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NerdyVampire

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About NerdyVampire

  • Birthday 30/11/1992

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  • Interests
    Gaming in almost all its forms.
  • Occupation
    Student

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Research Director

Research Director (27/37)

  1. A bug report has been submitted instead with the closet-issue. This thread can be killed
  2. At round start as soon as loading was done, but I think it was looked into during the round.
  3. I don't know why they were removed, but I miss them.. They allow for some alternative antag gimmicks and are a useful tool - or a chaotic emergency escape, that can nonetheless easily by countered once security/command takes control of the teleporter room.
  4. I'm in favor of dynamic solutions, so I definitely like this. I'd maybe set the cost of one single bor to 12 TC, so each traitor can only buy one.
  5. Since machinists are currently dependent on r&d to build certain fun things, and scientists are not always available, maybe having a single connected tech processor running from the get-go would be a nice compromise? Scientists would still be in demand, since one tech-processor is pretty slow, but machinists should gradually get access to more items.
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  6. Just a simple button next to each shuttle that resets its manifest. Would be nice whenever it returns from an expedition.
  7. High/medium cost short-range drop pods like the ones in rimworld seems logical yeah. Launching them should be a cost-benefit analysis, and can maybe take personnel if emagged ?Loading mechanics could be as simple as drag-and-drop of crates onto it? Maybe start with 1 or 2 depending on ships budget and the ability to construct more. Maybe the requirement to send it back up is bounded by the fuel inside it?
  8. I am very excited for this. Everything Matt said last resonates well with me and I can barely wait to see this project continue. I feel like it moves a lot of the responsibility for the tone of the setting to us as players, and gives us the power to shape it. We can choose whether our characters look to a brighter future and are willing to sacrifice for it. Personally I can see that my characters each get more motivation for the work they do, and the morals and ideals they try to bring into the rounds actually start to matter. One thing I am very curious about, is whether the possible roles on the ship will be dependent on the money too? For example it might not make sense for a xenobotanist to be available, if money are currently tight since it depends on the dynamic equipment. Research seems like a high-risk area for a ship such as the Blood Diamond, even if mechanically it is quite profitable too in the right hands. Will the AI exist before we have certain funds, and does having an AI possibly increase the tithe we have to pay? I find anything dynamic like this highly interesting, so looking forward to seeing what the devs decide!
  9. Seems a responsible, informed and interactive CMO, and of course the roleplay is where it should be +1
  10. Captain Morgan Guilliame seems like a true bro. I like him as a captain so far, have yet to see him manage the more intense command decisions, but so far so good +1
  11. I liked their work as operations manager in a recent round where I observed them as AI. Had another round with them and they took good care of their responsibilities, and took charge on a command member, communicating with the SCC +1
  12. Seemed to play their role as research director well in the shift I played with them. They interacted on command, directed their science staff, questioned questionable things and seemed responsible with their authority +1 from me
  13. Yeah definitely, kitchen was just on my mind because I saw Jamari Sauter alone on the shift and I thought "what could make it a little more interesting to cold-start in service.."
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