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NerdyVampire

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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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  1. I am excited to play with this
  2. 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)
  3. 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.
  4. 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.
  5. It becomes relevant in those cases where a telescientist is available to conduct away missions through telescience, which is a good alternative when bridge crewmen aren't available. Though maybe it is too fringe an occurence to warrant the dev time?
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  6. A bug report has been submitted instead with the closet-issue. This thread can be killed
  7. At round start as soon as loading was done, but I think it was looked into during the round.
  8. 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.
  9. 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.
  10. 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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  11. Just a simple button next to each shuttle that resets its manifest. Would be nice whenever it returns from an expedition.
  12. 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?
  13. 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!
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