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NerdyVampire

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Everything posted by NerdyVampire

  1. Alright. You guys know the standard digsites you see in any movie about archeologists? Well, imagine if we had that on the Aurora. A 5x5/6x6/etc. area in which xenoarcheologists (or their lab assistant minions) can slowly and methodically recover standard artifacts from the ground itself (without worrying about digging into another Z-level. Mechanically I imagine that they use beacons or something to mark the area. The xenoarcheologist uses a tool to 'map' out a rectangle, sort of like a beacon or tape, then uses a tool. The area becomes partially platformed, requiring some effort to climb into or a hoist to get things out (may require reworking the hoist?) Every time a pickaxe or similar tool is used on the ground inside this area, there is an action timer. At the end of this, 1 of 4 things spawn; 75% chance: useless rock 15% chance: strange rock 9% chance: a small artifact 1% chance: a bona fide anomaly The site can be used a number of times before it is depleted. It takes long enough that a xenoarch should be motivated to delegate the simple work to assistants, lab assistants or other ones. This digsite would allow xenoarchs to set up a roleplay-focused 'base camp' on a site and focus more on quantity over quality (if they prefer). They can still seek out anomalies the normal way, but if they prefer not to move around so much or more easily involve others, this is a viable alternative. Is this possible programmatically? Does it make sense lorewise? Would people even like this? I am not a coder myself, let me know 😆
  2. Speaking as an AI main I really enjoyed the cross-departmental crisis-handling that comes from high-intensity events like these. It corresponds well with the perceptions of the setting I maintain in my headspace. I can sympathize that finding meaning as service during an event like this isn't particularly straightforward. When I reflect on sci-fi shows like Star Trek, I find that the service function changes mostly to being a 'victim' role, or someone that needs protection rather than have a crisis-function. I am not sure there is a real answer to that, as I feel like that's also the obvious role-change in our setting. During a crisis like this, it makes no sense to work a kitchen, tend plants or serve drinks. I suppose the most involving and purpose-giving solution would be for the commander to direct the warden to begin training service crew into an auxilliary force with the crew armory without actually sending them out before it is necessary? Anyway back to the feedback - I agree that mini-arcs is a viable and enticing solution to canonical development in the setting and I hope to see more! I do have a few suggestions for AI specifically in events, but that doesn't necessarily seem to belong here.
  3. I don't have any issue with this at all. Xenobotany isn't played as much as I'd like and if this can attract some more botanists, then by all means. In rounds where operations isn't staffed, it is indeed rather dull not to be able to get any such seeds.
  4. In the interest of even more game variety, I've compiled a list of what I believe are realistic events based on the mechanics I have seen in game. I am not certain about whether the lore fits, but hopefully the events can be tweaked until they do. I am not a coder myself, but maybe a coder will fall in love with one or two of these. Let me know what you think. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Neutral Bluespace Bear An unidentified lifesign has been detected in the vicinity of the Horizon. Secure any exterior access, including ducting and ventilation. A bluespace bear spawns at a random point near the hull. It is initially neutral, but can turn hostile if a) it is attacked or b) it becomes hungry (slime logic). If it is fully fed, it can be befriended like a pet via. right-click action. Lore arguments: I do not know where we stand on bluespace bears (except their pelts exist). ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Airlock Software Interference A malicious virus has obtained access to several airlock systems. Access restrictions may be lifted, please investigate secure areas and reestablish defenses. Station AI involvement is advised. A random selection of airlocks have their bolts lifted, get opened and have their bolts lowered afterwards. Similar to the malignant trojan, but doesn't affect lighting and can hit other areas. Lore arguments: It should fit well with existing similar events. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Unidentified Structural Amendment Our sensors have detected a burst of bluespace energy and a sudden mass increase upon the upper hull of the Horizon. The addition seems to be drawing excessive amounts of power from the systems remotely. A mechanical 3x3 siphoning construct (origin unknown) appears on the outer reinforced hull and passively siphons the ships power (if that's possible). Every X minutes, it releases a thumb into the hull, resonating and possibly tripping unsecured objects (as by sudden ship movements). One might wonder if it is trying to recreate a certain resonance, for some reason? It can be destroyed and will yield a certain amount of building materials, but destroy its internal software boards. Perhaps add some small self-defense turrets? Lore arguments: Can be angled to represent a hivebot sub-threat, be related to the unidentified long-range transport events, or be implied to be covertly researched by a megacorporation. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Idris ATM Malfunction An automated teller has malfunctioned due to an internal error upon the SCCV Horizon. Please bring any ejected cash to your command personnel for handling. A random self-serve Idris teller ejects a random amount of cash between 1000 and 6000 credits. It ought to go into the proper hands.. but a quick crewman might pick it up first. Lore arguments: Idris terminals are rather safe, but it wouldn't be the first time a vendor has malfunctioned on the Horizon. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Unauthorized Bluespace Tunnel Our sensors have detected unusual bluespace activity upon the Horizon. Please investigate the phenomenon and close it if possible. Two bluespace portals appears at random locations within the Horizon, linked together making it possible to transport wares or personnel. They remain for a set amount of time, such as 10 minutes, or until they interact with a bluespace device (such as a bag of holding) or are closed by the science equipment. Antags can potentially take advantage of it, or if it leads to anywhere secure security may want to post guards. Lore arguments: I am not certain if there is precedence for such tunnels, or if such is needed for this minor limited event.
  5. Definitely against limiting our hazard spawns. It is far more entertaining when the crew has to handle threats unconventionally and at higher risk, than when it's predictable and only spawns when the path to handling it is straightforward.
  6. I believe this clarification is both accurate and beneficial. If this helps to stop the "He's downed, shoot him some more!" mentality, then that'd be sweet.
    I enjoyed it a lot, definitely the type of event I would love to see more of, where the crew and command can go full on defensive-aggressive against a large invading force! I especially liked the numerous command announcements that cemented that this wasn't just isolated to us, and the given preparation time for the crew to get hyped up and defensive measures to be taken. Most importantly, the entire crew was involved from start to finish, which is what I sometimes feel have lacked in the (few) events I have been able to participate in (due to timezones). I would gladly play more of these.
  7. With the approximate appearance of a guest pass terminal, this device can be swiped with an ID to add a crewman to a passenger manifest, which is synced to a console program available to the bridge crewmen/XO/Operations Manager (primarily). Each terminal pushes its current manifest to the console program whenever its assigned vessel undocks from the Horizon. As a matter of policy, it is the responsibility of the pilot to ensure that all passengers are swiped in before take-off, for liability reasons. I'm not a coder, I don't know how complicated this would be to make, but I feel like it would be a nice addition both to give bridge crewmen a better sense of control with the vessels and as a realistic requirement of the SCC in regards to use of these vessels.
  8. Hey. I kinda miss being able to see Active/SDD/Deceased/Disabled status on the manifest. I'm fine with that not coming back, but maybe we could shift deceased to a red bulb, and keep SSD on white? White for deceased crew seems a bit.. harmless. Not a big thing, just quality of life imo.
  9. My first round with XO Broadsword went well. They nicely engaged in the roleplay and attended their command duties
  10. Only experienced you in a solo round as CMO recently, you seemed to take the reponsibilities of command well on yourself and utilized your AI properly. Your roleplay also seemed to me to be in line with what I expect from other heads. So, +1 from me.
  11. I could be interested in trying it out. Perhaps it could be tied into a buildable machine though, which takes a certain time to make the circuit based on how complicated it is, so a chemical factory machine doesn't take 5 seconds to make?
  12. First chief engineer who has succesfully repaired the AI turrets while I've been active. I think I've seen them work in a crisis, but I can't recall that. Seems all well-suited for the role. +1
  13. I agree with you Colfer, the matriarch has no actual power that warrants a whitelist imo.
  14. If a maintenance drone interferes in a round detrimentally for either the antags or crew, I am pretty sure it is ahelpable. The text for the role pretty clearly outlines the intent when it is activated.
  15. I am envisioning a reworked version of the changelings' vent-crawl which would allow crew to do the same, for the purposes of granting other options for entry than breach/hack/teleport. The reason is simply that it would be interesting to mix it up a bit. Here's the mechanical highlights I think would make sense. Entering: To enter a vent you have to first unscrew the cover with a screwdriver (changeling bypasses this), then you can enter. This takes about 4 seconds to do. Moving: You can move at half or quarter speed within the vents. If you 'run' you make a lot of noise, if you walk you make a little noise. Exiting: To exit a vent you must unscrew the cover with a screwdriver (changeling bypasses this), then you can exit. If you do not take time to reapply it, it is plainly visible to anyone that the vent has been opened. Detecting: Engineers can detect abnormalities in the pipes with their T-ray scanner, appearing as some sort of blob. Moving through vents create noise, depending on the speed you move at. Dangers: You can get stuck in pipes if someone welds the pipe (and you don't have a welder), or if the pipe leads to an area under the floorboards (in which case you simply can't go that way. Two people cannot move past each other through pipes (changeling bypasses). Probably a bunch more that would have to be considered, but these are the main thoughts I've had so far.
  16. The round in which the revolution game mode ended up with the Horizon having fired on Crevus rather than the target Din'akk mountains, splitting the crew loyalty in two, causing massive disputes, calling in two different ghost teams to board the vessel armed, spurred mutineers breaching the command bunker and colliding with the ERT that arrived just short of saving the captains life. Golden round in my book. Far too little medical personnel. Final death-count I believe to be 2 command members, 2 ERT members, 1-2 prisoners, plus 5-6 other crewmen. Add to that the evacuation by the ghost-teams of probably 6-8 crewmen. Special shout-out to the first responder that was SSD 80% of the round and didn't see any action at all. Here are some images from the round-chat
  17. I kinda like it. If I feel like spreading some action, I would rather be thrown back to the lobby and grab a ghost role, than join in a job I don't actually want to do. But it is circumstantial, so not sure how much use it will see. Maybe there is a real demand? I dno.
  18. I might request a holopad somewhere in the large dance-room, just so I can participate as AI without having to move my bulky shell over.
  19. I think you did fine as RD, you were certainly not afraid to handle the AI when an ion law was discovered. I'm sorry I had to fritz you, but it is important to remember the procedure for handling AI's. As a director you are the main player, but until a captain level decision is passed I am supposed to keep everyone out of my core - including command staff. But you persevered and fixed me in the end I also saw you interacting with your (small) department, do some experiments and try to involve the other scientist. Hopefully I will see you in a situation that requires more authority so I can see how you handle that
  20. I wanna try this new map.. and I would love a holopad inside the brig 😆
  21. Played a round of technomancer with them. They seemed on top of things and responsible, looks like a good egg
  22. I vote nay. While I usually favor disruption I feel that the command team is already too stable and their decisions are made too easily when it comes to hard decisions that ought to foster discussion, but instead gets resolved by someone taking acting captaincy. I think further cementing the chain of command would just make it easier for heads of staff to take a backseat in decision making, even if it isn't intended. As I see it, the absence of a captain should only lead to an acting captain when departments must be directed to a common purpose, and in such cases those executive decisions ought to be made by the head most affiliated with the situation. Ie, the commander when the ship is threatened by an internal force, the XO/OM from ship combat, RD from AI shenanigans, CMO under borer, CE under cascading calamities, etc. The XO in particular I feel has a responsibility for arranging the distribution of power, communications with the crew, communication with the SCC and potentially communication with other sector entities. I see them only as the obvious heir to the captain in cases where diplomacy is necessary.
  23. That pull looks very juicy @MattAtlas ❤️
  24. At this time I think we should consider hiding the failed round selections as well if we can for the Secret mode at least? Same reasons as above, no real gain from seeing the gamemodes fail. Maybe @KingOfThePing, unless there is a reason to keep it?
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