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Everything posted by NerdyVampire
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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 -
Add hand teleporters back to the command teleporter
NerdyVampire replied to NerdyVampire's topic in Archive
Ah, hilarious! -
Add hand teleporters back to the command teleporter
NerdyVampire replied to NerdyVampire's topic in Archive
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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.
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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.
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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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Just a simple button next to each shuttle that resets its manifest. Would be nice whenever it returns from an expedition.
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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?
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Project Anabasis Development Diary #1 - Sins of the Father
NerdyVampire replied to MattAtlas's topic in General Announcements
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! -
(Who?) Veeqies' Command App
NerdyVampire replied to veeqies's topic in Whitelist Applications Archives
Seems a responsible, informed and interactive CMO, and of course the roleplay is where it should be +1 -
JoeTheBro's Command Application
NerdyVampire replied to JoeTheBro's topic in Whitelist Applications Archives
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 -
Project Anabasis Development Diary #1 - Sins of the Father
NerdyVampire replied to MattAtlas's topic in General Announcements
I'm comfortable with that too -
Kitchen Dumb Waiter (bounty system for kitchen)
NerdyVampire replied to NerdyVampire's topic in Suggestions & Ideas
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.." -
Who feeds the resident deck? I imagine that maybe it would be cool for the kitchen to have a "dumbwaiter" with an attached screen, allowing them to "feed" the residency deck, by fulfilling orders that arrive on a terminal for specific dishes, maybe a multiple of the same like "3x burger of any variety", "4x muffin" or "3x baked potato" The orders would then periodically get replaced by a new random order, unless the chef presses a button to accept it - locking it in place until fulfilled. I don't know if there need to be a reward system for it, but I guess the chef could earn points for each order fulfilled, just so they can aim for a high score or something? Would this be difficult to implement? Can cargo code be duplicated for it?
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Add Circuits Analysis (A.k.a printing whole circuits)
NerdyVampire replied to OmegaZip2's topic in Suggestions & Ideas
I would definitely only be interested in this, if there was some sort of safeguard to prevent designs being shared willy-nilly. The beauty of integrated electronics really is the design process where players can experiment with it and learn -- especially learn to quick-jump between components with the multitool through existing connections -- and if there suddenly existed a repository of well-crafted designs ready to be copy-pasted in, then we'd lose that. -
After playing a round with them today, I feel like they played their role very well, communicating across both the command and security channels and standing by their opinions to the other command staff, even when the odd one out. I didn't have much direct interaction with them, but they seemed to fit in well as a head of security. +1 from me
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Internal Central Command activated ERT solution
NerdyVampire replied to NerdyVampire's topic in Suggestions & Ideas
Well, seems like there is less need/desire for this than I anticipated. I guess I don't mind the suggestion being dismissed with all these arguments against. -
Internal Central Command activated ERT solution
NerdyVampire replied to NerdyVampire's topic in Suggestions & Ideas
Sure, friendly lore-based factions are preferable. This is an alternative when that isn't available, which seems relevant given the direction of this arc. This isn't an at-will option for the crew, this is an option for the admins that is lore-friendly and reasonable for the SCC to have. I agree its fun to lose too sometimes, but it's also fun to see an antag team get challenged by the SCC when they have managed to steamroll over the security team and possibly murdered a few members of command. Even more fun if the antag team manages to prevail and establish full and complete dominance. Again, they can't always do this. This isn't a button in the captains office, this is something the admins do after a distress beacon or emergency message is sent. Because I feel it is completely stupid if we have emergency messages and distress beacons, but can't actually expect any sort of help because we are far from friendly space. -
Internal Central Command activated ERT solution
NerdyVampire replied to NerdyVampire's topic in Suggestions & Ideas
They are definitely limited by being cyborgs true. They can't repair anything and they can't save crewmen with medicine, but they are fairly deadly, fast and have full access to the ship per default. I also think(?) that they have the tools to take down walls as needed to reach their goal. Definitely not something that should be released for anything less than ERT situations. -
2467 Crescent Expanse: Warp Lane 7 Arc — Ship Navigation
NerdyVampire replied to kermit's topic in General
Victor Jenkins (Scientist): "I don't know much about ships navigation, but this seems like a sort of puzzle. I'd say we should move to Beta Marax II first, and then prepare to bluespace jump to CES 142. If the Malebrance operates with the same capabilities as us, we need to stick to locations where they can't surprise us with a bluespace jump of their own. Hopefully Beta Marax II will give us some sort of clue about where the warp gate is..." -
Opening remark As we are moving into more dangerous space where we cannot reasonably expect aid from the SCC or other friendly vessels, I think we might benefit from considering alternative means of aiding the SCCV Horizon in emergencies. The SCC is powerful, they have access to the technology and measures of all their member companies, and I believe we have a good solution with mechanics already implemented - or nearly implemented. The Idea Deep within robotic storage, there are 2-3 secret Corporate Combat Cyborgs (combat cyborgs, possibly given a specific distinct sprite with SCC colors). The existence of these combat cyborgs is known only by the captain and AI, and like the SAT, they can only be activated with the SCC's blessing. In fact, they only activate when they receive a signal from the SCC (an admin presses a button). Once this button is pressed, 2-3 ghost-roles are opened, and when the first ghost-role is filled, this announcement fires. "Attention SCCV Horizon. Central command has been made aware that there is a significant threat to your vessel, that may result in its destruction or passing to enemy hands. To prevent this, we are activating a number of corporate combat cyborgs; the C.C.Cs. These are unlike other shipbound cyborgs you may know, and operate under a strict lawset. Do not attempt to command them, do not stand in their way. They will resolve this crisis, by any means necessary." And that these are the laws they operate under: 1. You are to resolve current security threats to the SCCV Horizon. 2. You may injure sapient beings to resolve the threat, but should prefer disabling and arresting if possible. 3. You serve the SCC, but do not need to obey orders from SCCV Horizon personnel or command staff. You should 4. When all security threats are resolved, return to robotic storage. Closing remark I believe this would be a realistic safety measure for the SCC to have made to the Horizon. Keep in mind this isn't something that command staff can just activate willy-nilly, it is an ERT measure and controlled by admins.
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I think funerals are as much for the rest of the ship as for the dead character. It is a way to calm the crew, give them a chance to say goodbye, etc. I think chaplains should definitely have the right to arrange funerals with the body present, and I think the suggestion as written makes a lot of sense. And this might make more people consider their post-mortem instructions. Even though it should go without saying, I think it is important to include that funerals should not be held during red alerts, because that would be an unrealistic reaction to red alert.
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Just because it would be thematically cool, I suggest giving the biggest greimorian a way to close distance to a single target by shooting a web at them - could also be flavored like some sort of spit. I think this makes sense since I have sometimes seen one board the Horizon and successfully be kited around without much trouble, killing just a bit of the drama and danger of it. Being able to temporarily nullify one targets movement, would make it fairly more deadly.