-
Posts
497 -
Joined
-
Last visited
About NerdyVampire
- Birthday 30/11/1992
Personal Information
-
Interests
Gaming in almost all its forms.
-
Occupation
Student
Linked Accounts
-
Byond CKey
nerdyvampire
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
NerdyVampire's Achievements
Research Director (27/37)
-
I had another round with Sloan, where I had left a slanderous note to be found. I think you handled it well, especially letting me argue against it instead of shutting me down. It gave much more breadth to do roleplay, and the spill-off led to more down the line. Listening in on the command and security channel, I also feel you treated me fairly as an antag, without being stupidly blind to my possible antagonism.
-
I played two shifts with your head of security and I felt you took it seriously and dealt with the issues at hand properly, I believe you led your departments well, though it would need a sec player to vouch for. But from my view-point your HoS is a reasonable addition to the command team. Please, keep it up
-
What do you like about vision cones? -- At first I was skeptical, but actually playing with it, I got used to it and felt it added a bit of realism. What do you dislike? -- That I am *entirely* oblivious to what happens in that last cone. What should be added or changed to get your approval? -- If I turn away so I am not longer viewing an entity, it would be neat if it faded away over a few seconds from my awareness, rather than be erased from it, if that makes sense? But that's more of an upgrade than a necessity I suppose. What should be changed to better integrate vision cones in the game? -- I agree that if cones exist, then sound should somehow travel from behind you. What issues did you experience with vision cones? -- I did not experience any issues with the cones themselves, however some part of the implementation affected AIs in a way that allowed me to view entities in maintenance without camera coverage. It is reported on the git.
-
This could be a really cool feature for people who like antagonism but are unwilling to play the antag roles themselves. Rather than finding the player in-world, maybe the exploitable section simply features an "invite" button, and then the relevant player gets a bwoink-like notification with the information and an accept or decline button. Ie, no need to meet in person, or directly reveal which other character is acting on their exploitables
-
Nerf Reavers, diversify mining hazards
NerdyVampire replied to VeteranGary's topic in Suggestions & Ideas
Divertity is the spice of space life! I can't comment much on the combat stuff, but I do want to have more surprises awaiting outside of the Horizon. We have a lot of cool mobs just lying about; Vannatusks, space bears, phoron worms, those weird electric things, now psirens. I imagine the reason it is kept back is for the surprise-factor when admins actually do see reason to use them, but I do think the roster can be expanded. -
NerdyVampire started following Rehasing/replacing the library
-
I have been thinking about the Librarian role and library as a space. As I recall it from the Aurora, the Librarian worked (somewhat) because they had enough space to customize their area, and enough space to hold group activities or crew to plan group activities in the space. My suggestion is to move the library up to where the psych office is currently, and absorb the maintenance space north of it. This would give enough space for a slightly bigger desk for the librarian - an office/bigger space could be granted if engineering would give up their bathroom though, and have that be the maintenance entry instead - and most importantly enough space to customize into specialized activities. Could be book clubs, knitting clubs, game clubs, discussion clubs, whatever. Also gives crew a space to meet on rounds without a librarian, that feels suitably private. As for the psych office, I'd place it on D3 medical. It makes no sense to give this prime real-estate, to a room that should be designed for privacy, and constantly tints its windows anyway. It makes more sense to place this next to the CMO's office, or the isolation ward, the old library space could simply be a beautified "plaza" next to the public garden.
-
- 1
-
-
All in favor for this! There has never been a single time where I voted secret, that I was happy it became extended instead.
-
Sounds great, as long as it isn't over-used, because it can also get old fast if it fills even more than regular long announcements. But I would think that it would be easy to self-regulate, as regular announcement is likely most prefered by people. Some concerns that should be addressed if it goes forward: What happens when multiple holopads are in line of sight of a player? Does the speech stack? (please don't remove holopads to fix, as an AI player I'd rather have more than less) What happens if the holopad is already in use, say by an AI? Should all of command have access to it, or just the heads? Consulars and represenatives too?
-
Increase circuitry camera working range
NerdyVampire replied to NerdyVampire's topic in Suggestions & Ideas
I am excited to play with this -
Increase circuitry camera working range
NerdyVampire replied to NerdyVampire's topic in Suggestions & Ideas
Oh sounds awesome Batra ^_^ -
Increase circuitry camera working range
NerdyVampire replied to NerdyVampire's topic in Suggestions & Ideas
Far as I can see, the code in question is this, which only allows for Horizon camera consoles to connect to on-ship cameras. if (!(C.z in GetConnectedZlevels(starting_z_level))) to_chat(user, SPAN_NOTICE("This camera is too far away to connect to!")) return FALSE (https://github.com/Aurorastation/Aurora.3/blob/master/code/game/machinery/computer/camera.dm line 120) Which uses /proc/GetConnectedZlevels(z) . = list(z) for(var/level = z, SSmapping.multiz_levels[level][Z_LEVEL_DOWN], level--) . |= level-1 for(var/level = z, SSmapping.multiz_levels[level][Z_LEVEL_UP], level++) . |= level+1 (https://github.com/Aurorastation/Aurora.3/blob/master/code/modules/multiz/basic.dm line 15) It should really just use the same logic as telescience imo; any Z-levels that the Horizon are linked with, except when deepscan is active (which would be too far). (https://github.com/Aurorastation/Aurora.3/blob/master/code/modules/telesci/telesci_computer.dm line 464) -
Increase circuitry camera working range
NerdyVampire replied to NerdyVampire's topic in Suggestions & Ideas
That's fine too, but please also make circuitry cams work so science can do stuff that makes us feel useful and not just chaotic ^_^ simple bodycams with no other function are cool, then science can add extra cool things to their own versions. -
Circuitry is by far the most relevant when combined with expeditions, but camera consoles cannot connect to "body cams" once they are off-station, which is tragic since they allow on-ship personnel to follow along and feel included. I would love for the limitation to be laxed or even entirely removed. It's fun and it gives science in particular some powerful and fun things to do, that can also interact with the rest of the crew. I'd definitely be game for setting up a camera console in public so crew can watch Calix work (and potentially die), and outfit expeditions with body cams so the bridge crew/command can actually keep an eye on them. Seems like an easy opportunity that adds a fair bit of gameplay and fun. Options: (I prefer A or B. C is cool, but might be mechanically weird) A: It works within comms range (2 tiles) B: It works unlimited 😄 It works unlimited, but distance scrambles/delays it.
-
Add hand teleporters back to the command teleporter
NerdyVampire replied to NerdyVampire's topic in Archive
A bug report has been submitted instead with the closet-issue. This thread can be killed