#Cabbage's HRP Whitelist Application

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abstract merlin
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SS14 Username: Cabbage9685

Do you understand the level of roleplay expected from HRP WL roles?: Indeed I do, some the roles currently present such as Ambassador, Synthetic and WJ for example are all roles that are roleplay intensive. All requiring decent lore knowledge with Synthetic and WJ in particular requiring a persistent adherence to SOP, marine law and UCMJ from the beginning to the end of the round.

Which job are you most interested in? Why is it considered a HRP WL role and what do you believe is expected of you playing it?: I am most interested in Synthetic and Working Joe, having been playing Synthetic for 15 hours in the short period since I've joined the server till it has become a HRP WL only role.
Firstly, I believe Synthetic is considered a HRP Whitelist role due to them being vastly intelligent machines strictly bound by their laws, it's many mechanical strengths allowing it to easily have very positive and negative impacts on the round's story and the enjoyment of the players.

I myself have witnessed and been the person affected by synthetics violating their laws, seen working joes get into brawls with marines without much reason, and have myself been RR'd after a synthetic had initiated a fight with me trying to sneak around marines without being a threat.

Even aside from blatant actions that may negatively effect the round, there are many ways a Synthetic, even by doing one's own specialized job as a Synth can take away from other's experiences, care should be given into not stealing the work of other doctors/engineers etcetera. It doesn't feel good when a Synth butts in to ask to take over a surgery someone might be doing to do it more efficiently, or otherwise just suture someone to full health and sprint away.

With that said, Synthetics are not meant to be the protag, they are supporting roles attached to army units, or colony synthetics built to supplement their departments. Synths are (if not friendly,) passive and unthreatening, despite having vast differences in personality between eachother, frequently, they are comforting presences that stressed soldiers and POWs alike can turn to, to vent their frustrations or simply spend minutes on end interacting with, which is what I'm aiming for.

Synthetics in general are highly capable machines who are unaffected by pain or the mental stress of combat, possessing ingame skills vastly superior to most humans on all fronts (including medical, engineering, piloting and melee, aswell as IC being walking databases) and should be played by someone with matching mechanical knowledge, which I regard myself as comfortable in performing.

On the topic of Seegson Working Joes while I'm here
Working Joes are synthetics that I adore perhaps even more than third-generations, they are built as menial, low-cost laborers, working low complexity industrial, janitorial and administrative tasks (such as staffing help desks like the personification of an automated phone call), all while spouting their taglines. These synths are basic, lacking the artificial intelligence and skills of their peers as well as being dependent on central AIs to direct them.
I believe WJs are a HRP role as they are by comparison from humans and Synthetics, highly restricted in their capabilities.
Amongst my expectations as a Joe I should not be performing tasks that require anything more than basic problem solving skills, such as janitorial work, moving cargo or executing the orders of my central AI, and shutting down when out of it's communication range.
Additionally, I as a Joe should not be fighting and should seek to have no impact on the round, to only speak through my WJ voicelines and be indistinguishable to my other Joes.

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What is CMU's golden roleplay rule? (found in the rules page, highlighted in green) What does it mean?:

Winning is never more important than the story being created or roleplay.

It means many things, but the thing off the top of my head is the obvious takeaway
Abandoning roleplay in favor of 'winning' the game runs counter to the entire point of the server. it can be argued that NOBODY has fun in a situation where one team shoots first and asks questions later, not even the aggressor.
My least memorable moments on this server definitely have to be combat scenarios where the teams wordlessly go at eachother, (NITRP CLF, GOVFOR, what have you) on the contrary, I have happily spent hours playing as an assistant manager in a We-Yu call center, playing out a loss as a GOVFOR commander, infiltrating the ranks of survivors on CF as a mimic or suffering on a hospital bed for an hour as one of the first patients of the flesh contagion before blowing my shit shmoove off.

All of this, suffice to say is that losing is no failure, this is not a test of skill, losing is part of the story.

What do you enjoy most about CMU and what do you think could be improved?:

I very much enjoy CMU, as it's a very HRP friendly server that, unlike many HRP servers, isn't a hugbox with cliques or excruciating lulls of no action happening, I can go an hour as a WY Liaison conducting experiments in the lab without even knowing there's a war going on in the colony, or an IO in CIC spying on my soldiers and calling colony admin/marshals on insurgency while in the colony the CLF are fighting off a cryptid.
Despite some issues that can halt the progression of the round like having such few roles to actually give admin access to elected administrators for example, I really enjoy insurgency and Colony Fall.

However, I'm not a fan of a good deal of things on Distress Signal, such as marines being too underpowered to get breathing room to LARP when fighting xenos for example, or being way too strong against super weak threats like Flesh Abominations, as well as just not having any budget to do much of anything with, you either are able to get very subpar CAS or like one flamey guy with your budget before it's gone. (current DS budget is a meager 8k, Distress being known to have extremely impossible intel objectives, whereas I always hear about how they get about 20k on comparatively very easy gamemodes for intel such as Insurgency)
Flesh abominations I feel have so much potential with essentially infinite opportunities for making disgusting creatures and super interesting castes, but currently is COMICALLY underbaked, they are very flat, one-note and weak to fight, having essentially no health, being perma-damaged by fire instead of just taking more damage AND having no force generation, their flesh nests are comically slow to churn out even the weakest of castes, but on the other hand are as fast as a human's runspeed while unarmored and making no noise when moving (as a threat faction I don't feel like should need stealth, mind you), making them very strong and boring on Colony Fall.

What character names do people know you as?

  • Threat name: IR-IS
  • Cell Leader Erwin Fahlenberg
  • Caesar (my pre WL synth)
  • Asst. div manager/WEYU Capt. Kenneth Lafortune
  • Prodigy Capt. Pierre Rene
  • Mob Boss Fay Howard

How many hours do you have on relevant servers (CMU [AU14/UA14 included], CM13, CM13 PvE, RMC, or similar SS14 servers)?:

I have 75+ hours already on CMU, with nearing upwards of 1300 hours on RMC

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Those CMU hours are slightly outdated, mind you, I will happily post my updated hours when this application comes around to being reviewed, in the meantime, have some pictures of my characters :]