ataraxites: (Default)
axmods. ([personal profile] ataraxites) wrote2011-09-19 12:50 pm

SUGGESTIONS.



S U G G E S T I O N S
Questions? Comments? Concerns? Leave them here, and we'll do our best to address them in a timely manner! This post can also be used as a general mod-contact and plot-suggestion post.

Comments are screened and anonymous is enabled.

P L O T   S U G G E S T I O N S



M I N I - P L O T   S U G G E S T I O N S



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N A V I G A T I O N

(Anonymous) 2011-11-03 10:16 pm (UTC)(link)
I hope you reconsider unscreening your reserves!

[identity profile] ataraxites.livejournal.com 2011-11-04 02:06 am (UTC)(link)
Thank you for your suggestion! For now, we intend to keep reserves screened. We feel that our current method is more fair for potential players as a whole, as it cuts down on premature judgment of both reservers and any challengers that may apply. If this process does not work as intended, however, we will reconsider our screening policy for future app rounds!

(Anonymous) 2011-12-07 12:23 am (UTC)(link)
Perhaps it's too much extra work, but I'd like to suggest that you guys make a game plurk account for announcements and such. In my experience, these help players meet and interact with each other more easily, as well as spreading the word when reserves and apps open.

[identity profile] ataraxites.livejournal.com 2011-12-07 12:41 am (UTC)(link)
For now, we intend to use the OOC community for all mod announcements. We would prefer not to encourage Plurk as being the sole method of OOC contact, as not every player has a plurk, and we don’t want them to feel as if they absolutely must have one in order to facilitate OOC relationships, hold discussions, or create CR.

If, in the future, game events necessitate a mod Plurk account, then we will reconsider our decision. Thank you for the suggestion!

[identity profile] in-three.livejournal.com 2011-12-08 07:24 am (UTC)(link)
so this is a suggestion for a tagging system? at another game i'm in, they have something implemented for the community board where players can tag themselves into posts they've commented to. it's a wicked great way of keeping track of things you've tagged for things like activity check and if you quickly want to look something up for later reference.

essentially you'd have two tags. for example, for kirk, he'd have james t. kirk for posts he's made on the main comm and c: james t. kirk for anything he's commented to.
puppydogeyes: (Default)

[personal profile] puppydogeyes 2011-12-16 02:53 am (UTC)(link)
Is it possible we could have the log format textbox on the log community profile? Or a link to the post it's in. Just for ease of c&ping into a new post without having to manually browse through the log comm to find it.

[identity profile] ataraxites.livejournal.com 2011-12-19 05:30 pm (UTC)(link)
Done and done!
whatatoolhewas: (Default)

[personal profile] whatatoolhewas 2012-01-15 06:13 pm (UTC)(link)
PLOT SUGGESTION
Your Name: Murder
Character Name: Megamind
Character Journal: [info]hvymetalheroics

Plot summary: Megamind attempts to take control of the ship, ends up failing. Baby's First Mutiny is a bust.

How will this work?

Megamind takes several steps to attempt to seize control of the Tranquility:



First - attempt to gain control of communications and gain access to one of the astrophysicists (probably Jane Foster). this will be semi-successful (hacking to a point but not EVERYTHING will be visible; permission post will have go to up) so that he can monitor discussion, people's skills, discoveries. Information is power. Observation and planning period is go.

Second - Once information and material are attained, move into seizing control of the ship - access to crawl-spaces via engineering, planning his 'traps' in various levels of the ship. This is where people may start to notice strange things, but as an 'engineer' Megamind will be one of the people to find out what's 'wrong' and 'fix it'. He will attempt to be 'helpful' - but people Resnik, Tali and Todd should become suspicious at this time, as well as possible others (Sikozu, etc, anyone else who is interested.)

Third - attempt to control security systems, re-route control of ship from bridge to engineering (to a hacked console). Setting up fairly mild death traps/breakdowns - very specifically, Megamind will not seek to HARM or KILL anyone in the crew, but keep them busy with other things until he can send out a warning to get the grav couches because he's going to initiate jump in a certain time frame. These will be more humorous than dangerous, but some may be, on first blush, *seem* pretty dangerous and turn out to be completely toothless. Others, on the other hand, may be the Boot Wheel of Death, which does absolutely nothing except bewilder and confuse.

Fourth - Obviously, the jump will never happen; either by betrayal (Sikozu and Todd have both volunteered to rat Megamind out for this purpose) or because people got to him in time even without betrayal. Minimal fight, big reveal that his planet doesn't exist, possibly never did in this ime frame, he's still alone in the universe, etc etc. Megamind surrenders and characters will take him into custody. He suffers consequences, shipwide ramifications of attempted mutiny, and so on.

Any negative consequences? Emotional devastation, possible confinement. If confinement, I'd like to have or arrange play within a follow up plot where at some point Megamind is needed to solve a problem ad earn his probational freedom, but he'll have to live with the MUTINY STIGMA and DISTRUST OF CREW +10 for the rest of his time on the ship until he either goes so above and beyond that it's accepted that he's a 'solid citizen', and so forth: basically, that'd depend on the CR earned from that point on.

As for the ship, this will be Baby's First Mutiny, and will create obvious tension and CR among multiple levels within the ship - both against and for the crew, splintering factions, trust lift or drop with Ward and Resnik however they handle it, etc.


When do you want this to happen? Lead in would take at least a month. Megamind's a genius, but it'll still take time to figure all that shit out, even while he's avoiding being too helpful to actually eat up time, but not unhelpful enough that he can't earn access to the areas he needs to reach. So take over should happen sometime in February if this begins in January - Megamind is currently being played with this plot in mind - setting up Eridan as a nemesis, working to befriend Jane, and so forth, so movement to phase 2 should progress fairly quickly, and then go through at least a week per phases, depending on mod requirements for plot advancement.

Opt-out mechanism? Evacuation to safe parts of the ship for those who don't want to deal with goofy traps and inconveniences - obviously he won't take over the ship, so there's no need to opt out of that.
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rebelled: (Default)

[personal profile] rebelled 2012-02-25 02:54 am (UTC)(link)
PLOT SUGGESTION
Your Name: Jesse
Character Name: Castiel
Character Journal: [personal profile] rebelled

Plot summary Basically, a ritual gone wrong that summons Supernatural-style demons to the ship to screw with the characters on-board.

How will this work?
At the moment, Castiel is fixated on the idea of it being the Archangel Raphael behind the whole "illusion" of them being trapped aboard a spaceship. To try and fix it, he intends to perform a ritual to locate and/or summon the Archangel to him. But, of course, that's going wrong.

Instead of Raphael, Castiel will end up summoning a set number of demons (to be decided by mods/player interest) who will then end up trapped aboard the ship with them. This leads to three possible ways of them getting involved.

1] Characters end up possessed by the demons temporarily. For these characters, it's possible for them to be saved by being exorcised, wherein the demon's essence can disappear off the ship (and back to Hell/their verse). Generally, demons in the SPN universe only possess humans. But that fact can be waived if other people want their characters involved in this way.

2] The demons remain without forms and just work their way through the ship in the form of black smoke, causing various strange sounds, the smell of sulphur, and power fluctuations to appear in different places throughout the ship.

3] Demons find hosts in the form of NPC types who then go on to torment other characters. This idea largely depends on how comfortable you (the mods) are with either playing these demons yourselves or letting others bring in OCs temporarily with the express purpose of them being possessed and ultimately killed by the end of the plot, thus killing the demon in the process.

For obvious reasons, there'll need to be a set number of both characters possessed and NPCs involved. Personally, I'm thinking maybe half a dozen of each. Or more character possessions than NPCs as that'd be easier to manage (and more enjoyable for players really).

If this plot is okayed, I'll dig up a few videos and links to things to explain just what SPN demons are like/their strengths and weaknesses for anyone who doesn't watch the show so they can easily get involved too without having to sit through the series themselves.

To end the plot, an end date would need to be set in advance. I'm thinking a fortnight at least. A month so things don't have to be rushed. The important thing to note about SPN demons are that they really like to screw with peoples heads, which would be easier to do if anyone possessed tries to act like themselves and work on others slowly to mess with them. Thus, time needed.

Anyway, whatever timeframe is decided, by that date all possessed characters will have been exorcised (which either Castiel or Dean Winchester can do, or basically anyone with a copy of the chant), and all OC's will be killed.

And I think that's everything…

Any negative consequences? For Castiel, his batteries will most certainly end up drained significantly for a while (and follow the same course I mentioned in his app). For all characters involved, it'd be dealing with the aftermath of having been possessed/trolled by demons.

When do you want this to happen? Any time, preferably lasting a few weeks at the least.

Opt-out mechanism? Characters can easily avoid any demons prowling the corridors, and an OOC post can be made for people to opt-out of their characters being contacted by them on the network. Also, a possible added tag in posts by possessed characters could also be used to indicate that they're not their normal selves.
rebelled: (Default)

[personal profile] rebelled 2012-03-17 11:06 am (UTC)(link)
Hey, no worries there! Thanks for getting back to me.

For the demons without hosts, I was only really thinking of there being a couple for that very reason. So saying three at most definitely works with me. And again, the same goes with player-made NPCs.

How about going with something like:

2-3 demons without hosts
3-4 temporary hosts/NPC demons
7(ish) possessed characters?

The last one I think would largely depend on player interest, so if more people want their characters possessed, then some of the NPC types could be cut back on, unless you guys are open to allowing higher numbers in any area (again, depending on player interest. It's not much fun if EVERYBODY is possessed)

And yep, I'm all for it happening in line with the jump. I'll have Cas do the spell right before the jump happens.
rebelled: (Default)

[personal profile] rebelled 2012-03-18 09:41 pm (UTC)(link)
Awesome. I'll get something up in the ooc comm soon then.

wrt dates, I'd probably say it'd be better to run longer than that if people want to go with the whole "demons trying to stay undercover to cause trouble" thing. But considering there's the fear gas plot asked for too, it might be better to do that one first? Cause I don't want to get in the way of their plans with this one, and there's already been plotting for it going on.
lehnsherr: (Default)

[personal profile] lehnsherr 2012-03-19 07:27 am (UTC)(link)
This is still Jesse. It's just a hassle logging in and out on this thing.

The month works with me if everybody's okay with that. I just don't want to get in the way of Kat's plot though, regardless of the order these things came in. :3 I know she'd been planning it longer than me.
rebelled: (Default)

[personal profile] rebelled 2012-04-07 03:56 pm (UTC)(link)
Just as a heads up, I believe the OC journals being used are currently;

expediency
animosities
envie
comprehensively
notmydiagnosis: seahorse @ insanejournal (we're all alone tonight)

[personal profile] notmydiagnosis 2012-03-01 07:37 am (UTC)(link)
PLOT SUGGESTION
Your Name: ChaseKat
Character Name: Dr. Jonathan Crane/Scarecrow
Character Journal: [personal profile] notmydiagnosis

Plot summary: Crane is going to unleash the fear gas he's been carrying as part of an experiment, causing the ship to whip themselves up in a frenzied, panicked state and lash out at one another.
How will this work? Simple: Since Crane's been idling and getting lay of the ship (and more specifically, it's people), he's decided it's time to spring into action. Unleashing a canister around each air vent he finds in the oxygen garden, Crane plans to flood as much of the ship as possible with his toxin.

This will affect people in three ways:

1. Paranoia: Everyone is out to get your character! Ledges are suddenly terrifyingly high skyscrapers. That thing in you thought you saw from the corner of your eye is an intruder. Your communications device is suddenly being constantly monitored and don't even think about those smiling faces and that red paint...

2. Hallucinations: Generally scary things start warping your characters sense of reality. Bats come out of mouths. People look like clowns. The walls are now dripping with blood! Do what you can, even if that means protecting yourself from those crewmates you've mistaken for zombies.

3. Crane's fear gas has managed to wake up something your character was trying to avoid. It's tapped into your subconscious and is bringing your worst fear to life. Maybe it's the ghost of someone you've killed. Maybe it's the monster in your closet. Either way? you'd better run.

Those three are what Crane's fear gas does in the comics and the movie. They're simply options--players can choose which one works for them, mix and match, or even come up with different scenarios as to how it affects them. The general aim is to cause panic and discord on the ship!

Any negative consequences? Crane is going to be wearing gas mask/his Scarecrow persona. I plan for this to be a bit of a heel turn from his established 'personality,' which has been a front. If characters that are good at deducing/able to put certain things together (his height/build, seeing him with his mask, etc) I welcome the idea of putting him in confinement, questioning him, or anything that's not death!

When do you want this to happen? It would be cool if it was sometime in April, and the sooner the better--but I don't want to pressure anyone! Feel free to fit me in whenever the calender sees fit.

Opt-out mechanism? There's a limit to how much gas Crane actually has. It's weaker the further you go from the gardens--I imagine the private quarters wouldn't get any, either. There's only so much four measly canisters can do on a huge ship!
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20mentholkools: (Default)

[personal profile] 20mentholkools 2012-03-12 06:50 pm (UTC)(link)
This isn't really a plot suggestion or anything, but I was wondering exactly how much distraction's going to be caused to Resnik and Ward by Megamind's plot, and if it would be possible for Riddick to use it to sneak up onto the bridge. He wouldn't take over the ship or anything, it would just be like a recon run for him. If it is possible, I would also love it if he was maybe caught in the act and thrown in the brig.

(Anonymous) 2013-09-10 03:34 pm (UTC)(link)
While I know you guys have RL things this is the second time I've seen you guys do this so I thought it worth mention. When processing apps don't leave just one hanging for days, it's unfair to the apper to have to sit and wait if they're the only one and its unfair to any castmates getting in. I've seen this where an app is left alone with no word for a while when it's the last one left to be looked at and it's especially bad when they are doing revisions I've found. I know mod work isn't a 24/7 thing but getting apps and revisions processed quickly can only help. Also it's a total mood drop when you're the last one needing processing and you sit there for days after you guys did a batch of like seven others. If there's only a handful left do them all so try can get in.
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