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NerdyVampire

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Everything posted by NerdyVampire

  1. I was almost about to make a similar (but not as sophisticated) suggestion to this but searched first and found this active post. I really like the idea of something more dynamic being implemented and can't wait to see it in action. Full support and love from me ❤️
  2. Hm, well I still think there is merit to separating them so it can be targeted directly. Then again, I recognize that the number of antags that will make use of this may be small, so its likely not a development priority, especially if it has to be untangled from tcomms.
  3. It does? So you cannot disable one without the other?
  4. The suggestion is merely to add a machine in the medical cryogenics room (or where it otherwise makes sense, research mby) which can be sabotaged to disable the suit monitoring system. This will of course require that it can also be repaired as well. Discuss ?
  5. Love it. I think this will be a great change.
  6. From an AI perspective I felt that they communicated well with the rest of the team, partook in the incident (in contrast to other RDs that sometimes turtle), and handled the aftermath professionally. They seemed willing to engage in RP and took care of the antag player as well so they weren't left to their own devices (disembodied malf cyborg). From an earlier round as a member of their department, I found them communicative enough, they took charge on educating our lab assistant but was rather quick to abandon me once it was clear I was an antagonist. I did miss some more confrontation from a superior towards a department member, if not immediately then at least while I was incarcerated. However I do feel such isn't the norm anyway, so that's excused. All in all I have no objections to them retaining command, I think they will be a fine addition.
  7. I see the usefulness in this, but would this prevent people from changing their characters before round-start? Like if you had a last-minute change of heart about who you want to play?
  8. Possible unpopular opinion related to the warehouse: you don't have to and shouldn't send as much stuff out as you do. The purpose of the warehouse is to store the surplus equipment and materials, there is actually no logic in sending it to the departments if it isn't specifically missing. Sending out crates is just something cargo has become used to doing because noone ever needs anything anyway, so perhaps the real issue if any, is increasing the likely hood that a department might be missing something that cargo can deliver. I don't think the warehouse needs to start with more unique or antag-friendly items than it does, but I wouldn't mind seeing such items as orderable through the cargo-ordering system.
  9. Just realised that this was supposed to be a game mode. I suppose it can be tweaked to be so.
  10. Name: Unaccounted For Short Description: Something was left behind after an incidental shift, something the maintenance drones missed. In this event we open up ghost roles for playing crewmen of a previous shift, people who have been trapped in remote areas of the station with only a station bounced radio, left to be rescued by drones who couldn't understand them. This could be patients who had been ushered into the long-term care or old medical wing to hide, a maintenance technician who got trapped without their tools or ID, a security officer who awakens without his leg, or someone similar. The first time one of these spawn, central command could send an announcement that it has come to their attention that "some crew from a previous shift is unaccounted for" and mandate that the current shift find and report their status. It could even be a round-start only role to be assigned. Why should we add it?: It adds some new roleplaying possibilities without being fueled by direct antag activity. It can work in both extended and secret. It does not require the creation of any new object data, just spawning rules and some lore-wise believable pre-conditions to inspire these players and give believability to whatever story they choose to tell.
  11. I like it, sounds like a hoot to experiment with
  12. Is it possible to have it be a function based on the number of players? I suppose that becomes a problem when many players join after round start.
  13. Good to have in writing ?
  14. I like this, for both antag and crew, +1
  15. I support red flashy warning, but I'd prefer it happens at the point of no return. It starts when the ninja dies, and gives you X seconds to get away OR get the body into disposals/space/any remote area.
  16. What do you think about giving the wizard an option to be more of an occultist? Add a new spellbook that spawns them a bag full of trinkets which can be sold/given/traded to crew members or hidden around the station, and like anomalies actually grant some small magical effect or boon? This would at least give them a new option to be neither strictly peaceful or antagonistic, and it would be easier to conform to the setting as a strange merchant or whatnot. It's more work than simply removing it, but I can imagine having an enjoyable round with this. Small activateable/passive boons: heat-vision, short-range teleport, small emp, telepathy, small magical weaponry? Point is, let the wizard deal this stuff out without having to sell their soulsouls and people can at least get a bit on board.
  17. Didn't see this whole thread before, but reading it over I think it's worth pursuing so I'll bump it up with my thoughts. What would be really cool, is a verb in the AI Commands which I can push saying 'Code Delta' , which pops up a confirmation box stating if I can confirm that the disk has been missing for X minutes, that no non-interim captain is active and that to the best of my knowledge the disk is in the hands of unauthorised personnel. Then confirming this, it auto-sends an EBS to central command and actually changes my lawset to deal with this until the Code is called off. But other than that I like that it is just clarified policy. My approach as BUDDY is to give the HoS some time to recover it (if one exist), otherwise I go directly to an EBS to central command and cross my fingers for some instruction. - Unless a captain is active, in which case I trust them to make those decisions.
  18. I am very much a supporter of Lordnesh' AI mindset. In order to cultivate good AI players it's necessary to teach how giving antags leeway benefits the round in the long-term. The round becomes much more fun for all if the antag succeeds in getting the spare ID, or if they manage to get their hostage, or if they manage to slip your cameras. I am personally against any further nerfs to the AI, I think we're already reducing it to something unworthy. But policy wise, or law wise, I'm game for changes. I don't mind having to provide evidence in the form of images, if that's what it takes, or cooperate in some other manner. On the whole I think security is already very lax when it comes to evidence, that amounts to more than what they found during the processing search.
  19. I really like the first design, it seems practical for the entire department without being too intimidating for antags. Have you taken a look on my suggestion on this forum which is exactly a research oriented vault for highly classified (pure rp) research data and interesting round-start items?
  20. Alright so having read your reply and thinking it over for some time I retract my suggestion to make it random. Cool as it might be, it doesn't make sense from a practical PoV. We should consider that both the Captain and RD are to work with and protect this, if it changes each round we'd have to also spawn a treasure map in the offices, which defeats the purpose. I still do not agree with the AI thing, you are saying that NT expects the AI to be hacked, and that's kinda on a meta level. I mean, the AI is expected to keep the SAT hidden from even command staff, and if you feel it is against laws to not teæl command when asked, I'd argue its perfectly reasonable to keep the secrets as part of the 'asset protection' law, and simply not answer whoever asks the question. Thats what I do whenever the SAT becomes a problem and no captain is online.. also I send an emergency message. For those antags that goes the path of subverting the AI, I still believe it will be most enjoyable for all parts of the AI can actually reveal something about the currently held data and the interior of the server room.
  21. Yes, but NT needs to be confident that it's properly defended, so the first antag with meson glasses wont find it and take 4 minutes to deconstruct the reinforced wall. I think we need a bit more security to validate its existence. I can see what you are going for with the secret location thing though, protected by the bioscanner. If it is just regularly hidden in a relatively easily accessible location, then every round someone will happen to walk into it and loudly wonder over comms what it is, don't you think? I did consider another and pretty cool solution, it becomes a part of the map spawn at an undisclosed location accessible through the command teleporter via beacon. It is never in the exact same place, it can be protected by a triple layer of reinforced wall and still have the things we want it to have. I'd consider that a detriment to be honest, it cuts more possibilities out than it adds in for roleplay with the AI, as far as I can tell. The AI already knows all relevant secrets on station for the sole purpose of being able to react rationally on behalf of NT. You should remember that it isn't normal or expected for an Intelligence to be hacked at all. But I agree with you that the AI shouldn't have any way to actually help them getting in, except perhaps as with the vault where it can unbolt 1 door, but not actually disable the turrets into it.
  22. I imagined the research sublevel or near the AI core, under command. The command section is the logical choice, but I consider that research sublevel may be good for now having it all in the same place.
  23. I love that bioscanner idea, it brings a new challenge and really fits the theme of the protected server. I do think the silent alarm thing needs to be a bit.. louder given the security breach. A PDA message is easily lost, but I see what you mean about an announcement not being made. I do believe your choices for the access is good, there is no reason anyone should enter that place without a captain or RD, and it underlines its value for antags. I disagree with keeping the AI out of the loop, what would the reason be? It is already trusted more than most of the crewmembers, has a direct emergency line to central command for when the command is incapable or unauthorized to deal with stuff (like the auth disk) and should be available to answer any of the captains questions. It'd be weird for me to just have a blind spot in the single most important location aside from the nuke. What I do agree with is that the AI should not be able to interact with the console or read the contents of the server, aside from perhaps the headlines to service the captain. The camera issue should be solved by placing the camera on the same network as telecomms control, which is as far as I know inaccessible to anyone but the AI. In times without the proper command members, the AI should still be able to notice if things are going wrong and take appropriate action (contact CC, inform HoS vaguely, etc.)
  24. Played a round with his consular as AI. While I did not have the pleasure of hearing him speak to his lore in person, I did enjoy him taking a stand against both the HoS and Captain to demand the respect he was due as a consular. Incidentally I totally agreed with him and his complaints, it was a pleasure to see the role being played as the arrogant V.I.P it really is. Cudos to the tomato-thrower as well for exposing this relationship as well. Command side they convinced me of their role, +1 for that. Other than that I cannot say I recognize his characters, and I haven't interacted with him directly at all so.. can't really make more of a call than that. If they were planning to play something else than consular I'd enjoy seeing them handle the real responsibilities of command as well.
  25. +1 as well. I feel like I handle the role well, I have fun playing it and I genuinely believe I make the rounds better for people, both antags and non-antags. It is very disheartening to hear talk of people wanting to remove the role entirely, or slicing off game elements because of some problem players, when what they need is to be confronted by admins that explain what they are doing wrong. I don't actually use it much myself, if at all, but I like having the option for those scenarios where it is relevant. It felt like a good addition.
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