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NerdyVampire

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Everything posted by NerdyVampire

  1. I must agree that a checkpoint there seems excessive. I can understand that it would probably be more used than the custodial closet, but that isn't a good enough reason for me. Checkpoints make sense at docks, but we can't expect them to be used until bridge crewmen have a way of controlling/predicting where 3rd party shuttles will dock, so they can request the checkpoints in proper time.
  2. At the very least, this should come with the strict caveat that the suspect should have successfully escaped from imprisonment (not detainment) at least three(?) times, before an execution order is valid. And the measures to keep them imprisoned should have improved with each subsequent imprisonment (+solitary, +guards, +straightjacket, +drugs, etc.). That way command staff can defend themselves against questioning from internal affairs, who can in turn defend the action from Biesel jurisdiction. But I can understand the arguments for and against. Frankly I don't mind a bit more dystopia, but it should come with the bureaucracy we all love.
  3. Not a coder, but I like the idea and hope someone adopts it. Anything that gives people something interesting to do (that can be abused by antags/go wrong) is nice
  4. We could also adjust the minimum time before the event fires, but within the first 20-30 minutes, it should be possible to either prepare weaponry to clear hazards, shoot the comet, or engines to move out of the way.
  5. I would say for the purposes of the event they would need to. I imagine the event triggers, bridge crewmen run to the sensors so they can determine if the ship is in danger or not, and either it is within the Horizons long sensor range from spawn, or they will have to wait a bit for it.
  6. Would definitely be more attracted to ghost roles myself like these And it gives some good stories to tell if the survivor ever get to the Horizon.
  7. That's an important point, but I see a possible solution (though I'm not into the code). When the comet is about to spawn and is assigned a vector, we check through the list of 3rd party vessels' XY grid coordinates. If the course of the comet would hit it, we adjust by some degrees and check again. If it still hits, we adjust by twice the degrees in the opposite direction. Sooner or later we are guaranteed to find a course that cannot collide with 3rd party vessels - unless they move, but then they would be active and presumably be able to check sensors first.
  8. Stellar Corporate Conglomerate Update (low-medium pop only) Rogue Comet Alert Long-range sensors have picked up a large comet entering your sector. Collision with this comet is expected to incur severe hull damage. Evasion is recommended. __________________________________________ Stellar Corporate Conglomerate Update (high pop only) Rogue Comet Swarm Alert Long-range sensors have picked up a swarm of large comets entering your sector. Collisions with these comets are expected to incur severe hull damage. Evasion is recommended. __________________________________________ It would work like this: Event may activate at the earliest ~20 minutes into the round, if bridge crew/OM/XO/Captain/AI are active plus engineering/operation staff (for thrusters OR ship weapons). Comets spawn at the opposite side of the sector from the Horizon Each comet is assigned a random vector towards the Horizon's half (but not necessarily the Horizon itself). Comets can only collide with vessels. Comets has a slow movement speed. It will be the responsibility of a bridge crewman (or similar) to use the sensors to locate and extrapolate a projected course of the comet(s), moving the Horizon out of the way and/or shooting them down as they come within range. Shields can reduce collision damage, but it should not avoid it entirely (otherwise there is no real motivation to evade them). Argument: This will make space a little more dangerous again (who is afraid of hazards / ghost roles these days?) It will provide some more gameplay and responsibility for bridge crewmen It will provide some PvE action for engineering if they actually hit us. It can give ghost-role players an excuse to interact with the Horizon, if they get hit they can request emergency repair/extraction/medical aid.
  9. I wouldn't mind the OM getting this important responsibility, especially as the research director only really had it because they had the roboticist. In practice I agree that the CE will likely carry the brunt of the work for getting in when an AI goes wrong, but I think the operations manager can be argued to be a more logical choice for being responsible for it. But the OM should explicitly be allowed to be more than just a paperpusher, they should be a mech savant and a toolmonkey, much like the CE, so when things do get wrong they don't get shit for knowing how to break in too. It's a bit iffy though tbh, as it really depends on what heads are "there" in practice
  10. Never noticed the suggestion, but a fun little conflict-maker
  11. Alright, I am satisfied with the various arguements against this suggestion. Thank you all who provides their insights and opinions
  12. I wouldn't want to not at least give investigators something to do, I don't mind leaving fingerprints, but I'd rather that leads to a suspicion of my involvement than it being an immediate solid proof of my involvement. I'd argue that those interrogations where there is doubt regarding the interviewees guilt is engaging in itself. And I don't think hearing the antags motivations after the fact are much more rewarding than catching a guy in a lie during an interview of suspicion?
  13. Do you have another suggestion? NothingNew suggested that people get 'types' instead. I imagine it could be something like everyone gets type A, B, C, D, or E, and then you only learn what type it is unless the fingerprint sample is perfect, leaving you to compile a list with all those types and eliminate from there?
  14. Exactly, though I'm just basing my suggestion on what I hear when I play BUDDY or spy as an antag. I am not trying to take anything away from investigators, but I feel like certainty is a bit of a roleplay killer. It eliminates their reason to talk to witnesses, and it makes interrogation be very one sided and predetermined in many cases.
  15. If I understand it correctly the process is currently like this(?) Investigator collect fingerprints from touched objects. Investigator combs through the records manually based on a code such as A12*******4*****GF. If there is only one crewmember with a fingerprint that ends in "GF", then that very partial fingerprint is enough for a complete match Investigator calls out lone suspect, and security responds This is the way I would suggest instead: Investigator collect fingerprints from touched objects. Investigator analyze each fingerprint sample using a console machine. The machine outputs 1-5 matches to previous- or currently active crewmembers, based on clarity of the fingerprint The investigator now has a list of multiple suspects based on how many samples they could collect and how strong those samples were. The investigator then eliminates from the list based on witness statements, alibis, etc. It may we require that investigators don't work as directly with the fingerprint codes as before, but I don't see that as a great loss if it also makes it a bit easier for them to get the number of possible matches.
  16. I haven't played investigator before, I just go by what I hear in security comms, but regardless it doesn't give multiple possibilities does it? Like, it's either nothing, or the actual crewman? No false positives?
  17. Right now, an investigator has three main duties: Collect & analyse fingerprints Conduct interrogations Conduct autopsies My issue is with the fingerprint analysis. Presently it seems to output a singular match on every analysis, ie. a 100% certainty rate. It seems to shortcut the investigation process, as the first match can cause security to beeline to one specific crewman and it eliminates the need for even talking to witnesses, collecting alibis or anything else that might dissuade the sentencing. The 100% certainty rate is the issue here. Instead of outputting one guaranteed match, I propose it outputs three possible matches, where one is guaranteed to be true. Like this: "Fingerprint analysis complete. Partial matches found on: Hugh Loritt (Machinst) - Sarah Mildew (Xenobotanist) -and- John Johnson (Engineer)." (it could also match to a command- or security member, which would luckily reduce the number of suspects in most cases) Now security has multiple venues as alternatives to directly arresting one individual. They can: Request witnesses to determine who was actually at/near the scene of the crime (and antags could potentially witness false) Collect alibis from each individual before conducting an arrest. Collect other fingerprints at the crime scene -or- wait for a new crime scene and collect from there. Arrest all three and conduct interrogations to try and determine who is guilty - this would also give sec more of a reason to play nice with their arrestees as they know that only one is truly guilty. The process becomes more involved when there are partial matches, it makes the roleplay interaction between security and their suspects more nuanced, and it leaves a measure of doubt that is not currently in existence with fingerprints as is.
  18. Vershal seems concerned with his department and his employees. I have yet to see how he handles a situation that requires his command authority over other departments, but hopefully his skills will transfer. He seems communicative on the command channel as well, and interested in non-medical matters. Seems a reasonable command member
  19. The reasoning are those long extended rounds where we got the pop, but not the antags, and where the belief is that a restart will "kill" the pop, which is something that does happen. My argument is the case that people already invested in a long round, would rather spice the round and wait, than risk a full restart where people might fall off.
  20. I cannot find any proper policy on the use/creation of weaponized exosuits (it used to be under the umbrella policy of scientific experimentation I think), and given the nature of weaponized exosuits, I believe it is due time we cement when/where we should see them in-round. The following is my first draft for a policy, which I feel is both reasonable and within what we ought to expect for heavy armaments like these. Weaponized Exosuits Exosuits may only be outfitted with ranged weaponry (firearms, harmful grenades, etc.) after obtaining written authorization from a departmental head, outlining the limits of its use. This includes exosuits that are intended for expeditions and away missions. Weaponized exosuits may not be piloted for combat aboard the SCCV Horizon during less than code red situations, unless with captain-level authorisation. Piloting a weaponized exosuit without proper authorisation aboard the SCCV Horizon constitutes as gross negligence. Reasoning: If a combat mech is required to fight antagonists, then the situation ought to warrant a red alert, and the mech should be custom ordered for the situation. Combat mechs should not be freely constructed without any involvement of department heads, as they should not be warranted without established expectations of heavy combat, such as orders from central command warning of piracy or already established presence of a dangerous individuals aboard. Feel free to argue for or against, and come with alternatives if you feel it can be worded differently.
  21. I think it was just an oddity that it was found four shifts in a row. It happens with randomization sometimes, and I didn't find it that frequently before or after, speaking as the xenoarch responsible for several of those rounds. I also can't agree it's a bad thing, even when it was brought to the Horizon. Observing it seemed like several departments engaged with the issue, and even the ones that died to it didn't come off as bitter to me. Machinists had fun taking out Mecha, security had fun making tactical plans and med and engineering had something to do on a slow round. What I do agree with is that it needs some tuning. Infinity spawning is too hard to deal with, I'd recommend giving it a hard limit to how many it can spawn, or incorporate the entire mechanic into a proper anomaly, instead of an artifact as present.
  22. Bumping once, in case people thought this was a goof suggestion, it is not.
  23. Great that you are doing this I think it could be cool if wall fungi samples could be put into glass spheres or jars, and grow in size over a set amount of time. Just to add a little mechanic, if the glass jar is dropped or shattered, the fungi could potentially release its chemicals in a small cloud. And if dealt with properly, maybe it is possibly to harvest a few samples from a grown jar for chemical processing?
  24. A therapy pod for patient recovery. It is more horizontal than the cryo pods, doesn't remove your senses but dampens them. Has some psychotherapeutic purpose?
  25. A commercial plays on your television... "Do you want to change the round into something more exciting, but don't actually want to risk killing the pop? Well here is the solution for you - a third vote option: Spice the Round!" "What will it do?" you ask, suspicious of course "Haha well it's quite simple really! If a vote to spice the round passes, the round doesn't end! Instead, a random selection of approved antag roles are automatically opened for ghostroles, or assigned to crewmembers who have those prefs active. Maybe the xenoarcheologist you have been trusting these last two hours, is suddenly getting tired of absolutely no one admiring his work. Maybe the machinist has been building a mech for sec, but really wanted to go on a rampage themselves. More likely though, the "Spice" (trademark) will come from outside the Horizon, where your friendly ghosts can inhabit the bodies of pirates, jockeys, cultists or other mischievous folk, only to make your life more miserable exciting!" So the short of it is, we add a new endvote option, as an alternative to "Continue the round" and "End the round". This is mostly intended for those rounds where we got a high pop, but we want to add some excitement, without risking the pop. This is still a democratic process, so if people still want to continue 'as-is' with extended or such, they can just vote to continue the round. But if it passes, then a small number of antag roles get activated, and the lobby-round-type switches to 'Spiced'. This might include a minimum round-extension time of 1 hour, just to give the new antags some time to work their magic. Let me know what you think? Is it viable? Would it be fun? Would there be drawbacks I didn't anticipate? If everyone votes for what they want in this, will anyone get mad at this?
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