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Dark

Executive Administrator
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Everything posted by Dark

  1. Yeah, no on the orange Jacket. Orange is the color reserved for Fleet characters (when they rarely, and I mean RARELY drop {usually boarding an infested vessel or separatist vessel that needs to be reclaimed}). Change it back to yellow and we're good. Approved.
  2. If you change back the jacket to the normal camo, it'll be good.
  3. Tattoos are fine to be had within reason, and the current ones are within it. We'll check the model in-game for the height changes but it should be approved.
  4. Be mindful, the mask can be an issue ICly. It gets really hot in there, and it'd make more sense if you were to use it only in cases of necessity rather than every moment. It's an IC issue though, it looks very rad. Will take a look in-game but will probably be approved. Approved.
  5. Approved. Reminder that you can use r_eyemove 0 on console to get rid of the eyes bug which is clientside.
  6. I have concerns regarding the proportions of your character. He looks too wide, almost cartoon level. DM me on Discord Dark#2959 to arrange a time that we can get in-game together so I can see it in-game and get a 3D perspective of it.
  7. Its funny how the base model has such gigantic breasts. I've dealt with that myself too once. New yellow colors, okay. Carbine, seems ok. Radio is ok. M55 on backpack looks gigantic but that's just the size of the tool. Its okay if you want to scale it down a bit just so it doesn't look horrid. All in all, you're good! Approved.
  8. Name etched on textured, great! Yellow combat vest, A+. Approved.
  9. All of these would've been fine but.. erm. Awkward moment where the character died before it could get approved.
  10. You're a brick house. What's your intent with this PAC3? To wear it constantly around the ship? If that's the case I'm sorry to tell you but its a firm no. If this is something for you to use on the ring, then I guess that's okay. I'd like to see a better matching color between the headhack and the body but there's only so much you can do, so I'll give it a pass.
  11. I agree with you on the better looking shovel, but that's a limitation I can't pin on you. Approved.
  12. No face bandana. Preferably you'd be using a helmet but that's something for the NCOs to enforce ICly. If you agree that the face bandana must go and show me it gone, fine by me.
  13. Last updated: December 18th, 2022 -- 12:50 PM GMT +0.
  14. This thread has been migrated to the new Wiki. Link: http://wiki.sstrp.net/index.php/Roleplay_Attributes
  15. PvP CKs/PKs are permitted on SSTRP. There are consequences for actions IC, and this is the ultimate consequence for a character who is acting obnoxious. For a PvP PK to be legitimate the following tests need to be met: 1. There is a reasonable justification for the PKers to want to murder the PKee. 2. The manner in which the PK was conducted was plausible. 3. The PKers are not throwaway characters. 4. The PKers acted in good faith OOC. 5. The PK doesn't set a dangerous precedent for the server. Players do not need to seek approval ahead of time for a PK and any roleplayed murder of a character should be presumed to be a PK unless there is a prima facie reason to believe it was illegitimate - which is to be arbitrated by an admin. A player who has been PKed can contest it by making a PK appeal here. Any ambiguities will, by default, be found in favour of the PKed player. To prevent a PK being overturned, it would make sense to either record the PK, or ask an admin to supervise. You can also ask an SA+ for guidance on the likelihood of attaining a successful PK based on the above rules, but that advice is non-binding.
  16. Dark

    FAQ

    Is this a Serious Roleplay server? Yes. Is there voice? No. We're text-based. Is the server S2K or S2RP? Mainly S2K. There will be moments S2RP is applied but those are rare occasions. What does S2K and S2RP even mean? Shoot to Kill. There is almost no roleplay behind this form of combat. You fire at the NPCs like you'd be playing a normal campaign, except you're communicating with your peers in-game via text in an In-Character manner, being it for banter or actual proper tactical communication and orders relay. Shoot to Roleplay. Every action you take in combat is an emoted action via a /me. This system is inviable in large-scale and we won't be having it in such scenario. However, any PvP interactions will be strictly S2RP. Is the server PvE or PvP? We are a mainly PvE server. PvP can happen but at a very rare rate. What does PvE and PvP even mean? Player versus Entity. You, player, will be put up in combat against NPCs for enemies and not other players. Akin to a co-op experience. Player versus Player. You, player, is put against another player in combat. Akin to a multiplayer experience. How are injuries handled? We have an automated injury system for S2K combat. See this thread for more information around it. What year is it ICly? We're in 2320. Does that mean we're ahead regarding last iteration? No! We did a full canon reset. The reason we're on 2320 regardless is because this time around we're going to stick more closely to the RPG canon, and Big K (Klendathu of SST1) was in 2320. Can I bring back a character from a past iteration? Short answer? No. Long answer? If you're willing to completely void all interactions your character had in the past, and know that any and all specializations they might have acquired during that time is now void, then sure. This feels like a kick to your knee though, so I'd rather recommend you start on a brand new character. It'll keep things refreshing and people won't give you silly looks because.. it'd be silly. Don't be creatively bankrupt. Can I apply for a character who starts ahead of another character? Short answers? Yes. Long answer? It is a case-by-case bias. We have most specialist and leadership roles already filled but we won't shut you down if you want to apply. This doesn't mean you're guaranteed to get what you want. For more information regarding this, contact a Senior Admin or above. What is the Ship's name that we're in? This has still to be decided. I'll update the answer here as soon as we have a definitive name. Are we a hero-like platoon? Depends on your point of view. We are, by essence, just another platoon in the sea of Mobile Infantrymen. This doesn't mean we won't be having moments of glory. We aren't the main characters of the story as is obvious, but we'll try our best to make you feel like you are from time to time. Who are the Faction Leads? Refer to this thread. Who are the Staff Members? Refer to this thread. What are the purposes of Admins, Senior Admins, and Executive Admins? Admins are our biggest workforce, responsible mainly for running events and dealing with menial tasks such as character name change, teleports, and stuff related to such. Senior Admins are admins who were given specific or non-specific tasks that require a more trustworthy person to handle. Executive Admins are admins who hold executive power over most if not all affairs of the server. They are the final deciders of complicated topics or drama that might ensue. The only person able to override an XA's decision is Xalphox (the owner) himself. How do I join a faction? Reach out to the specific faction either in-game or in the Discord. Most factions are eager to get new blood. Some will need an application, some just needs an express of interest from you. How do I join the Staff Team? Establish a presence in the community, volunteer to help run events, create content (either literal tangible content - or literally just create roleplay), get nominated by an admin: there's no formal process; If we think you'd be a good fit we'll tap you on the shoulder. Being an NCO doesn't automatically get you admin, but there's a great deal of overlap between being a Sergeant and being an admin. I want more info about the SST lore. Where can I find that? Good places to start would be the movies (particularly the first one), the Heinlein book, or the RPGs. I've watched the movie, read the book, and peeked into the RPGs. How do I get more info about the server-specific lore? There are threads in the Stories section of these forums with information about events that have happened, and planets or solar systems existent all with their own custom lore. These are mostly player-made and if they haven't been removed twenty four hours past it's posting time, it can be considered canon to the server. We'll soon also have a revamped wiki to draw information from. Stay tuned. How do I get access to PAC? PAC is free for all but is moderated and each character's PAC needs to be approved. PACs must be a reasonable file size, mustn't be an undue burden on other people's frames, and must fit within the bounds of what is reasonable in our universe. See this thread for more information. If you need help with PAC, there are plenty of folks in the Discord channel #pac who will be happy to help - including how to get most PACs under 30MB. Is there PvP PKs? Yes, but it is heavily moderated. Most if not all PvP interactions need to have an in-depth reasoning behind, this is assuming you want to kill the other character. More information about this in this thread. Credits to @Xalphox & @Dark for this FAQ. Last revision: November 5th, 2022.
  17. Hey all, I've went ahead and did a complete overhaul of the Forums. I've archived most topics that would have become obsolete going forward into .net 2023 and thus you might've noticed your stuff is nowhere to be found. (If you're a common user, admins have access to the archive.) If you want me to restore data that was archived, contact me directly on Discord: Dark#2959. Furthermore, I'll be compiling a FAQ soon enough for you all to get your most common questions answered quickly. Stay tuned.
  18. This is the subforum where you can post your own little stories, in this subsection specifically related to your characters. This is a place for you to share personal stuff about your character, or eternalize a cool moment that happened on the server in a more detailed manner. Anyway. Go ahead and write to your heart's content! There's no set template for this.
  19. Subject to change. This is our current Arsenal going into Big K though. For now at least. Decisions aren't final yet - will update when it becomes.
  20. Morita Mark III Rifle Manufacturer: Morita Arms Cartridge: 10x55mm Caseless Rate of Fire: 590 round/min cyclic Feed System: 100 round detachable box magazine, 4 round grenade tube Sights: Iron sights or integrated sight As the newest interaction of Morita rifles to enter service and standard issue in the Mobile Infantry, the Mark III Morita is seen in the eyes of many as a step-up in firearms development. Chambered for the new 10x55mm Caseless ammunition, the Mark Three Morita is an air-cooled, gas-operated, direct impingement, magazine-fed, select-fire rifle with a non-ambidextrous charging handle on the leftmost side. Aside from utilizing a new electronic-pulse action system, the Mark Three Morita also comes with a built-in forty-millimeter grenade launcher that can hold four rounds in the chamber. However, this increase in modularity has also seen an increase in weight. -- Capable of firing in both semi-automatic and fully automatic with a reliable one-hundred round magazine, the newer high velocity, armor-piercing ammunition; the Mark Three Morita has quickly gained a fierce reputation on the fields of battle. Morita Mark III Squad Automatic Weapon Manufacturer: Morita Arms Cartridge: 10x55mm Caseless Rate of Fire: 1000 round/min cyclic Feed System: 200 round detachable drum magazine Sights: Iron sights Introduced alongside the Mark III Morita as a replacement to the previous Mark II Morita light machine gun, the Mark III Morita Squad Automatic Weapon (SAW) is the infantryman's go-to choice for automatic firepower with the accuracy and portability of a rifle. Chambered in the exact same 10x55mm Caseless cartridge as the Mark III Morita, the Mark III Morita SAW is gas-operated and air-cooled; with a quick-change barrel and a folding bipod attached to the front. Likewise, with the Mark III Morita, the Mark III Morita SAW utilizes a similar electronic-pulse action system for firing. With the capacity to fire in semi-automatic, fully automatic, or even a three-round burst function; the Mark III Morita SAW bridges the gap between auto rifleman and rifleman in the Mobile Infantry. Morita Mark IV Carbine Manufacturer: Morita Arms Cartridge: 10x24mm Cased Rate of Fire: 800 round/min cyclic Feed System: 200 round detachable box magazine Sights: Iron sights or various optics Once a weapon only accessible to a select few special purpose units, the Mark IV Morita has recently entered wider service within the Federation and its armed forces. Chambered in the smaller yet similar 10x24mm cased ammunition, the Mark Four Morita is an air-cooled, straight blowback, closed bolt, select-fire carbine originally designed for use by Pathfinder and Marauder troops. Using the same electronic-pulse action system as the Mark Three Morita, the Mark Four Morita has gained a reputation among their regular infantry users for being one of the quietest firearms currently in active or former service. Unlike those used by SICON’s special purpose units, the Mark Four Morita issued to the average infantrymen lack a number of features; most notably the built-in grenade launcher, heads up display link, and higher end ammunition that ensures the best performance. However, with the ability to fire in semi-automatic, fully-automatic, or five-round burst function with a two-hundred round magazine capacity; the Mark Four Morita is still capable in the hands of a skilled user. KAM2A-PAS 'Ventilator' Manufacturer: Krediisk Arms Manufacturing Cartridge: 8 Gauge Rate of Fire: 70 round/min semi-automatic Feed System: 7+1 round internal tube magazine Sights: Iron sights or various optics An older, but reliable series. The KAM2A-PAS, better known to law enforcement officers and infantry troopers as the “Ventilator” is a pump-action shotgun designed with ruggedness and reliability first and foremost. Originally seeing widespread use with law enforcement, this shotgun has quickly found itself a number of users in the Federation’s armed services. With the capacity to use any one of five different shotgun chokes, the option to choose from three different ammunition types, and its overall rigid construction; the Ventilator is any pointman’s close friend and any would-be target’s worst nightmare. SW-228-F ‘Hel’ Infantry Flamer Manufacturer: Voight & Gromann Rate of Fire: Around 1.9 l (64 oz) a second Feed System: One 15 l (507 oz) napalm/nitrogen tank Sights: None An old and imposing sight on the battlefield, the SW-228-F Infantry Flamer, better known by its moniker ‘Hel’ is a man-portable flamethrower currently in service with the Mobile Infantry. Primarily designed to remove foliage and assault fortified positions, the Flamer has seen creative use by Mobile Infantry troops to temporarily seal off holes and routes of approach with its napalm-like gel substance. Unlike flamethrowers from centuries ago, the Flamer utilizes a napalm-gel oxygenated mixture that can even burn in vacuums, albeit for only a few seconds before succumbing to a lack of oxygen. Quick to burn, difficult to extinguish, and near impossible to remove; the Flamer is a dreaded weapon for those against its’ user, resulting in the need for the operating trooper to always carry a canister of fire retardant in case of misfires or bad aim. E-Pulse 44 Manufacturer: Morita Arms Cartridge: 10x63mm PULSE || 9x50mm PULSE Rate of Fire: 200 rounds/min semi-automatic || 650 rounds/min automatic Feed System: 20 round detachable battery || 50 round detachable battery Sights: Integrated optical sight Among the newest and one of the more specialized weaponry in the Mobile Infantry’s arsenal, the E-Pulse 44 or better known as the E-44, is a high powered rifle designed to complement other precision-based weaponry for designated marksmen or sharpshooters. It utilizes a specially designed 10x63mm PULSE round accelerated by magnetic accelerator rails to 1650 meters a second. Fed by box shaped batteries with twenty charges inserted on the left-hand side of the E-44, this firearm is capable of taking one of two modifications; one which increases the velocity of the projectile or another which fires multiple rounds in a “burst” function, both of which only function at the expense of increased battery and ammo consumption. Despite its specialized role, the E-44 has become a favorite of some troopers, most notably for its accuracy and damage potential despite its severe issue of typically over-penetrating its target. The E-44 also comes with heavy modding capabilities thanks to it's modularity, providing the user a variant setup on the go with a few changes of it's core pieces. This modification would turn what is known as a DMR into an Assault Rifle, providing a higher rate of fire, lower long range precision, and slightly lower damage output with more than double the magazine size. This is possible because it changes the operating bullet a few notches down to the 9x50mm PULSE, which takes less energy to propel at the 1650 meters a second and provides less heating, creating the possibility of higher rates of fire. What makes gunpowder-based weaponry still being the standard issue weapon is because of issues that comes from magnetically accelerated PULSE rounds which has notorious over-penetrating issues, causing the friendly fire incidents graph to rise through the roof in the hands of untrained personnel, therefore requiring further specialization training to operate this weapon. E-Pulse 88 Manufacturer: Morita Arms Cartridge: 10x63mm PULSE || 12x108mm PULSE Rate of Fire: 1400 rounds/min automatic || 140 rounds/min automatic Feed System: 200 round detachable battery || 40 round detachable battery Sights: Integrated tracking sight Introduced alongside the E-44 during the “railgun” era of weapon development, the E-Pulse 88 or better known as the E-88, is a high powered machinegun designed for crowd clearing capabilities. Like the E-44, it utilizes a specially designed 10x63mm PULSE round accelerated by magnetic accelerator rails to 1650 meters a second. Fed by box shaped batteries inserted on the left-hand side of the E-88, this firearm is capable of firing roughly two hundred individual shots before needing a new battery. Unlike the E-44, the E-88 can only fire in automatic fire, giving it poor recoil control. It also comes with a built-in display that shows the remaining charge level and a rudimentary tracking system effective up to forty meters. Large, unwieldy, and heavy-hitting; the E-88 is a weapon that requires the strongest and most dedicated users to get the most out of it. The E-88 also comes with a modular system which allows for it to be changed on the go with a few swapped pieces in it's core. These changes turn what was an automatic energy battery into a very slow yet still automatic fire de-facto Railgun, firing a larger and more powerful 12x108mm PULSE round with a higher cost on battery effectiveness and firing speed. Precision is still slightly lower than the E-44's but way greater than the other variant of this model. This happens because the round fired is way larger and heavier, requiring more energy to be propelled at the required speed of 1650 meters a second, which in turn requires a slower firing rate to avoid overheating issues. All this combined gives the weapon anti-material capabilities slightly weaker than the Morita X. What makes gunpowder-based weaponry still being the standard issue weapon is because of issues that comes from magnetically accelerated PULSE rounds which has notorious over-penetrating issues, causing the friendly fire incidents graph to rise through the roof in the hands of untrained personnel, therefore requiring further specialization training to operate this weapon.
  21. In virtue of streamlining our S2K combat system, we've introduced in a past iteration the Flows system. During the course of it, we've come to improve and perfect it in order to offer a fair and balanced way to handle injuries that every player might get. This system is based in RNG and percentages to determine the severity of your injury, and also a possible PK (rare). (PK reads: Permanent Kill) As it stands today, the system counts with these percentages: - 50.5% chance you receive a Minor Injury. (1 to 50 roll) - 38.5% chance you receive a Moderate Injury. (50 to 89 roll) - 5% chance you receive a Severe Injury. (90 to 94 roll) - 3% chance you receive a Grievous Injury. (95 to 98 roll) - 2% chance you receive a PK. (99 to 100 roll) The way it works is that every time your character reach 0 HP during S2K combat, you'll roll a 1d100 dice and enter a downed state. We have handcrafted a multitude of pre-written /event or /it text paragraphs to depict the injury of your character based on what caused them to reach 0 HP (damage type, such as Arachnid talons, or Bullets), taking then a gigantic load of work off the event runner's hands. These /events and /its are separated between the groups of Minor, Moderate, Severe, and Grievous injuries. Addendum: As per executive decree, these injury chances based on this system are the norm in normal situations where the risk given to the Mobile Infantry is within what we consider 'normal level' OOCly. If by any reason a specific mission entails a higher risk endeavor, manual injuries can still be applied to negligent Troopers based on different types of rolls that are discretionary to the event runner. Essentially, this is a rare occasion, but its nice to mention the possibility of it happening. What is the 'downed state'? Think of Left 4 Dead's downed state. Your character is downed and you can barely use a weapon to defend yourself, needing the help of someone to stand back up. You can move very slowly and will also have a custom animation representing that you're downed. Your vision will also be blurry to represent the difficulty in shooting. Your recoil isn't affected. Okay, but what does each level of injury mean? - A Minor Injury is an injury that you can treat yourself, no real harm done. - A Moderate Injury is an injury only certain trained personnel can treat, them being either CLS certified Troopers or actual Combat Medics from the Medical Detachment. These injuries aren't life-threatening, but they'll hinder your ability to perform on the field until it gets treated. - A Severe Injury is an injury only Combat Medics from the Medical Detachment can treat. While not necessarily life-threatening, these injuries are, as said, severe. They need to be treated soon or otherwise they could develop into a life-threatening situation. Most cases you can still fight after getting treated, but at a hindered performance due to the injury you sustained. - A Grievous Injury is an injury even Combat Medics from the Medical Detachment can't treat on field and thus they must stabilize you to the best they can on field and then send you back home on a MEDEVAC, essentially TKing (TK reads: Temporary Kill) your character for the rest of the mission. These are life-threatening and if not tended to quickly they can actually develop into a PK. Case-by-case bias. These injuries can also sometimes be permanent. These include but are not restricted to: loss of a limb (arm, leg), loss of an eye, permanent scars on body/face. All loss can be remedied by the use of prosthetics. More on that in the Medical Section of this forums. - A PK is, as said, a Permanent Kill. These will not have automated injuries but rather a /event that says 'Death approaches Sgt. Example Exemplarius'. What this means is that we leave it open for the PK'd and the Event Runner to discuss the way the death of the character will go. It can be quick and painless, or slow and painful. Most times than not, up to player's discretion rather than event runner's. These are obviously appealable, but after extensive testing there's a high chance that PKs wont ever be overturned, save for server performance issues (rare), or unfairness created by the event runner during the time of the PK (overspawning of NPCs). If unsure about the rules around PKs, contact an Admin+. Any further inquiries about this topic should be directed at the Staff Team via Discord. Thanks to @Xalphox for concept/coding. Thanks to @Luna for flows written. Thanks to @Reverend for flows written/coding. Thanks to @prim for flows written. Thanks to @Gr4Ss for coding. Thanks to @radical roach for coding.
  22. All staffing and leading positions will be listed here. Executive Administrators: @Xalphox -- Xalphox @Sting -- Sting @Fredthebrick -- fredi @Dark -- Dark Senior Administrators: @Gr4Ss -- Gr4Ss not tiger @maxrevolver1 -- HECU Marine @Durango -- Durango Administrators: @cat danny 25 -- arb @Minyari -- Minyari @Mist -- Mist @Sellka -- Sellka @Rook -- ShamRook @Chargrilled -- Chargrilled @Jun Nagase -- Jun @TinPan -- Tin @Willful -- Willful Jamklanson @Ace -- Ace @Hermit -- Hermit @Arrow -- Arrow @Deckers -- Deckers @AbroadHawk -- AbroadHawk @Reverend -- Reverend Forums Administration: @Xalphox -- Xalphox @Dark -- Dark @Gr4Ss -- Gr4Ss @Reverend -- Reverend PAC Moderators: @Dark -- Dark @TinPan -- Tin @Fredthebrick -- fredi @Jun Nagase -- Jun Developers: @Xalphox -- Xalphox (Senior Developer) @Gr4Ss -- Gr4Ss (Senior Developer) @Jun Nagase -- Jun (Modelling) @Durango -- Durango (Developer) Dakota (Developer) Mobile Infantry Leads: CO -- fredi -- @Fredthebrick XO -- Sting -- @Sting Medical Leads: CO -- moon-guardian -- @LoFiSuicide XO -- Xalphox -- @Xalphox Engineering Leads: CO -- HECU Marine -- @maxrevolver1 XO -- TBD MIPOD Leads: CO -- arb -- @cat danny 25 XO -- TBD Pathfinders Leads: CO -- TBD XO -- TBD Fleet Leads: CO -- Durango -- @Durango XO -- Willful -- @Willful
  23. No returning characters. If they existed in previous iterations, no dice. Everyone adopted the 'new character' mentality, so no reason to give anyone the rights to suddenly show up with their decade old character reformulated and experiences "voided". Don't be creatively bankrupt, shape up something new!
  24. Going forward into .net 2023, this is still very much in effect.
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