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Everything posted by NerdyVampire
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Not very useful. I know there are chemicals, the problem is that for all the medical items available in the uplink, I don't know what would work or not. To give an example I bought the combat belt for the chemicals in it, and I applied three different ones that made sense (I was caught in a fuel tank explosion and got brain damage, brute and some oxy), I then had to look up each chemical and kinda guess how much I had to apply. I'm not saying it should be cheap, I'm just saying that in a situation where a traitor has the TC to spare but not the knowledge, it'd be nice if we had a hail-mary option, rather than having to acquire that knowledge on the spot. So you can either save TCs by applying the cheaper kits yourself, or pay the price and be sure it works. I don't mind being slowed down, but that particular brain damage thing was just.. annoying. I'm not trying to be salty, just seems like we can purchase our way out of every other problem with TCs, but not medical unless we know exactly how to apply it.
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Any chance we can buy regeneration in a bottle? I know very little about medicine, and its really annoying when you somehow end up too dumb to use even an airlock or the unbolting button of, say, the bunker Double that when you have plenty of TC to feasibly cure it with the medicine available but no idea how to use it properly, of which items would solve it when applied.
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Agreed, and if necessary we can always add an exotic material that is obtainable from expeditions or more rarely found on the 'stroid than all the other easy-to-find materials.
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Herpetophilia's epic Command application
NerdyVampire replied to Herpetophilia2's topic in Whitelist Applications Archives
Played two rounds with him today, one as hydroponicist and one as AI. He seemed confident and interested, interacted with the crew on a slow round and properly reacted to the antagonist in a fast round. When a gun was put to his head, he very properly remained seated and engaged the antag, and after he was released he kept away from the situation, letting security handle it. I feel he played the role admirably and wouldn't mind seeing him as HoP or other command again. +1 -
The tesla ball generator - present in the center of the tesla engine, but not replacable if a mistake is made in setup. I suggest making it quite expensive, like 10-15k credits. Also I am sure there are engineers who want to experiment with making 2 balls at once, so that'd be fun. Pretty sure it wasn't there last I checked.
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I agree with people here that it would be good in the same manner to add some things that prisoners can do, but I don't think its a bad idea to take that discussion either. Could be fun if we could give them a way to do assembly work with some cheap tools, kinda prison architect vibe. My thoughts on self-antagging is now more inclined towards them having a better foundation for reasonable escalation within the rules, the same way the rest of us can do so even if we are not antags at all.
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I agree with several people here that it would be good in the same manner to add some things that prisoners can do, but I don't think its a bad idea to take that discussion either. Could be fun if we could give them a way to do assembly work with some cheap tools, kinda prison architect vibe.
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I'm glad there are so many views on this and suggestions on how to make it work. I feel that it should be possible for us to support such a role and even make it interesting, and seems there are ideas how to do this. In regards to it not being a prison that's true. I think perhaps the argument that these aren't permanent prisoners is a viable one? That would also mean that we should only have prisoners with reasonable offenses who have somehow been allowed to stay on station for one reason or other - maybe transport was too cumbersome, perhaps their Head of Staff interjected for them, or maybe the period of imprisonment was only 24 hours so it makes more sense for them to stay here.
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That was the initial suggestion, the Warden has to actively choose to enable the role (I clarified later). The warden is not forced to do it, no players are forced to be prisoners. It is voluntary on both sides. If a prisoner opts in, I imagine there should be an announcement type message on the security channel though.
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Perhaps, but I've never seen it used because noone ever gets imprisoned in time for that to make sense, or have any initiative to do it. Early-spawned prisoners could very well cut a deal with the commander/captain to get released sometime into the round for doing work and presenting results to the warden. Perhaps the penal colony beneath the prison is exactly the reason we have these prisoners on Aurora. Free labor, free mining. We already have this though with bluespace golems, escape pod survivors and burglars. The prisoner is actually the most logical self-antag to have, and the weakest since they start entirely on security's terms and gain no uplink or special powers. Ah, I can see that the way I phrase it makes it sound like the warden is expected to do this every shift. No, the idea with the check-in is that the warden makes the decision on whether to have prisoners this way or not. Maybe it's an extended round and security is staffed for it, or maybe the warden just chose to play warden mainly because they like this prison feel, and want to get on it.
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So intuitively prisoners are taken to the Odin, but we have this nice sublevel mining facility for prisoners to use so that kinda contradicts the idea that we have 0 long-term prisoners. The issue is that we cannot have prisoners without a warden or HoS. But perhaps we can do something else. Consider this: We add a way for a Warden to 'check in' as they arrive on job, as part of their duties. This unlocks 1 or 2 ghost-roles for prisoners that spawn inside the prison with a randomly generated security record. Perhaps they are close to being released, or perhaps they are supposed to spend their day mining away in the penal colony. In any case, these are roles for volunteer prisoners to provide RP for wardens, psychologists, service jobs like the chaplain/librarian/chef, even command staff that might want to be 'benevolent' and offer them a shorter sentence and imminent release. This could also provide gimmick-targets for traitors that want to release prisoners or want to argue that the penal colony is inhumane, etc. Lastly, prisoners spawned should be allowed to antag and seek to get free from the prison, if they decide to or if they are freed by antags. Depending on their generated security record, this may or may not be reasonable. Alright, that is my idea. Discuss.
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Agree with the other commenters. In-game player issue-handling is just fine the way it is, any possible issue is between the player in question and the staff handling them. I don't want my issues discussed with other random players just because they reported it, neither do I want staff to feel obligated to do so in any way. I can understand the curiosity and need for closure, but it just can't be handled via policy in my mind, and I'd rather leave it open as-is than try to. For tickets in general and that discussion, I can only provide a slight bit of critique regarding one (1) of my own personal tickets where I needed clarification on a subject and it was closed rather abruptly after my initial question was answered - the answer bringing up a new question I was about to write when it closed. In these situations an 'anything else?' or 'There are more pertient issues so I will leave you here' is better, when it is closed like that it makes me feel like they don't want to be disturbed again, which I am sure wasn't the intended impression.
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[Feedback] Moving the Bridge to the Construction Level
NerdyVampire replied to furrycactus's topic in Discontinued Projects
I am already excited to see it "in person", but my AI mind is noticing a lack of holopads for BUDDY to swim from, please don't forget those before you finalize -
Multistamp, any stamp that exists on station. Just all encryption keys, but only two active at a time.
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Clear Statement Regarding Taking Research Off-Station
NerdyVampire replied to Zer0Winds's topic in Policy Suggestions
I don't get what the IC reason even is to bring anything research related off the actual research station. In fact, I don't think there is any reason to take anything other than personal items off Aurora, except through the cargo shuttle made for exactly that. The security checkpoint should in an ideal situation enforce that crewmen leave all non-personal times behind because why the hell should they bring it! It is not your items just because you have worked with them, they are assets and property of the NSS Aurora. Instead of rewording the policy you are referencing, I would prefer to have a new one reminding people to leave Aurora stuff on the Aurora, including research things. And it does specifically say you can't bring them out of their respective labs or testing areas, so the only valid reason save an emergency would be to argue Odin to be a test area? I think it is specific enough that most players realize it, even if it isn't properly enforced by command. -
So I am sure many others have thought of this already but here goes. Right now we have a very strange string of hijacked drones hitting our stations, but these are fairly simple.. easy to handle right? They don't do much. What if we opened the possibility for a new special ghostrole (like 10% chance) to spawn a 'Syndicate-hacked Maintenance Drone', a drone that can only spawn after such an event has triggered. Its purpose is not to destroy the station, but to spread a special spyware program, by running around to APC's and manually turning them blue -- pretty obvious, and yet not truly an issue for any. But, once it has does this enough times (simple completion counter, maybe 20-30-50 times), its directive changes and it gains access to a more dangerous tool; The subverter. It works by the drone crawling up and attaching itself to the head of a crewman, and slowly but surely installing a violence(?)/obedience(?) chip inside their head. While like this, the drone cannot be effectively removed without surgery, but can be halted by EMP. Its light changes color, and its victim gets emotes such as 'You feel a tiny drill opening your skull..' I feel this could be a cool addition to the 'random' events that can happen and makes the maintenance hacking event a little more scary. Let me know what you think, if this is something to build off of?
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I haven't really had any pleasant interactions with this gamemode yet. I can see the issues. Maybe adding bluespace bears as allies to the revenants that spawn in as the event intensifies could fix everything? *hopeful bear noises*
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I am all in for getting expanded events like that, if anyone is willing to code them. Hivebots are cool, so anything that makes them even more dangerous or spawn more frequent/in new ways is nice.
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Make Unknown transport - sometimes dangerous
NerdyVampire replied to NerdyVampire's topic in Archive
Also, MIMIC -
Make Unknown transport - sometimes dangerous
NerdyVampire replied to NerdyVampire's topic in Archive
This thread died a long time ago but hows about we get inspiration from Rimworld and sometimes exchange the unusual container for an unusual lifepod, which contains a random hostile, neutral or friendly creature - such as an unique pet, a giant spider, or something else that's a little wild. -
Playing a traitor AI I can see how I have the potential to hog the spotlight, but so far I don't think I have done something like that and I don't plan to. I try hard to identify other antags before I do anything (not talk to, just knowing), and I am rarely opposed to aiding them if they ask for it.
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I actually like and can see the merit in all of these suggestions. Even if the developers don't find them suitable, I think it's nice that you collected them Danse ?
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Given what we can do with other implants I see no issue in this. Except whether it is worth the development cost.
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Omicega -- Command Whitelist Application
NerdyVampire replied to Omicega's topic in Whitelist Applications Archives
Had a pleasant shift with the HoP character as BUDDY this round. She exhibited what I have come to expect from my dear command minions (heh); responsibility for her department, ability to communicate and an openness to interact with both antag and non-antag characters. +1 from me -
I know. Maybe I'm just uncreative but I feel going to the lengths of cremating somebody as an antag just to make it harder for the rest of the crew to realize something is wrong, is a bit much.