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obscure and seemingly useless skills! yay

its probably safe to assume there might be more skills in the pipeline already but ive failed to find a development pipeline list thingy despite my best efforts. we all pat the bone.
so either way, i thought up the skills of cooking and singing as two random examples, they SEEM to be seemingly useless but because of this they'd probably become some of the least popular skills in the game as far as UE allocation is concerned. so the few people that do choose to become experienced in these SEEMINGLY useless skills will be wowed at for their rare talents and might become more popular with PCs who're interested in the cookery business or something. they'd be talking points anyway, the spurs of RP! like in real life. and they might get paid extra to sing or cook for company at bars and suchlike. not sure how you'd code singing actually. but theyre just example thingys.

and if there IS a development plan list thingy can someone please point my face towards it and staple it to my forehead so i dont forget where it is or lose it or breathe it in. thank 'ee.

I'm not positive but I think atleast singing would fall into artistry.  Cooking could as well.  For the most part though, I think skills like cooking and singing would be things you really just have to RP.  
Yes, RP and pose.   And may I personally  beg you to pick something slightly more themely.  I mean if our active playerbase was in the hundreds, than sure, but…

*shrug*

I actually think cooking would be really cool if implemented correctly.  Or perhaps a "survival" skill?..  or something..  I dunno.  Could take into account all kinds of things.

*shrug*  I dunno..  maybe not.  :\

Survival!  Yes!  That would be cool.  Like, you would prolly have to RP most of it, but it could be good for just scrounging up food and water from cactus and shit.

Not to mention hallucionagins!

Ooo! And being able to tell which plants, and such won't make you start glowing like a brillant star in the darkness of space. Or turn purple. Or die. Er… or something.
You could always just use porcess of elimination.
*eats long, thin leafed plant*
Not bad.
*Falls over in pain for several days*
Okay.  Avoid the long, thin leafed plant.
We won't be adding new skills until we have uses for all the current ones.

In other words: When we have proper systems for implants, biomedical facilities (dermalweave like stuff), areodynes (flying cars. Much like the real world, they were promised years ago, and I'm still waiting!), more mechs (yes there are mechs in the game), and vehicles that -BREAK DOWN- and can be -BROKEN INTO-. Not to mention more use of decking based abilities.

So, in short, if you want a cooking skill, think about what 'general' skills would be needed to cook well. In my mind Artistry would be the primary, if you are a baker, maybe add some chemistry. (Baking is, after all, just delicious chemistry.)

The Artistry skill is sort of a catch all at the moment. Perhaps some day we will add 'Artistic specialization' like we did with 'weapon specialization'.

As to a development 'time line', the administration do -NOT- share the dev. Timeline (Or as we call it 'THE LIST'™) with players. We do that for a reason, mainly the fact that because we are volunteers and working at this as our hobbies, when certain things come up we have to focus on them rather than getting new things coded.

The following is a list of major 'Sindome Cycle Wasters'(tm)*:

� Relationship Problems
� Work
� Sleep
� Bathroom Breaks
� Runs for 'BC Bud'
� Intercommunications Difficulties between Administration
� Intercommunications Difficulties between Administration and Players
� Twinks
� General Apathy brought on by one or more of the above.

So, because of the fluctuations in time we can put in, due to life, we can't even begin to give estimates of when things will be done. Sure, if we wanted we could give deadlines, and crack whips, and make administrating Sindome as stressful as a 'job', but really, we come on here to enjoy building and interacting with the game. We don't come for the deadline stress of daily life. So, no list for players. But there is one. In fact, the 'Ideas' forum is a general storage space for things the players think we need on 'The List'(tm). A lot of times the things on here get made. Sometimes they don't. Sometimes they get relegated to the back of 'The List'(tm)


* 1 Sindome Cycle is equal to one 'Man Hour' of work. To give you an idea of the time we give as a whole, the GM staff are required to produce roughly 2 SDC's per 'active' player per month in order to maintain a 'status quo' state where basic needs are met for the majority of players. This covers things like getting paid at work, general NPC gridmail maintenance, moving items in and out of the economy, basic NPC / PC interaction, misc. GM maintenance duties (Westinghaus rentability, ect.). I believe we are needing roughly 35-40 SDC's per week, or 1 person full time. (ie: Bixby. :) )

Poor Bixby….
"vehicles that -BREAK DOWN- and can be -BROKEN INTO-. Not to mention more use of decking based abilities. "


YES.

BC Bud?  whats this??
British Columbian Marijuana.


Google it.

EDIT: Allow me to elaborate, since I possess the almighty Cannabible. In the recent years, Canada, especially British Columbia has become one the world's largest prudcers of "high grade" marijuana. There is a tremendous variety of buds coming from Canada, ranging from complete schwag to excellent.  Unfortunately, most of the indoor (buds) beings exported are commercially grown and mass-produced, and the quality is quite low. This is not to say tat all of Canada's Bud sucks. Quite the contrary, the connoisseurs in Canada are puffing some seriously dank herb. Much of the outdoor is quite good, and some is awesome. But the exports generally suck, so it is neccesarry to make 'runs' to acquire quality herb. And if your a head you go to British Columbia.


Reef.

(Edited by ReeferMadness at 11:38 am on Aug. 20, 2004)

well i thought so, but i wasn't sure.  

*misses his bud*  but i still have my peice, miss Lady J. glass, mind you.