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About NerdyVampire
- Birthday 30/11/1992
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Gaming in almost all its forms.
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Student
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nerdyvampire
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NerdyVampire's Achievements

Research Director (27/37)
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Increase the lobby Time To Start timer
NerdyVampire replied to ASmallCuteCat's topic in Suggestions & Ideas
I wouldn't mind a longer lobby timer at all. Maybe a minute or two longer than it is now would hit the sweet spot. -
Things are also a bit stale because we are disassociated from our missions. From the Horizon page, our mission is: "While detecting Phoron is considered the primary objective, there also exists secondary and even tertiary objectives in which the crew of the SCCV Horizon must attempt to accomplish - examples of which are investigating potential colony sites for the expansion of the Stellar Corporate Conglomerate and the Republic of Biesel, as well as analysing deep space anomalies to uncover the mysteries of the Orion Spur, and hopefully unearthing additional information on why Phoron exists and why it has such a profound impact within the regions of which it is discovered." However, we can only really do these things in canon events. We don't have a long-range-Phoron detector that crew can operate to pin-point where mining should go, and there aren't really any deep space anomalies to analyze for science, other than that single bluespace river (which is cool in itself). My head-canon for our "practical" primary objectives are: [Security/Command] Further/protect corporate interests: We are the Horizon flagship. Despite claims that our security department is only for "internal" security, we hold a responsibility to all SCC facilities, vessels and interests in whatever sector we are in. This includes sites of interest such as crashed NT/Zavoidskoi/Idris vessels, to secure assets and to keep track of other SCC vessels and protect them however we can. That IS the main mission of the Horizon as I see it, and something command/bridge crew/security should prioritize immediately after our internal security situation. [Science] Document/gather anomalies: Science and its xeno-labs are here to investigate and profit off of anything "new" that the Horizon might encounter, this could be exotic plantlife, aliens or artifacts, or grand-scale anomalies like the bluespace river. It is the second most important thing the Horizon could do - we just need excuses to do it. [Operations] Exploit/Salvage: Phoron scarcity necessitates that we have active salvage teams and active mining teams. The department is crucial to keeping the Horizon fiscally viable and well-supplied, and if ever the Horizon does encounter Phoron, it will inevitably take a place as the most important department of all. [Engineering/Medical/Service] Support SCC personnel and vessels: Neither of these departments have any real mission outside of providing their services to the SCC crew and vessels. However it is also expected that they do provide these services on request. That means allowing other SCC vessels to dock for R&R, to provide medical and engineering aid when required as well. It might not be what was originally intended for the Horizon, but they honestly seem more realistic and true to what we actually do. If we want to make rounds a bit more interesting, I'd start by looking at those and implementing some things to strengthen our mission in practice.
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Introduction of Independent Shuttle Operators (NBT2.0 Concept)
NerdyVampire replied to QuestioningMark's topic in Archive
This might be a derailment, but why not make this fully dynamic and make the captains' able to choose whether they are contracted with the SCC at all. Consider that the captain has a list of "presets" to choose from in an interface, and launching shoots an announcement to the Horizon or a fax to the bridge with a "heads up" about the type of vessel it is. This could then be tailored to each type, whether they are SCC, SCC-contracted, fully independent, potentially hostile, or downright wanted for crimes. Then the procedures for dealing with them falls to the Horizon bridge crew / command, from "make contact asap" to "provide supervision", "avoid if possible" and "engage to disable/arrest". -
Let Xenobiologist and Xenobotanist pilot the Quark
NerdyVampire replied to ASmallCuteCat's topic in Policy Suggestions
Thanks for the clarifications 👍 it helped! -
Let Xenobiologist and Xenobotanist pilot the Quark
NerdyVampire replied to ASmallCuteCat's topic in Policy Suggestions
I honestly didn't realize that there was something concrete for bio/bot to get off-ship. Is it different from what they can obtain from strange plants in cargo or gold slime extracts? This isn't an attempt at a counter argument, I'm just curious since I haven't seen that side of their jobs (for the same reasons you mention) -
Give the Corp Reporter and Freelance Journalist a slot each
NerdyVampire replied to stev's topic in Suggestions & Ideas
Actually, why give the freelancer any office at all? Seems an overinvestment for the SCC to accommodate a freelancer. Make them set-up shop in the vacant office or stay roaming with their little PDA and PAi, and continuously apologize to their interviewees for not being able to provide a private space. -
Character Feedback - Osisra Devorask
NerdyVampire replied to Nagito Komaeda's topic in Character and Concept Feedback
Mostly I have experienced Devorask from the point of BUDDY (or as an Antag listening in on command/security), a few times as a command member. I really like having her in the rounds, as she is a force that gives the command team as a whole some bite. She is someone you can poke and have your finger bitten off. Plus whenever I play BUDDY I enjoy nothing more than command staff getting into it with each other, and that sometimes happen with Devorask. Entirely agree that her growling is a stable. -
Disable Traitor if we have over Fifteen Readies
NerdyVampire replied to Myphicbowser's topic in Suggestions & Ideas
I can only say I agree that seeing 6 mercs and 4 operatives ready and getting a single antag feels like an unnecessary let-down on high pop, no matter what antag that is. -
For high-pop extended/secret-extended rounds, this event is silent at first, but opens up three antagonist ghost-roles on a "parking" map. This crew are given a small vessel capable of some ship-to-ship combat, a few fuel canisters and some random crates of loot. They get a button to launch into "open space", where they will be placed at the edge of the sector. Round-types: Extended/secret-extended, maybe some of the single-antagonist rounds? Time delay: Cannot fire before the first hour has elapsed Crew requirements: Requires at least 2 crew capable of piloting the Horizon, and a mix of other of the major departments. Ghost roles: This event opens up 3 ghost-roles. Mapping: Requires the re-use of another pirate-vessel or the mapping of a new one Coding: Requires the preparation of three ghost-roles, and the mechanics to bring the pirate ship to the overmap. Lore: Requires some writing for the vague background of the pirate vessel, and corporate encouragement for the Horizon to engage with it. The Horizon receives an announcement worded approximately: Stolen corporate asset detected in your sector: The (insert sensor thingy) has detected the signature of a stolen Orion (or other corp) vessel. The Horizon is hereby permitted to utilize its capabilities to recapture our corporate asset and arrest the pirates that crew it. If successful the SCCV Horizon will receive a sizeable bounty, and command will be encouraged to distribute a reasonable bonus to all involved parties based on the success. Encourages: Ship-to-ship combat: If the bridge crew finds the pirates, then they will likely be focused on intimidating or disabling the vessel Boarding action: To arrest the pirate crew, security will need to bridge the gap via the Canary or Intrepid to board it (if the pirates don't surrender) Repair work: Engineering will be called upon to re-fit the vessel after combat and repair damages from ship-combat on the Horizon Prisoner-roleplay: If pirates are properly arrested, there is work for investigators to document them, the warden for keeping them and consulars/command for figuring out what to do with them. Medical play: It is very unlikely that no-one will get injured in this.
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NerdyVampire started following Antagonist Lair wishlist
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Idea: This is just a list of items I feel could be cool to provide in the uplinks as buildables, to spice up an antagonists lair - and also to give some more unique items to be used in Storyteller. I have two jobs in mind here; mad doctor/scientist, or corporate/military spy. Here are a few items I could see benefitting stories: Brain-scanner: This fearsome device consists of a metallic chair fashioned with a plasteel helmet, with an array of diodes. When allowed to scan an sitting individuals brain for X amount of minutes, it produces a data-chip, presumably containing the secrets of the scanned brain. Free brain damage included in the process. Mini turret: This old-school turret is a light-weight but adequate defense of your lair. It targets only non-antagonists, but may hit anyone stupid enough to stand in its firing line. Easy to dismantle if you get close to it. Regenerative pod: A sloshing pod of unknown substance capable of regenerating a pawn inside it with time. It is not mobile at all. Mutagenic pod: A sloshing pod of even weirder unknown substance, capable of mutating a pawn inside it to grow more dangerous and viable limbs. Improves legs to give extra movespeed, no slip, arms to produce extra damage, and improves the "max hp" of all organs. Jacked fax-machine: It works as a regular fax machine, but looks like it has a cryptographic sequencer installed in it. Can send faxes without needing a verifying ID. Feel free to add suggestions of your own. Just keep in mind that these should be more or less stationary items, that an antagonists would want to use to build a lair in maintenance, or off-ship.
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Reasonable, we can delete/archive this then
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I'd be all in for this. Also makes it a bit easier to implement new antags, as they will just be another option for either of these in most cases. Frankly I think we could add cultist as a possibility for imposter, the player will start off lonely, but if they have faith in themselves they can get a ball rolling. There are modes where groups of antags should be rolled with the same role, so I think mercs should stay separate and cultists as an optional gamemode as well.
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For some reason, I have gotten stuck in a no-gravity place two times this week (away site and no-power Horizon), and throwing everything I got doesn't give me any momentum. It used to be that momentum could be somewhat controlled. Did something change? Can we change it back? Someone in OOC suggested you had to hold the movement key in the direction you want while you throw it. Why the complexity? Escaping a no-play situation is serious enough, please just bring back the "throw stuff one way, float the other" mechanic.
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Patience is a large tree on the upper deck, and it seems reasonable that one could hide within its branches after climbing up. Porting some of the code from a trash pile should be all that is needed for this. There should be a way to get people out of it too. + Bonus points for giving it a 5-10% chance to make the climb "fail" and inflict fall damage and knock someone prone (just for fun) + Bonus points for making it into a hiding spot for more than one person (because it is "large" enough for it)
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A simple but elegant QOL addition. I don't see why not, the arguments are sound.