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Xyd

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Xyd last won the day on February 6 2022

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About Xyd

  • Birthday April 11

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    xydonus

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  1. I see it a lot. I find it is the majority of Blueshields who do it. I tend to do it myself only if asked, rather than offering it or if I see someone who is inexperienced in what needs to be done at round start, I try to help them out, as there may not be a NT Rep around plus Blueshield is usually nearby more than the Rep. I think there's a difference between offering alternative suggestions or helpful advice compared to being an opinionated Blueshield who butts into an argument between Command, the latter of which doesn't tend to be welcome on the bridge.
  2. I'm aligned with Rythen's views; if Blueshield were to be timelocked, Command seems to be the best focus. Timelocking it to security is only going to encourage Redshields. The rest of the departments are irrelevant and some of the points mentioned about departmental knowledge can be acquired through general playtime and knowledge of the rounds from experience alone. Blueshield is also a advisory role so knowing how command operates for the most part is important here. I don't know if its possible but gatekeeping Blueshield/Rep behind the Karma system and timelocking it as well might be worth checking out if you really want these roles to be a little harder to get than the rest. And honestly; the quest to come up with a system to encourage: Robust/Knowledgeable/Roleplay-centric qualities into those roles from players is a fruitless one. Regardless of whether it is timelocked, karma or both, you will still get the occasional redshield or the argumentative mouthpiece that sometimes transpires on the bridge. I don't know if anything can mitigate that other than short of whitelisting the role. What we have now is not ideal but timelocking it either won't change much. If Karma system does go bye-bye then the Command focus I feel is the best route with that.
  3. I started playing way way way way back in 2013, and I think there was like a two year period that was fairly heavy around 15/16. Back then I didn't really involve myself with the community; just hopped on, did some spess, and that was it. Wasn't even really aware of any 'community' back then, and that was nice cause you were muted from any drama going on. So I hail from the days when mining hardsuits and helmets were all one-item and not separate things. Old. I did a LOT of mining starting out cause I was just apprehensive about joining other roles. I remember trying to learn science very early on and met an extremely unfriendly know-it-all player that turned me off for abit from learning new stuff. It was the kind of attitude that was ahelpable, put it that way. Pretty sure the job process was Mining>Cargo>Security>Engineering>Command>Service>Medical>Science> - Red being primary job roles, green being jobs that I rarely dabbled in, Orange being secondary. Engineering was interesting for a time. If I'm doing any role that could potentially affect an entire round, I test it first by creating my own solo server. I remember setting up the Tesla quite a few times, working out the kinks, what not to do, what to do, etc. And THEN, when it came to putting all that practice into play on live, something still got messed up somewhere, somehow. No idea how but thankfully it didn't result in any round ending catastrophe. In relation to engineering, Mechanic was something I did a lot before its sad removal. It was one of my favorite jobs to find RP opportunities in. Some of my favorite roleplay came about just as a result of building a pod for someone or going out to check out a stationary gps signal to discover someone in need of rescue. I remember essentially becoming space paramedic when the syndi depot changes came into effect to turn it into a little 'dungeon' of sorts, and everyone and their mother donned an EVA suit and went out to try it. Sadly this included the onboard station paramedic who got themselves killed. The amount of taxi-runs I did ferrying corpses back and forth... It's a role I'm going to miss purely for the roleplay nature of things. It isn't all about just trucking it into space. Getting into security, I played secborg (don't hate me!) a lot to get a feel for security. When security pod pilot became a thing, that was my primary introduction into security, away from the AI. Was a fun role, made all the more fun for the regular faces that would pop up. My only real medical experience is coroner and paramedic, both of which are years ago. I play Psych a fair bit presently on a non-primary character for the roleplaying opportunities. Medical to me is definitely a love/hate relationship and I have a lot of respect for players who learn that role and use it as their mains. HOP was my first command role. Can't say I particularly enjoyed it. One of those roles where you need to have a suitable character to go along with it. If I'm not enjoying the character, I'm not enjoying the role. I have one in mind in my pocket just for HOP, but not got around to implementing it yet. Blueshield is red cause I have experience in that role, but it's definitely a 'mood' job. Am I in the mood to babysit command this round? "Oh god, ITS THIS CAPTAIN, AAA", that kind of thing. Fun role though, I don't play it nearly as much these days. NT Rep, oh boy. I love this role. I have two characters specifically for this. It can be fun although you will get rounds where you are just not doing much, but is still interesting regardless. I've not really played this role much since my return to spess recently cause I need to brush up on SOP and any changes in general. Chef piqued my interest for a bit but I hate the cooking system; there's no room for experimentation and you have to follow the recipes to the letter. I don't find it enjoyable. These days, I get a fair bit of enjoyment out of Cargo. Mining is fine, but it is mostly a solo-endeavor for the most part. Cargo is great cause lot of interaction with the crew and that's what keeps it interesting. I think jobs that I'm interested falling back into again are Blueshield/Detective/Rep/HOP.
  4. >Become mouse >Steal cheese in kitchen >Chef gives chase >Chef destroys his own kitchen to get at this one mouse >I only want to leave with the cheese! >It does not go well for the Chef >He stabs himself a few times, then a secoff by accident >Gets put into a cell for the accidental stabbing and complete mental breakdown >He cryos >Feel bad, but the cheese tastes delicious >Become Ivan, the Red Mouse of Cyberiad >Meet loyal protector >Hop gives Ivan his own ID >Pursue the RED CHEESE >Die in a Vox Box >Watch my own funeral >Watch my own funeral explode
  5. As requested. The character shots are a bit fuzzy for some reason (maybe cause I used snip tool) but hopefully its ok, if not I can redo them. 1. Shaft Miner 2. 3. 4. 5. Rsik Ugsharki
  6. I am of the opinion that detcurity has always been a problem, but the lethal revolver just makes it more prominent and noticeable when you are shooting people with lethal rounds vs rubber ones. I don't know why the PR for the introduction of the lethal revolver seemed to imply that having it would lesson detcurity issues, perhaps using the thinking that deadly consequences meets equal consequences for discharging the revolver in situations where it isn't needed. That doesn't solve the mindset some people have playing the role. I can imagine it is also a very difficult thing to enforce, because sometimes the detective is quite valid in using the revolver and d-chat will still shout DETCURITY simply for the fact they are defending themselves against a lethal threat using lethal rounds. Recently though since I started playing again, definitely seems to be a spike in detcurity moments - that is just observing detectives going into maints on patrol with security or generally acting as another body, going to calls for backup and the like when there's plenty of security around to answer the call (this one i see a lot). That's all without any revolver issues mind you. Could be argued that having a lethal revolver emboldens detectives to do these things - I'm not so sure on that. Again, mindsets that are not being challenged. There's also odd disparity between the security team and the detective. You have sec with their non-lethal methods that usually remains the case until powered/uncontainable/lethal threats are found, and then you have a security attached role with a lethal revolver. It's an odd mix. I'm not against the lethal revolver, and the feel for having it is very noir, but it was introduced without any real changes to combatting the troublesome detcurity mindset. It's never going to happen - but one possible mitigating change could be to separate the detective and turn them into a P.I. Making them an actual 'aid/helper' to security rather than part of the department. Denying them access to sec-coms and sec-gear in general, doesn't prevent but does mitigate them joining up with security for the most part, and this should be supported by SOP/LAW changes. Then you can either make the case for a P.I to have rubber bullets or a 'special exemption' to be made for their lethal revolver; with consequences that go with that considering they are not attached to sec-department anymore. Making them a P.I would also open up the role to more rp-opportunities. The downside is rather obvious as it would mean less efficiency when it comes to aiding security and cooperation will have to be initiated by security for the most part. But nothing stops security enlisting the aid of the detective regardless, and the detective will be more encouraged to solve/trace antags the old way that doesn't involve listening to sec-coms and waiting for officers to spot an antag. Lets face it; lethal revolver or not, detcurity is still an ongoing issue. Their lethal capability has just made them more pronounced now when they do shoot someone. It's a role that is supposed to be a good dose of roleplay backed up by helping security solve crimes, but often than not turns into them patrolling/hunting antags with their pew-pew. If you look at why that mindset is happening rather than the equipment, can probably start tackling the problem.
  7. Would be doing a lot of hissing. And once that novelty dies off, cry...
  8. Wait, a Jaunter saves you from falling into a chasm? Having one on you when you fall into one, it automatically jumps you away?
  9. I hate chasms. Extremely unfun mechanic. Easy enough to avoid but can claim you regardless. I fell into them a couple of times due to sun glare on my screen, making them difficult to see. Extra annoying when it happens near round start. Anything that stops them from permanently removing you from the round, I'm in favour for. Anyone who says opposite needs to fall into them a couple or so times within the 30 minute mark to see how joyful it is.
  10. I can't get over the fact that the art resembles my dad. By a lot. Mustache, hair and everything.
  11. I've seen much more complicated iterations of the detective role on other codebases. Aurora's version of it is interesting, but then their version suits the far slower paced server that Aurora is. One might argue that their methods simply add further steps to achieving the same result and added complexity may not add any value to the role on paradise. Will echo the above sentiments that detective role should not be turned into such an important role that security will be handicapped by their absence. It's a supporting role and is there to complement security's efforts in tackling criminals, not to be an essential part of their taskforce. I wouldn't be against seeing the role have some more complexity to it but as I mentioned, it is debatable whether or not it needs it.
  12. Kissing is such a bizarre feature. Didn't pay much thought to the PR thinking it be fairly harmless. Now that I have seen it first hand in-game, I hate it. The memers will have a laugh with it I'm sure but the kissing effects are having bizarre interactions with the code on lots of things I'm just surprised it isn't being gutted for all the extra 'kinks in the system' it's causing. Not sure about non-consented kissing being battery - purely from the amount of workload it would create for security (if they even bother with frivolous illegal smooching) but I despise the kissing mechanic enough that I think battery should be upgraded to execution!
  13. I know how this looks, but I swear! It wasn't me! It was just impeccable timing is all!
  14. Be pod pilot Have eager sec officer recruit wanting to ride along in pod HoS approves EoC seen in space. Armed and dangerous. Spot him Stun him with pod tasers Advise recruit to watch my back Go to make the arrest, EoC gets up fairly quick. Desword comes out Recruit hops out of pod. Tasers me in the back by accident We both die Lesson: should have stayed in pod and made him do the arrest
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