears to be on his mind.

    Art of your character is also permissible and encouraged. All art must be SFW though. No horni here.

    Note that flavor texts can be changed at any time when not in a round. They are not set in stone and can be updated if you decide to change your character.

    Crew Records

    Spoiler

    While crew records are not required, filling them out makes for a very interesting and three dimensional character.

    There are three types of records:

    -Security: Can be viewed by all members of security.

    -Medical: Can be viewed by all medical personnel.

    -Employment: Can be viewed by the captain, Head of Personnel, and the Internal Affairs Agent/Human Resources Agent.

    Don't feel the need to fill this out immediately. I have found that these are much better after you've played your character for a while and gotten a feel for how their tragic backstory (TM) might unfold.

    D R I P

    Spoiler

    Everyone knows that you're nothing if you're not dressed for success. Next, you should decide what you want your character to wear. 

    There are two kinds of clothing. Your undergarments (i.e. socks, underwear, and shirt) and your overwear (i.e. jumpsuits, jackets, and hats).

    Undergarments can be edited in the primary character customization screen. There are many different options to chose from. Want a man thong? Go for it. Are you a femboy  programmer? Get some programmer socks. Don't like feeling restrained? Go commando.

    Overwear can be edited in the loadout tab of the character customization screen. There are way too many options to list, so I'll leave you to experiment with that yourself. Keep in mind that you have only 5 loadout points by default. Want more? Consider becoming a patron to the server. This will unlock 5 more loadout points and some new fancy clothing options. (I am not sponsored 😔.)

    Once you have your drip sorted out, you're ready to rock and roll. Or smooth jazz, if that's your thing.

    Before You Go

    Spoiler

    Remember to read over the lore of the station before committing fully to a character to make sure it's lore accurate, but also don't feel bound by lore. Feel free to step out of the boundaries of lore a little bit to make your character unique. A rigid character is no fun and blends in with the crowd. You don't want to be a nameless character, do you?

    Know that a character's background does not have to be set in stone before you start playing the game. Character lore is best when developed over a long period of time. Playing your character and interacting with people will help you get a feel for your lovely little creation and how they react to the world around them. And, while character lore is best developed over time, it also helps to have a framework going in and people always appreciate a well designed character.

    Are you really proud of your child or still not sure if you're done?

    Here's a template created by the admins that you can use to fill in some blanks you might have missed or to get your name out there and introduce yourself.

     

    • Like 6
  3. If you haven't read my first post, perhaps do so now and come back.

    Finished already? Let's get down to business. 

     

    "So, what does the CE do exactly?"

    The answer will vary depending on who you ask. Some say that the CE is strictly administrative and should focus on commanding their department with a hands off approach. Some people (me) believe that a CE should be working alongside with the rest of their department. Both of these methods work, but the real truth lies somewhere in between. The CE should be able to help their department when needed, but also able to command their team and ensure the job is getting done. 

    In my opinion, the CE is one of the most intensive jobs on the station, right up there with AI. Think of it like babysitting a large group of toddlers that are all on the edge of being considered legally deaf that are also trying to build a Lego Death Star, while also having to fold laundry and cook dinner before the NTR or IAA comes home and gets upset.

    I cannot stress this enough, but the first mark of a good CE is the ability to know what needs to be done and how to do it. You should at least get a basic understanding before attempting CE. This includes atmospherics. Yes, I'm talking to you.

     

    "What should I do as CE?"

    At roundstart, first things that should be done as CE is to check the manifest. Know who is in your department. Know how many people are in your department. Remember you need engineers AND atmos techs for a fully functioning department. If you feel like you do not have enough people, notify the HoP or captain immediately and request the job set to priority. An understaffed department can be a death sentence for the station, especially with a bald team.

    Equip yourself. Get all the gear you need and and make sure you are prepared for the shift.

    Next, divvy up the work. Talk to people directly. Point at them and say, "Can you do solars for me?" or "Please do solars for me." Find out who has plans for this shift. Ask if people have personal projects they are pursuing. Make CERTAIN someone you know is capable is setting up the SM. If you think you have to do it, do that now. I posted a guide to SM setup that can be found here: 

    Once you're finished with setting up the SM, or have ensured that the SM is being set up by a reliable engineer, go to atmospherics. Make sure the atmos techs have properly set up atmospherics. This includes swapping the volumetric pumps on distro to regular pumps and making sure all of the filters are set to max flow. Continue to check up on solars regularly as all of this is going on. Once you know atmos is properly set up, monitor the engine during startup. Once the engine is up and running smoothly, go and order the station goal from cargo.

    Now, your course of action changes depending on the goal. Here's how I chose my courses of action based on the different goals and what I order:

    -Station Shields:

    For station shields, I order 5 crates. I order 4 crates of shield satellites, not shield generators. This should translate to approximately 12 satellites total. Next, order the shield satellite monitor board. Once the crates arrive, DO NOT OPEN THEM. Find the monitor board and replace the arcade machine in engineering with the monitor board. It's as easy as swapping out the board. After that, find engineers with hardsuits. Instruct them to place satellites around important parts of the station first (i.e. solars, the SM, AI satellite, departures, perma, and arrivals). It is also recommended to hand out your hardsuit jetpack upgrade. Only open the satellite crates when you are beginning setup while EVA. Ensure that all of the satellites are spaced out well and turned on. Remember that the satellite coverage percentage is very deceptive. Even at 150-200%, meteors can still hit the station.  Your goal is to get to 100% to get credit for completion.

    -DNA Vault:

    If the goal is DNA vault, immediately decide on a location for the vault. Two popular spots on the Cyberriad are the garden in departures and in the cubby hole between grav gen and the teleporter room, but feel free to use your imagination. Immediately inform botany and science that the goal is DNA vault. Botany especially. DNA vault is a lot of work for botany. If you need a room built for a DNA vault, ensure that is done in a timely manner. Once the crates are delivered, take the sampler crate and hand out samplers to botany and science, as well as leaving one at the vault location and giving one to an engineer. Tell the engineer to run around collecting as many samples as they can and deposit them. The DNA vault isn't difficult to build, but ensure it is done before you have too many samples and nowhere to put them. The DNA vault requires 5 super capacitors and 5 pico manipulators to complete, so if RND is even semi bald, it should be fairly easy to get the parts you need. After all that is done, you've done all you can do. It's in the hands of botany and science now. Sometimes, you'll have to order some animal crates to make up the difference, but otherwise, it is now out of your hands.

    -Bluespace Artillery

    First, determine a place for the BSA. The most difficult part of this goal is the construction required on engineering's part and the research done on RND's part. Make sure people are working on the room whenever possible. Make certain to check up on the construction periodically to ensure everything is running smoothly and to bring the engineers any parts they need. The BSA is a very material hungry goal. It requires 20 bluespace crystals, 5 quadratic capacitors and 5 femto manipulators. Ensure that the BSA has a glass wall to fire through and make sure that the machines go in this order from front to back: bore, fusor, generator. Also ensure that the bore is TWO tiles back from the wall. TWO. Otherwise you will shoot a hole in the wall every time you fire. Other than that, your job is done.

    -Bluespace Harvester:

    First, find a location. There's no real best place to do it, but I find the spare construction area in the northeast portion of engineering on the Cyberriad a good place. All you have to do is make sure it's wired, constructed, and connected to a power source. To construct, you'll need 5 quadratic capacitors and 5 bluespace crystals. There are many different power sources, each with there own benefits and drawbacks, but the goal is to supply as much power as you can to the BSH. Make sure that it isn't wired directly to the station grid and please don't set it to anything over 10 unless you're ready to fight literal hellspawns.

     

    "What are some other tips to be a good CE?"

    Be an approachable CE. Be well mannered with your team and they will usually reciprocate. Say "please" and "thank you." Let your team know they did a good job when they did a good job. Don't. Be. A. Dick. I promise that if you act like an asshole as CE, the department will not listen to you.

    Be polite, but remember that YOU are in charge. If something needs doing or someone needs a talking to, do not be afraid to let them know that there will be consequences for their actions if they disobey orders without a pretty damn good reason.

    Communicate. Communicate communicate communicate. A silent CE is a disliked CE. Make sure people know that you are the CE and make sure people know what needs doing when it needs doing. Be sure to keep your department informed as well. This DOES NOT mean that you should recite command comms to the entire department. If there are rumors of clings, tell your department and ensure they are careful when entering maints.

    Be a role model. Act like you know what you're doing and move with confidence. If you don't know what you're doing, do not hesitate to ask someone who does. People would prefer a CE that wants to learn instead of acting like hot shit when they're not.

    Take care of new recruits. If someone comes up to you and says, "Hey, I'm new here. What should I do?" that is your queue to make sure they end the shift knowing more than when they started. Attach them to an engineer that you know is competent or even teach them yourself, if you feel confident in your ability to do so.

    TL;DR:

    Know what you're doing. Be open. Be kind. Be confident.

     

    • Thanks 2
  4. As I am one of the two or three CE mains on the server, I've played a lot of CE. And the worst thing for an engineering department is a bald CE.

    Here's what I've learned in all my time playing CE on Para.

    Kit: A CE is only as good as his kit. The CE has a lot of equipment issued to him at the beginning of the round. Some of it is kinda useless. Some of it is very, very valuable.

    Here's the equipment YOU would like to look for, and why it's useful:

    -The advanced hardsuit: The advanced hardsuit is easily one of the most valuable pieces of equipment you have, along with the advanced magboots. The advanced hardsuit has full radiation protection, extreme heat, cold, and pressure resistance. Plus, it's snazzy as hell. Wearing it all the time DOES slow you down though. It's fine if you don't want to wear it around all the time. But, consider handing it to one of your engine techs. It's invaluable for stopping delams and on the back of another engineer, it makes for a really nice decoy.

    -The advanced magboots: One of your two theft objectives, the advanced magboots act exactly like normal magboots, but doesn't slow you down when powered on. What does this mean? There is no reason for you to walk around with these boots off. (They're also very good for stopping clown slippage.)

    -The blueprints: The other theft objective at your disposal, the station blueprints are much more useful than people make them out to be, most people only know that you can section off and rename rooms around the station, but the prints have another use. The station blueprints can also reveal the pipes and wires that can be found underneath the floor tiles. Unlike a t-ray scanner, the prints only reveal the station's default layout and any changes to the station are not recorded. It is quite useful for when something needs fixing and you can't quite remember the layout. It's a good idea to keep them on you. If not for utility, then do it for security. (It is in your SOP.)

    -The telescopic baton: This telescopic baton has saved my live on many occasions. When retracted, it can fit in your pocket and can easily be accessed and extended. When the baton strikes, it is an instant stun, but the stun doesn't last long. Make sure sec knows and make sure you keep on swinging. Don't want them getting away.

    -The flash: Everyone knows what a flash is. In case you DON'T, here's what it is. A flash can be used to blind an individual for a considerable amount of time and can stun borgs completely. I find it very useful when dealing with malf AI and very mean borgs. The flash can conveniently fit in your pocket for easy access. CE is permitted to carry one. Use it.

    -The engineering door remote: The engineering door remote is incredibly useful and it's criminal how underused it is. The engineering door remote can open, close, and bolt doors. It can also set doors to emergency access AND change the speed at which the door closes. I find it very useful to speed up the door timers on the engineering access doors. On a side note: Did you know that the engineering door remote also works on many doors in maints? Isn't that fun?

    These are all of the special pieces of equipment the CE is issued. Here's some of the more basic stuff you should carry around:

    -The Engineering Scanner Goggles: Why are these better than mesons? Well, I'm glad you asked. Engineering goggles are better than standard optical mesons because they can also act as a t-ray scanner and have a radiation detection mode, which I'm still not sure what it does.

    -The Rapid Pipe Dispenser: A handheld pipe dispenser. You'll find that you'll be using this baby pretty often on hijack rounds.

    -The Funny Yellow Gloves: No explanation needed. No explanation given.

    As a side note, here are some other pieces of equipment that prove useful:

    -The Inflatable Barrier Box: Did you know that the inflatable barrier box can carry multiple medium sized items. Did you know that the blueprints and the RPD are medium sized items?

    -The Hand Teleporter: There is a meta for this I am told, but I don't use it.

    This was meant to be one post, but this got longer than I expected.

    Part two will include procedures, types of CEs, expectations for CE, and general recommendations. 

  5. A Guide to the SM Crystal and How it Works 

    EER and Power Creation  

    Power does not come from the crystal itself, but rather the radiation it puts off. The more active the crystal is, the more radiation. The activeness of the crystal is measured in EER. The higher the EER, the more active the crystal. The more active the crystal, the more radiation. The more radiation, the more power. Radiation drop-off from the crystal is also exponential. For example, one method of increasing power production by over a factor of 7 is to move the radiation collectors inside the chamber. 

    Note: Remember to wear magboots in the SM core as well as meson scanners. One should NOT do this if the crystal is active or the scrubbers are set to siphon.  

    Activating the Crystal 

    The crystal is activated by four main things. O2, plasma, emitter blasts, and contact with matter. One strategy that saboteurs use to delaminate engines is pumping O2 and plasma back into the SM. Because plasma and O2 activate the crystal, it creates a snowball effect and will nine times out of ten start a delamination event. In the Nanotrasen handbook on stopping delamination, it states to turn off emitters as the first step. As we have established, this is because emitters activate the crystal and it is much easier to work with a tired engine. Contact with matter, meaning the action of any object, such as, but not limited to: metal rods, cans, and engineers, will also activate the crystal. 

    Note: Once the crystal is active, it cannot be fully deactivated. It can be slowed down, but it cannot be made dormant again. 

    What Happens With an Active Crystal? 

    When a supermatter crystal is active, it produces four things: O2, plasma, heat, and radiation. O2 and plasma are waste gases that come from the crystal. It is imperative that they removed as quickly as possible in order to avoid a snowball effect. They can also be sent to the scrubber network in order to be recycled. Excess heat causes delaminations. A delamination is when the crystal becomes so hot, it starts to melt. The best way to cool the crystal is to ensure that a constant flow of cool gas is being introduced and removed from the chamber at all times. It is difficult to contain radiation, but easy to protect yourself from it. One method of slowing radiation spread is to close the radiation shutters on the sides of the engine where the radiation collectors are.  

     

    Hopefully, this guide is helpful in progressing your career as an engine technician! 

  6. On 7/20/2021 at 1:22 PM, LtGerbal said:

    Name: Korval Kellar

    Age: 21

    Gender: Male

    Race: Unathi

    Blood Type: O+

     

    General Occupational Role(s):

    -Chief Engineer

    -Engine Technician

    -Roboticist

    -Medical (Part time)

    -Scientist

    -Seasonal Captain

     

    Biography:

    Kellar was born in a small town on Moghes, in the year 2544 AD. Lived there for approximately 17 years.

    At age 16, both his mother and father disappeared due to unknown reasons. Clan related tensions are suspect. 

    For the next 14 months, Kellar earned his keep by building machines from scrap metal and selling them to anybody who would buy them. Eventually, he was taken offworld by a vox.

    Together they dealt in illegal arms trade. Kellar was designer and builder and the vox was the salesman.

    Despite gaining a deep respect for each other, the inexplicably parted ways when Kellar was 19 years of age. 

    At the age of 20, Kellar enlisted with Nanotrasen in the engineering department.

    Over the next year, Kellar branched out to other fields.

     

    Qualifications:

    Kellar has no recorded official qualifications outside of Nanotrasen's own certifications.

    Kellar's certifications include:

    Basic through Advanced command.

    Basic through Advanced Supermatter design and operation.

    Basic through Advanced Supermatter instruction.

    Basic through Moderate atmospherics operation.

    Basic certification in atmospheric design.

    Basic atmospheric instruction.

    Basic through advanced engineering.

    Basic through advanced engineering instruction.

    Basic through Moderate first aid and general medical action.

    Basic through Moderate surgery.

    Basic through Moderate in robotics.

    Kellar has also put forth many theories on bluespace, but has not shown any action in the way of testing his theories.

     

    Employment Records:

    During Kellar's time at Nanotrasen, he has recorded numerous hours in different jobs.

    -Chief Engineer

    -Engine Technician

    -Station Engineer

    -Medical Doctor

    -Surgeon

    -Atmospheric Technician

    -Roboticist 

    -Scientist

    -Shaft Miner

    -Internal Affairs Agent

    Security Records:

    Kellar has no criminal record aboard the NSS Cyberiad, but four warrants are currently out for his arrest in three different systems as a result of his history of illegal arms dealing.

     

    Medical Records:
    Hight: 5 feet 9 inches (1.75 meters)
    Weight: 175 pounds (79.4 kilos)

    Kellar's shortness appears to be genetic in nature. Kellar claims it is a result of genetic experimentation on his great grandfather in an attempt to produce a more apt mining subject. Supposedly it was passed down through the generations.

    Has reported being hard of hearing on several occasions. It is unknown if this can be linked to his preferred profession.

    As of his last observation, Kellar is in good physical health, but has been reported of having some signs of early depression.

    It is theorized that Kellar avoids sinking into a deeper depression via his work, but the validity and effectiveness of this is questionable.

    Therapy and close observation of Kellar is advisable.

    Kellar has been advised to carry a small plushie with him during regular hours for comfort.

    As of latest update, Kellar seems to have lost his depressive symptoms, but observation is still recommended.

     

    Personnel Photo:

    image.png.19097115232fa725764e8d56555fd6b2.png

     

    Romantically Involved/Non-Romantic Love/Admire/Respect/Close Friend/Friend/Know/Dislike/Despise

    Oleksandra Yevhnivna Kozachenko "You know what they say about putting a ring on it."

    Letov Tarasovich "There's more to you, but I just can't pin it. One way or another, I owe you."

     Nika Yaschirka "I didn't know unathi could grow hair, but I could never forget yours."

    Izla Iolur "You remind me so much of myself when I was younger. Thank you for that."

    Usko Naes "Please, never grow up."

    Melinda Therral "Those books can hurt without my hardsuit on, you know."

    Fiona Philips "I believe we got off on the wrong foot, Fiona. But, I'm a firm believer in second chances."

    Meitnerium "Truly a master of his craft. One of the best atmospheric technicians around."

    Palladium "This arrogant, egotistical fuck? Again?"

    Skeksis "Your common is pretty good for a vox, you crazy bird. Good to have you around."

    Flows of Motor Oil "I like yo think you were a good friend and an even better atmos tech. Hope we'll meet again some sunny day."

    Malo "Hey, Malo! Good to see you again."

    Dantalion "One of the best engineering borgs around. Great to have you aboard."

    M3-V4 "Clever borg. Good to have you around. I'd offer to buy you a drink, but I'm not sure if you can..."

    Ivan Delaminov "How did you manage to pull that off?"

    (Totally did not steal this idea from Marm.)

    • Like 1
  7. CKey: Lt. Gerbal

    Nature of complaint: Severely kneecapping the supermatter engine.

    I'm not sure if this is the right place to post this, but this is where I was deferred. Over the past month or so, the supermatter engine has been artificially nerfed so hard, there's no point to do anything special with it. When I say "artificially nerfed" I am referring to a merge that affected the radiation spread range of the singulo. I can't confirm it, but after this was merged, the SM started to push radiation all the way up to hardsuit storage at 3.3k EER and I believe it was because of this merge. I tried to find the merge number, but I couldn't. This is the github link for the complaint. Submitted on my behalf by one of the mentors, I believe. 

    https://github.com/ParadiseSS13/Paradise/issues/16349

    Once again, I cannot confirm this is the case, but I have no other explanation for why the radiation was traveling so far. I like to think I was fairly patient with the team on waiting for them to help fix this. I started putting geigers out to show people radiation was present and I tried to make protective gear more available ever since I found this was an issue.

    The latest merge made me decide that complaining to SOMEONE was necessary.

    https://github.com/ParadiseSS13/Paradise/pull/16147

    For those who are unfamiliar, here's the important takeaway for the last merge: The radiation in this merge is DRASTICALLY more deadly than usual. 

    This added potency combined with the extended range of the radiation has made life hell for engineering and has turned medical into a wasteland on more than one occasion.

    I'm okay with more potent radiation. I would love it for engineers to listen to me about rad gear for once, but please fix the radiation spread issue first.

    I know these things take time, but this severe radiation and extended range is something that cannot be ignored for long.

    I recognize that I could just make less powerful engines, but that defeats the purpose of the engine, in my opinion. What's the point of having something that can make so much power if you can't safely make that power?

    I've put a lot of time into the engine and to have to be forced to ignore all the more advanced and powerful information I learned because of this feels unfair.

    Please consider this. Please take your time. And pretty please hurry.

  8. After playing roboticist and getting paid for almost every mech I made, I started wondering why other jobs didn't get bonuses for their achievements.

    For example, why does engineering get next to nothing for completing these sometimes very complicated goals? Or why doesn't cargo get paid for being well organized or having expedient shipping?

    What about xenobio? Couldn't there be a checklist system where they get paid for completing objetives?

    I think that more methods of earning money besides an imaginary paycheck at the end of each round would maybe give money more value because now, your spending power isn't pre determined at the beginning of each round by an RNG system.

    Right now, I find money to be rather inconsequential in game and seeing a change to that could be a very fresh breath of air.

    Just my two cent toss up recommendation.

  9.  

    Safety

    As it goes, safety comes first. The optical mesons, three varieties of hardsuits, three varieties of magboots, radiation gear, and radiation treatment will be covered.

    Optical Mesons

    Optical mesons are REQUIRED for any and all personnel who are working on the engine at any given time, excluding IPCs and robotic organisms, even if the crystal is dormant. If optical mesons are NOT worn at any point in time during exposure to the supermatter crystal, even within the external chamber, the individual risks experiencing vivid hallucinations. These hallucinations include, becoming a dog, seeing monsters such as Bubblegum or slaughter demons, attacks from non existent monkeys (they still hurt), visions of lose singularities and visions of false plasma leaks. There is no way to stop these once they occur and can last up to several minutes.

    Protective Clothing

    There are four different kinds of protective clothing available to engineers. Each has their own advantages and disadvantages, but the chief engineer’s advanced hardsuit is objectively the best by every metric.

    Radiation Suits

    Radiation suits come in two parts: The suit and the hood. Both are required for full protection. The rad suit offers full radiation protection, but is weak to sensitive atmospheric conditions and cannot mount internals. Best used when operating on a stable engine that is not currently in a state of delamination.

    Engineering Hardsuits

    Engineering hardsuits, despite popular belief, do not grant full radiation protection. For the engineering hardsuit, radiation exposure is only reduced by about 75%. This option offers the ability to survive high and low pressure environments, as well as the ability to mount internals. The engineering hardsuit also provides a limited amount of protection from projectiles and other brute weapons, as well as limited heat damage.

    Atmospheric Hardsuits

    Atmospheric hardsuits are probably the worst protective gear to have, as their strengths are rather situational. The atmospheric hardsuit offers high and low pressure resistances, the ability to mount internals, total protection from heat, and limited brute protection. However, its radiation protection only is rated to about 25%. Use these hardsuits in the event that no other hardsuits are available and the exterior engine chamber is undergoing severe atmospheric conditions.

    The Advanced Hardsuit

    The advanced hardsuit offers full protection from radiation and atmospheric conditions, as well as the ability to mount internals. (And also looks snazzy.) The advanced hardsuit incorporates all of the strengths of the other options in to one package. The only downside to the advanced hardsuit is that there is only one aboard the station. It is advisable to request usage of the suit in the event that a delamination occurs if a less experienced chief engineer is present.

    Magboots

    Magboots are actually a critical part of the supermatter engine, if you enjoy not being a pile of dust. There are three kinds of magboots available to engineering. The regular magboots, the atmospheric magboots, and the advanced magboots. The only difference between the three is that the advanced magboots allow the user to have them on at all times without experiencing a movement penalty. ACTIVATED magboots are to be worn at all times when in close proximity to the crystal. The crystal tends to suck in lose objects when active, including unsuspecting personnel. Scrubbers set to siphon are also a threat to crew safety if magboots are not activated.

    Side notes:

    Placing an atmospheric holofan in front of the interior supermatter airlock and bolting the internal airlock go a long way. It is advisable to do these two things before operating on an engine.

    Radiation Treatment

    Showers

    Showers are among the best ways to shake minor radiation. Simply stand under a shower that is on for long enough and the rads should go away.

    Chems

    Pentic acid, potassium iodide, and charcoal are all good chemicals to help greatly reduce rads in a short period of time. These are listed in most to least effective.

    Mutadone

    Mutadone is sometimes used to reverse mutations caused as a result of prolonged exposure to radiation.

    Transmission of Radiation

    Radiation can and will spread to other personnel, objects, and surfaces. Remember this before exposing your now green, mutated body to the entirety of medbay. Always try to do as much medical treatment as possible in engineering, or completely clean individuals before taking to medical. Also note that just because an individual is not green, this does not mean that they are free of deadly levels of radiation.

    Process of Decontamination

    The first thing to do when dealing with an irradiated patient is to perform basic first aid and ensure that they can remain in at least a semi stable state. Next, take them to a shower. After that, empty all contents of their bags into the shower. Leave whatever radiation gear they have on, on. Whenever these steps are done, call for medical assistance and request anti radiation medication. Using a Geiger counter, ensure that their radiation levels are at most 250 rads in a severe medical emergency before sending them to medical, 100 in a minor medical emergency, and if there is no medical emergency, then completely sanitize in engineering.

    Engine Setup

    Engine setup is, in actuality, super easy to do, as long as you can remember what to swap around and what settings are needed where. The two primary types of engines, that being N2 and CO2, will be covered. Note that some of these actions are not imperative to engine functionality, but have become a preference over time.

    The First Steps

    Despite what some believe, N2 and CO2 are almost identical in functionality with only minor tweaks. Here’s the first steps to take when setting up the engine.

    1. Take the Supermatter Monitor Console from the far port (west) corner of engineering and bring it closer. The process for doing this is: Screwdriver, Crowbar, Wirecutter, Screwdriver, Wrench. After wrenching it, it can be moved to wherever you please.

    2. Turn off the center pump outside the chamber.

    3. Remove all pumps from both the hot and cold loop of the SM and replace them with straight pipes, excluding those connecting the engine to atmospherics and those connected to the red N2 canisters located directly starboard (east) of the engine.

    4. Create a bypass for the filter port (west) of the engine by placing a t manifold on the left and right side and connect them with bent pipes and a straight pipe in a u shape.

    5. Go to the aft (south) section of the engine and set all filters to on, 4500 kPa, and have at least one set to N2 at all times. If doing a CO2 setup, also set one filter to CO2. NOTE: Whatever these filters are set to will go back into the engine.

    6. Fill the collector arrays on the left and right sides of the engine with plasma tanks and activate them, then close the radiation shutters.

    7. (Optional, but highly advisable) Bolt the inner SM door and place a holofan in the doorway.

    8. Set the vents to On, Blowing, internal, and 0 kPa. Then, set the scrubbers to On, Siphon (scrubber also works), Extended, and then set all gases to green.

    Now the engine is ready to go. All you need now is to kick it into gear.

    For a Standard N2 Engine

    9. Turn on all emitters.

    10. Done!

    For an Improved N2 Engine

    9. Obtain two additional emitters from secure storage.

    10. Wire them and set them up in the emitter room.

    11. Turn on all emitters.

    12. Done!

    For a CO2 Engine

    There are many, MANY ways to get CO2 to the engine, some easier and some safer than others. Some chief engineers like it one way, some atmospheric technicians like it their way. Either way, the CO2 MUST come from atmospherics. For the sake of time and simplicity, we’ll simply skip to the part where you do have CO2 in the atmos to engine line.

    9. Use an analyzer on the atmos to engine pipe and carefully examine the moles of CO2, the pressure in the pipe, and the temperature of the gas. NOTE: Twenty (20) degrees Celsius is room temperature. Gas tends to lose pressure when going from a hot to a cold setting, so unless the atmos to engine’s temperature is -251 degrees Celsius, the moles in the atmos to engine will not be 1:1 in ratio.

    10. Set the pump from atmos to engine to full blow (4500 kPa) and open for two seconds.

    Some engine techs scan to port (west), some scan to starboard (east). For the sake of this guide, we will be scanning to port (west).

    11. Analyze the pipes on the port (west) side of the engine. The CO2 will come in gradually, so continue to scan until the moles of CO2 stop rising.

    12. Done! (Sorta.)

    With a CO2 engine, it’s much easier to control how well your engine performs. The moles of CO2 in the engine and the engine’s EER are directly correlated. The amount of CO2 you put into the engine will determine the EER’s maximum value. Anything between 7k moles of CO2 and 15k moles of CO2 is great. Going past 15k will bring the EER dangerously close to 5k EER, which is a big mess, to be covered in the advanced guide.

     

    This concludes Korval Kellar’s complete guide to the basics of the SM. I truly hope this helps in your endeavors to being a certified engine technician. Go get em, tiger.

    • Like 1
  10. Name: Korval Kellar

    Age: 21

    Gender: Male

    Race: Unathi

    Blood Type: O+

     

    General Occupational Role(s):

    -Chief Engineer

    -Engine Technician

    -Roboticist

    -Surgeon (Part time)

    -Researcher

    -Seasonal Captain

     

    Biography:

    Kellar was born in a small town on Moghes, in the year 2544 AD. Lived there for 17 years.

    At age 16, both his mother and father disappeared due to unknown reasons. Clan related tensions are suspect. 

    For the next 14 months, Kellar earned his keep by building machines from scrap metal and selling them to anybody who would buy them. Eventually, he was taken offworld by a vox.

    Together they dealt in illegal arms trade. Kellar was designer and builder and the vox was the salesman.

    Despite gaining a respect for each other, the parted ways when Kellar was 19 years of age. 

    At the age of 20, Kellar enlisted with Nanotrasen in the engineering department.

    Over the next year, Kellar branched out to other fields.

     

    Qualifications:

    Kellar has no recorded official qualifications outside of Nanotrasen's own certifications.

    Kellar's certifications include:

    Basic through Advanced command.

    Basic through Advanced Supermatter design and operation.

    Basic through Advanced Supermatter instruction.

    Basic through Moderate atmospherics operation.

    Basic certification in atmospheric design.

    Basic atmospheric instruction.

    Basic through advanced engineering.

    Basic through advanced engineering instruction.

    Basic Internal Affairs.

    Basic through Moderate first aid and general medical action.

    Basic through Moderate surgery.

    Basic through Moderate in robotics.

     

    Employment Records:

    During Kellar's time at Nanotrasen, he has recorded numerous hours in different jobs. These are ranked from highest to least.

    -Chief Engineer

    -Engine Technician

    -Station Engineer

    -Medical Doctor

    -Surgeon

    -Atmospheric Technician

    -Roboticist 

    -Scientist

    -Shaft Miner

    -Internal Affairs Agent

    Security Records:

    Kellar has no criminal record aboard the NSS Cyberiad, but four warrants are currently out for his arrest in three different systems as a result of his history of illegal arms dealing.

     

    Medical Records:
    Hight: 5 feet 9 inches (1.75 meters)
    Weight: 175 pounds (79.4 kilos)

    Kellar's shortness appears to be genetic in nature. Kellar claims it is a result of genetic experimentation on his great grandfather in an attempt to produce a more apt mining subject. Supposedly it was passed down through the generations.

    Has reported being hard of hearing on several occasions. It is unknown if this can be linked to his preferred profession.

    As of his last observation, Kellar is in good physical health, but has been reported of having some signs of early depression.

    It is theorized that Kellar avoids sinking into a deeper depression via his work, but the validity and effectiveness of this is questionable.

    Therapy and close observation of Kellar is advisable.

    Kellar has been advised to carry a small plushie with him during regular hours for comfort.

    As of latest update, Kellar seems to have lost his depressive symptoms, but observation is still recommended.

     

    Personnel Photo:

    image.png.19097115232fa725764e8d56555fd6b2.png

     

    • Like 3
  11. I'm bored, so I guess I'll tell the story of how I got the Nanotrasen Medal of Adequacy as CE.

    One night a while back, I start up a regular shift with my favorite character, Korval. Suddenly get an announcement saying engineering has an additional goal. Then another. And another. And another. When people inevitably complain, Cent Comm gives us a big fuck you and throws in an additional goal to go with it. So now engineering has to do a BSH, a DNA vault, shield satellites, and two BSAs. Naturally, I wasn't stoked about this because all of that was now my job to oversee. I guess Cent Comm felt some pity, because they warped in racks of engineering supplies and, more importantly, combat RCDs.

    I head over to my announcement console, draft up a plan and set everything into motion. Solars, atmos, and the engine were to go up while some engineers work with cargo, some help other departments with DNA related stuff, and another team works on the BSA platforms.

    Fast forward a little bit and I have about 12 people in the engineering department in total now. The satellites are done. I figured we'd get that one. Easiest goal by far.

    Fast forward some more and I hear that the DNA vault is also done. That kinda took me off guard because you have to have fourish departments all pulling their weight at the same time (engineering, botany, xenobio, cargo). At this point I probably have 16 engineers and an admeme messages me and tells me that I can appoint a deputy to help manage. I ask to make it a ghost role, but no sensible entity, living or dead, would willingly submit themselves to that, so I kept going solo.

    Fast forward again and the BSH is collecting points and the BSA platforms were done and the actual machines were in place. Somewhere between now and the DNA vault going up we had the painful realization that cargo had a severe case of male pattern baldness. To combat this, I simply had a team of engineers do that for them. 

    Fast forward more and one BSA is up, but the other won't deploy (I assume because of the fact that there was already one directly below it. Admemes help with that. We eventually get it up, but to fire it would mean to split the station clean in two, so the VIP sent to oversee let that one slide.

    Now, everything is done except the BSH. I forget if we actually completed it. I think we did, but I'm not sure. In any case, I got a medal and everyone in engineering probably got a $15 gift card to NT's version of Amazon.

    I'm not certain how accurate all of this is because it was honestly a blur, but I will never forget that it happened.

    PS: If any of the engineers that took part in this night are reading this, thanks a ton. You did an awesome job.

    • Like 1
  12. So, a while back, two friends of mine were IAAs and were chilling in their office while I was CE. One of those friends was targeted by two antags, one contractor and one vampire. The (fully powered) vampire tried to get her first but got the crap beat out of him by my two friends simultaneously. He then teleports away. Fast forward 20 minutes, she noticed that someone was standing outside her office for about that long and knew they were after her. She resigned herself to fate, walked out, and was immediately kidnapped. As luck would have it, the contractor was contracted with abducting her in engineering, where I, the CE, was at the time. I was minding my own business and saw her being dragged by some guy. I tried to help, but got downed. Enter the fully powered vampire. He then stuns the contractor and runs off with my friend while the contractor said something along the lines of, "NO! I WAITED FOR SO LONG!" We start brawling. I forget what happened after that, but the vampire beheaded her and the contractor denied his goal. 

    Good shit.

    • explodyparrot 1
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