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NerdyVampire

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Everything posted by NerdyVampire

  1. Thanks Fluffy. Are you willing to take charge on it, as developer that is? I think it only requires a few changes where it checks for Z-levels, so it instead checks that a certain Z level isn't 'secret', like the Odin. And if the integrated cameras don't work off-ship for research, to make them work so we can make drones (instead of teleporting poor lab assistants into rocks without a way to retrieve them) - I can't recall if they do work off-ship or not atm and can't check yet.
  2. I don't feel like an AI should have access to an accent if the people using that accent wouldn't be fabricating or using AIs in their culture.
  3. Interesting, but for this particular solution I do not consider exclusive telescience sites to be a must, as I imagine it requires quite a bit of dedication to create from developers. For this I just want some of the Z level restrictions laxed, that would be enough to implement this and maybe the integrated circuit cameras looked at
  4. I used to play Victor Jenkins, who's a telescientist some may know, but I stopped playing him around the time that it became ooc'ly wrong for him to use the Intrepid on his own. It became so I only really had fun with working telescience if I was an antagonist. So here is my suggestion: unlock Z-levels that can be accessed by general crew, so it becomes part of the telescience loop to probe these levels to find a safe point for opening a portal, recording that specific configuration, and exploring through the portal if possible. To do this, we should also ensure that integrated circuit cameras work across Z levels, as they don't (?) do now. This way, telescientist get a direct and very powerful usecase, that can yield a buttload of interesting roleplay scenarios, departmental cooperation and save a field I love. I'd like us to do this as an experiment and see if there are any issues with this mechanically, and I'd love to bank a good number of rounds to test it out and establish some parameters for how it can work best IC'ly.
  5. I think Reads ideas are all pretty good. I do want science to have more of a purpose, at this time no one really 'needs' science for anything. When is the last time you had a problem or opportunity, where science staff was the solution? Fauna, anomalies and flora data are things that could be found on away sites, it just needs to be made into something that can be collected, and something that yields some sort of reward, like a mining point vendor.
  6. I'm not proposing new medicine actually, I just know there is a lot that is meant to counteract mental issues, so maybe it could work here? But if it doesn't, then yeah maybe something that dampens psionic influence.
  7. Announcement: Level 7 biohazard alert Unidentified lifeform detected in critical range of the SCCV Horizon. Anomalous wave signals have begun flooding the vessel. All crew must eliminate the biohazard.. yadada Threat: A psionic creature (approximate shape of a giant jellyfish) attaches itself to the hull and is starting to feed off the psionic energy of the organic crew. It imposes headaches and other small effects at first, the longer it stays the more serious its effects. Skrell are possibly either more vulnerable to its waves, or more resistant - not sure which makes more sense. It spawns in one tile, the 8 tiles around it becomes its bulbous body which protects it sort of like a blob, except it does not really grow? Medicine: Mental medicine can actually be used to protect from these waves and offset their effects. Science: Certain guns made in research can disable its psionic waves and/or make it leave peacefully. Security: Of course, going to the jelly and shooting it until it dies also works. Loot: Killing it yields 3-6 space liberty duff. Making it leave peacefully yields a wave of positive psionic feelings, flooding the vessel for a little while.
  8. I suggest whenever the hivebot beacon fires during a 25+ pop round, it creates a beacon in two distinct locations, due to the following reasons. We are dealing with a hivebot event-chain, so seeing more beacons spawn to cement the increased activity, would add some extra spice. On high pop security often have enough manpower to deal with it without even involving other departments (medical and engineering), which is a shame. It is possible to respond very promptly when the officers are already armed, as the event gives a specific location. One of the most exciting events can be put down in less than 3 minutes, which makes it feel less special than it ought to. Two beacons forces a prioritized response, which involves a bit more decision making, and whichever is not prioritized would add a little extra difficulty. It would also allow engineering and security to "split" the responsibility in certain situations. I would consider 25+ players a nice split. That usually translates to a pretty full security and moderately full engineering department.
  9. Bumping this up Also this makes even better sense, sice we have removed the concept of a shared agency controlling the traitors (the Syndicate), so it is more reasonable that the traitors have formed their own groups before suddenly meeting with contraband on the Horizon.
  10. This is still in the concept phase, so I'm hoping for constructive feedback and maybe an acknowledgement from a developer that it is plausible/desirable to make. Concept: A (star trek inspired) synthetic micro-lifeform starts its infestation in a randomly chosen APC (or from a fixed set of possible APCs), and begins to grow a circuit, tile by tile along the floor. The circuit glows mildly and will corrupt various electronic devices as it reaches them: Airlocks get hacked open, allowing for the circuit to spread Other APC's get 'corrupted', allowing the circuit to spread further (possibly an X distance from any corrupted APC) Idris tellers spew out money Consoles potentially force a random ion law on AI's (or something similar) Light fixtures bust Air alarms turn off. Vendor machines shoot things more aggressively Maybe it has a special interaction with IPCs that get too near? --- whatever else developers think would be fun to happen. The circuits also occasionally create nodes that release electrical charges at nearby crewmembers - the main deterrent from trying to handle it alone - in a few meters around it. The circuits can be destroyed as normal by damaging it with tools - the spread can be stopped by crowbarring an APC over a period of time (?) The main benefit: As I see it, this hazard has some unique properties that could make it interesting and stand out against vines and the blob. It is meant to be about the same danger level as those.
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  11. I wouldn't mind this at all, if a dev wants to make it I see it as a win.
  12. I'd also echo that we are few active AI players right now, and I trust in my fellow synthetics responsibility
  13. Those are the most important tools for certain, but I would like some more tools to be available as well. Without obedient cyborgs it is still somewhat limited what you can accomplish Announcements can do much, but you also need to create some effects at some point, otherwise it is just the crew reacting to phantoms, which works for some gimmicks but not enough imo.
  14. I love when the game becomes a little more dynamic and smart, and I do think it is a real issue you are describing - people want to play certain characters when antagging and certain characters when not antagging, that's just the way it is. I'd definitely want to see this come true. The selection logic becomes more complex, but if it can be made so it doesn't take too long to compute, then why not?
  15. Empty plastic spraying bottles. In case a janitor (me) wants to supply the various departments with their own home-made space cleaner. Preferably a full box
  16. Played a round with them as CE. I saw no issues, they went at the problems with the responsibility and leadership I expect from a chief engineer
  17. Feel like this is a fine idea. I don't see why we need to enforce fall damage on the drones at all. They have built in jetpacks if I'm mistaken, so we can just pretend they are smart enough to activate them momentarily to save themselves if the other reasons aren't sufficient.
  18. Xenoarcheology is not the only science-related activity that qualifies the Intrepid for expeditions. The capture of xenobiological fauna, the recovery of science related material, the investigation of wrecks of various nature etc. We do not have any other staff dedicated to expeditions, and science personnel is the most logical choice, we have the best basis for preparation and frankly the least to do aboard the Horizon as is (unless you are a xeno-scientist). I agree that with the presence of xenoarcheologists, their use of the shuttle should take priority, but without their presence I do not believe it is in our best interest to prevent scientists to take the lead on expeditions, and limit them to whether or not a bridge crewman is available (and wants) to pilot for them.
  19. I entirely support this policy suggestion. My characters expect the unexpected on expeditions, but as a player that only happens if admins do something, since the away sites are static and easy to remember once you've been there. And similiar to Geeves, I have complete faith that admins can interfere as they please for our benefit in rounds, and I warmly invite them to do so whenever they see an opportunity for improving the round.
  20. Perhaps a mod or admin can clarify what the current policy is, it is entirely possible I am mistaken. I'm basing this post only on a few Antag rounds where I attempted to coordinate and was told it wasn't allowed like that.
  21. I have been thinking about this for a while, and though there might be a good reason, I just can't see it. Why do we have this rule, that prevents traitors from coordinating their gimmicks based on their work-roles and characters? Why can we plan an entire gimmick in aooc, but when it comes to actually executing it we cannot pretend we had a plan at all and knew each other beforehand? There seems to be some logical connection that might have made sense when the Syndicate was a thing and traitors were all expected to work for them, but it just doesn't seem to be the case anymore to me. No one seems to gain from this rule - non-antag players need to wait longer for the gimmick to start, antag players either wont bother to identify each other because code-phrases are cumbersome to use or they need time to do it which is better spent otherwise. Antags might even mistakenly target each other without intending to. I am not suggesting we allow traitors to discuss IC developments in AOOC, not at all. But a basic understanding of each other (if they want to know each other) I see no drawback from. It's the exact same thing traitors tell each other first if they purchase the all-access headset chip - but why shouldn't they know this beforehand, if it fits the gimmick to work together?
  22. I don't see an issue with this. A corporate reporter basically seems to me like the precursor to playing corporate representative, so it's not bad that people can use their knowledge of corp lore professionally without needing a whitelist first.
  23. Bumping this as it got some positive emotes but 0 comments, giving it another cycle.
  24. Especially no, but it's still a breach of regulations and a valid source of antag juice for changelings and vampires, that doesn't require them to circumvent operations or deal with crew in rounds where it might be difficult to do so. It's good to have alternatives imo.
  25. For that reason an unscrupulous (traitor) surgeon would have more of an impact if they use a crew corpse like this.
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