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Everything posted by NerdyVampire
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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. -
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.
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All in favor for this! There has never been a single time where I voted secret, that I was happy it became extended instead.
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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?
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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.
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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.."