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Everything posted by NerdyVampire
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I do understand it, we've already discussed my standing on the bolting in general, but this is actually the wrong thread to discuss it in, so I'll not continue it here. I followed the wrong github link
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[Accepted] Arthur Osteen Command Application
NerdyVampire replied to armrha's topic in Whitelist Applications Archives
Did quite nicely in my round with you on extended. Seemed interested and friendly. Hope you keep that up after the trial +1. -
I don't favor removal. I think they are fine the way they are. Never personally experienced any issues with them.
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The point would be that we would be transforming it into a dynamic thing that can change from round to round, instead of a permanent change. It helps to cement the AI as a tool to be used by command as they see fit and opens up for us expanding more on this, such as command disabling the mech control as well. If you are right that there is never any better reason to use it than on crew orders, then command wouldn't adjust them. But the possibility is there, and that is important to me. Aside from that, it has the added benefit of giving the RD a little more responsibility and meaning.
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So after having played rounds as both station-bound and AI I gotta say that I am mostly satisfied with the changes. The only thing I'm missing, is also the biggest hot-button issue, the ability to bolt as an AI. Now, here is what I think might be worth some consideration in regards to the future of the AI. Is it possible to make a menu in the command console (blocked from AI access like the alert level) in which the RD and captain can edit AI permissions, such as its ability to bolt airlocks, access the messaging server, electrify airlocks, and possibly more? These features would still be barred from all AIs at spawn, but it will allow the relevant command staff to make this as a command decision and will further solidify the relation between the intelligence and command team. Since this is locked to captains and research directors, both white-listed players, I feel this is a good compromise to bar new AI players from any features, as they will have to actively ask for it from command staff, and provide good reasons for it. It will also allow some bias towards AI players that can generally be trusted with this, and against AI players that can't. Thoughts?
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The upper z-levels most important feature imo was the easy entrance to telecomms for related gimmicks, few though they are. I won't miss the level anyway though :]
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How do you know it wont happen? Once the ISD/Command learns that it is ineffective to ask the AI/stationbound to use bolting aggressively, they will learn not to ask for it, unless it's part of a prepared ambush which is reasonable.
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It's a mechanic that has been there for years, it only requires balancing when problem players misuse it, just like xenobotany, just like telescience, just like virology, just like about all interesting mechanics we have had. We have a page filled with guidelines to how one should play AI and if players neglect to read it, then that's an issue on their part which should be nudged by an admin. It is a terrible loss to me when we remove mechanics because we don't trust our players. We even have an example on the page demonstrating how important it is to benefit the antag once in a while. bolt delay vs removal or hot-key removal are the only acceptable alternatives to removal, with or without whitelist in my mind. At the very least it's a swallowable compromise we could try to see if worked, before making a final decision either way. edit: and I totally agree that it should be whitelisted on principle. It is not a role for new players.
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Then that's the time for you as a player to prioritize the story and artificially delay response. I do it all the time when I notice a gimmick brewing, and it's a necessity to ensure that the gimmick gets rolling at all. This is a skill that AI players should learn anyway, and it goes well in hand with learning to handle the responsibility of bolts. I'd rather weed out the players that can't do this, because not being able to bolt wont stop these players from ruining gimmicks.
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And I'm fine with it being delayed or removed from the hotkey selection, but why wouldn't NT give AIs control to the bolts? If they are misused against weaker antagonists, then that's a player issue and it should be dealt with by teaching, not through removal.
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Other than being a more subtle, versatile and direct solution to the various issues, that doesn't blare in the ears of the crew. I really don't want to see a future where fire alarms are constantly being pulled when a bolted door would have been more appropriate. If I find a spider behind an airlock, I want to secure that specific airlock, not having to alt+click until the emergency shutter pops up, or fire alarm the whole area to the nuisance of crew that might be on the safe side already.
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Playing as BUDDY I'd like to voice my opinion as well. I am disappointed that this has become a discussion of mechanics, when the role have always been a matter of the player itself. Good AI players can really help rounds along for both the antags and the non-antags. I feel that this is us giving up on cultivating those players, and simply removing a useful and realistic mechanic in the AIs arsenal. I have no desire to keep electrification in any capacity. Feel free to chug it. Not even that good for antag, bad manners to use it for everything else. I do not like the idea of removing bolting completely. I could accept it not being a hotkey, or being a hotkey and having a delay, but removing it as a whole makes no sense to me. It's a responsibility just like everything else about the AI, if we can't trust the player with this, then there is no reason to trust them in this role at all. All it takes is for us to agree that the AI as a role has a secondary objective besides obeying its laws; serving the story, and encourage its players to be a little more lenient with antags and the gimmicks they employ for the benefit of the story.
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Speaking as BUDDY and Budget Bot, I feel like Zadeh has showed a strong competence for the field and they do seem capable of engaging the department in downtime as well. They are receptive to directions by both their fellow command members and their helpful synthetics, and generally seem to be well liked as a command member. +1 from me.
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[ACCEPTED] Cinny wants to have a nice office
NerdyVampire replied to CinnySuccubus's topic in Whitelist Applications Archives
Played a round with them as RD. They did not inspire leadership as such, but they were invested in my projects, from starting to finish (which some RD's could be better at), were inquisitive and accepting about my ideas, they were easy to talk to and approach, but did come off (understandably) as a bit timid about their position and giving orders. All in all seemed like the kind of RD I'd want to have. Or at least on the path to be. +1 from me. They also took charge of an order from central without being "gotta fax to confirm", which I appreciated. I look forward to seeing how they handle a crisis more personally though. I can't really comment on their cooperation with other command members and the captain from my standpoint. -
Freaking wonderful, I can hardly wait. My mind is buzzing with ideas and hopes for the final implementation! One question that is currently egging a bit, is whether any new antagonists will be added/removed/reworked in a notable fashion. Have you guys anything to share on this topic at this time? I can imagine that this setting will be more focused on the RP that rise from encounters, rather than inship antaggery, or is this a misconception on my part?
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[Accepted] Caelphon's Command Application
NerdyVampire replied to Caelphon's topic in Whitelist Applications Archives
From what I've played with them I haven't seen any red flags and its been pretty good rp so +1 from here. -
[Accepted] Mel's Command Application
NerdyVampire replied to Melariara's topic in Whitelist Applications Archives
Seems like they are very capable of both RP, mechanics and good judgement from what I've seen as AI and a fellow crewmember +1 from me -
I don't know if borer is this unpopular in general, but if it is maybe this could absorb it. I would consider it worthwhile to keep it as an option code-wise either way, though perhaps at the lowest priority.
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Nice Geeves, that's awesome!
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That's not entirely true, with enough support and forethought it's not impossible that a developer will adopt it. I remember Yonni (or was it Skull?) once made a competition for a new gamemode, it wasn't necessary to be able to do it yourself .
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Sorry I can't do that, it's just a suggestion for my part. :<
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Yeah that is a bit of a concern to me as well. I think it might do best together with another antag, at least as it is now. I am hoping for smart people to point out the ways to get it to the finish line ^^
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Time for my third gamemode suggestion, neither ghosts nor bluespace islands this time around. Outline: You are a Caretaker. Like a certain famous fictional groundskeeper, you understand that many creatures are just tragically misunderstood and could really be very good to have around if we care for them properly. And that's why you smuggled an egg, that you bought from that strange Skrell in the tavern, onto the Aurora. He assured you it would become a perfect companion! Now you must care for it and see it grow into a very special friend -- or a very special weapon. For this gamemode we have two antagonists; the caretaker who will bring in the special egg, and the creature within the special egg. The creature will choose between a selection of forms while incubating, hatch, and with love and care (and maybe human flesh) grow into a dangerous new friend for us all! Setup: The caretaker antag starts the game with a big egg in their inventory. This egg will change visually once the creature antag has made their choice in regards to what they want to play. The caretaker antag might also have a small pamphlet with instructions on how to care for their new best friend. The egg will hatch on its own volition after X minutes, but can be sped up by providing the correct atmospheric stimulant, depending on the egg. Creatures: Each creature can in its first stage be picked up and hauled around in a backpack, making it easier for the caretaker to get food for it. It will grow slowly without food. The creature antag can choose based on the style of play they want to aim for, being more aggressive or being more cuddly. Egg[what makes it hatch faster] ->baby[what it eats] Spider egg[dark atmosphere] -> Hatchling spider[meat] -> adult spider[meat] -> spider queen : From ventcrawling, to web sprawling and egg depositing -- the spider is a popular choice among those who wish to instill arachnophobia around the station or prove that our eight-legged friends have feelings too. Space bear egg[space] -> Bluespace Bear cub[meat] (yes it was stuck in the egg, poor thing) -> Bluespace bear : It growls and prowls-- the bluespace bear is a classic, capable of teleporting, maiming, EVA walking and dancing. Dragon egg[warmth] -> Space dragon whelp [omnivore, restricted to wiz rounds?] -> Space dragon youth : Is it possible!? Probably not, but it works well in a wizard round -- The space dragon whelp can fly fast, spit fire adjacently and has a nifty bite attack. The bigger one can cast the fireball spell, has an even nastier bite, but can't actually fly (due to space restrictions). > Must be fed Slime egg[surrounded by blood] -> Awakened slime baby[monkeys] -> Awakened slime : What is more dangerous than slime? Alot of things, but also Slime with an agenda. -- The slime has a different coloration than others, can always crawl through vents, can chomp on nearby creatures, has a bit more resistance to water than regular slime, and can in its adult stage choose to split into more slimes. Borer egg[being near different humanoids] -> Borer baby[bloods] -> Cortical borer : Yes, they came from somewhere -- the baby can use telepathy in a short range and maybe affect emotions? Haven't played enough borer. The adult is just regular ol borer. Floof egg[frequent hugs] -> Floof baby[veggies] -> Floof adult : it's a big mystical ball of wool that's great at giving hugs -- It emanates a soothing psychic wave and invites people to hug it. It makes a cute eep sound and is generally not a threat at all, though extended exposure can make crew a bit addicted to the cuddly. Requirements: It requires a bunch of new sprites for these and future creatures, interfaces for their abilities, mechanics for their abilities and a bunch more a developer can probably list instead of me. Why is this a good idea: I think it adds a bit of soft-antagging to the roster, and gives players an opportunity to play something very unique, which I think many will enjoy. A full gamemode to encompass this also seems more viable than an individual for each type of creature. Caretaker can fit into other gamemodes as well, becoming the target of a ninja/wizard/mercenaries team for the valuable creature. Anyway, hope you can see where I'm going with it and have suggestions for improvements, new creatures, critique or comments. I'd love to hear if this is plausible from a development standpoint as well.
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[Accepted] TealPinniped becomez a bug
NerdyVampire replied to TealPinniped's topic in Whitelist Applications Archives
I have only played with Rijiikirrr Al'Athalj I believe, but it was an enjoyable experience. I liked the app as well, and I like your perspective on the C'thur. -
Hey bumping this good idea up a notch. There is good reason for the ancient tech to teach us stuff and I think having a new tech tree would indeed spice both sides up a bit. +1 from me.