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NerdyVampire

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Everything posted by NerdyVampire

  1. I am only half-onboard with this. Not everyone buys the traitor headset, not every Borg/AI want to be a 'partner' with other AIs. I feel like it should somehow be optional, like borgs should have an uplink of their own with tools to flavor their gimmick.
  2. I don't have an answer, but it just seems strange that we'll likely be going into unknown space in NBT and we don't find something from other civilizations? Maybe it could simply have a unified category called 'unknown'.
  3. Another good suggestion thread for research, and even more delightful disruption to an otherwise dull field. This is very interesting to me. It rewards a diversity and collaboration across species, and gives both antags and non-antags a lead to interact with the xenoarcheologist in a whole new way. More than anything, I think the detachment from the rest of the station is the greatest enemy of the xenoarcheologist as it is. Overall I am already dreaming of the delicious roleplay that this can create, even if it seems a complicated affair to program. It does seem strange to me that needs to be playable, isn't it conceivable that many of the artifacts we find stem from non-playable species?
  4. Interesting concept. I certainly wouldn't mind some disruption in this field. I love that you can die from being colorblind xD Love the overclock option for saving time in return for higher risk. I'd definitely use it.
  5. Just showing my support. This looks pretty awesome.
  6. The idea is simply to give another use to advanced mutagen, so chemists/xenobiologists/scientists/whoever can figure out how to get it, can use it for evil purposes. Inject a rat, give it a colddown timer, then after that time has gone by it either dies or turns into a rabid slightly altered/enlarged sprite which will bite anyone it can get near. What do you think?
  7. I think they are the go-to as acting captain if the situation arises, but I don't think that we should outright remove the command vote and cohesion for no better reason than realism. The issue of electing an acting captain does facilitate command roleplay as far as I'm concerned, and I think a designated 2nd will hollow it out. Also I am excited for NBT and think the changes will bring a nice disruption ^^
  8. Well, that's what divides us. We both like the 'not knowing' part, but I just want to be sure that something is coming, and I don't think I'm alone (but maybe I am?) What could also solve this, is having an 'Antags' (with another name) vote option, which simply guarantees that it isn't Extended but can be anything else, regardless of players at round-start. It would just select someone when they become available. Then you could vote regular Secret with Extended included, and those who want an antag by any means can go Antags. That'd solve the problem in my opinion at least.
  9. Have you ever started a round of secret and been sorely disappointed when it turns out to be extended in the end? Or opened aurora and seen the round type as secret and... again been sorely disappointed when you join, hoping for an antag round? Well, I have joined such rounds, and it kinda sucks tbh. I do like extended on occasion, but I don't really find it a pleasant surprise not to have antags in a round I expected antags in. I understand it happens because people who vote secret don't always have their own roles toggled, and sometimes all the round-start players don't want to be antags. That's fine. But when I join with my roles on, why can't I just get the antag role then, so everyone who voted for secret get their 'SURPRISE' moment, I get to contribute to a round as antag like I am fine doing, and every other player who sees the 'secret' and hopes it means antag, wont be disappointed. I think this is part of what Skull wanted in the below, except in a smaller scale, I just want auto-traitor if the rest doesn't make sense.
  10. What would be your philosophy or approach to antagonists, as an AI?
  11. Bumping this because I still feel it is a relevant suggestion.
  12. Well, I am sure your pet would go well with Bones? 😆
  13. I wonder if you will have a pet named after you now 😆
  14. I am usually a fan of ghostroles, but I am not sure what the purpose of the holograms would be on station. What's the reason NT allow them? Aren't they just a nuisance to the workers? Do they have laws and how would we get rid of them if they were acting out?
  15. Hello, we need some more R&D items as you all know, so here are a few I have been thinking of. Let me know what you think. Bluespace themed R&D items: Bluespace Fishing Pole: A new stride in xenobiology research! It no longer necessitates long breeding programs, though it is still highly recommended to conduct experiments with this in the xenobiology lab! Sometimes creatures travel within bluespace. We know that these creatures can be conjured with xenobiology, specifically the gold core. Simply power it with an artifical bluespace crystal(ABC) and send the line in through the mini-portal. Give it some time, and see what you get! After a delay of ~X seconds, randomly spawns a single creature as from the golden core. Might instead spawn a minor item, or something special. Perhaps a pair of bluespace boots, a piece of the phazon mech, or something else. Has a limited amount of charges before it needs to have a new ABC installed. Sprite: Needs sprite Bluespace Mass Drive: We have worked long an hard on this (not entirely) revolutionary tech. We expect the Aurora to oversee the latest batch of testing. Works like the mass drive, except it jaunts you X meters forward (as long as the normal mass drive) after phasing you partially out of normal space. You don't collide with anything, but might materialize inside something if you don't take your precaution. Sprite: Has sprite ready Bluespace Portal Portal: Based on technology of the tracking beacon and telescience, this little device will have great applicability in transit and security measures.. once we work out the kinks. Twin devices that are installed in two portals (ie. two airlocks). When a creature enters one airlock, they appear in the other, with a visible blue flash. Sprite: Needs sprite Portable Hole: It started as an accident, but it works! Simply place it above the space you need to go, and jump in! Can be set up on the ground after a delay, when someone enters it they are jaunted to the level beneath them (max sector 2, does not work on Odin). It does not transfer atmosphere and is easily visible. It expires after a set duration. Sprite: Has sprite ready
  16. Not very useful. I know there are chemicals, the problem is that for all the medical items available in the uplink, I don't know what would work or not. To give an example I bought the combat belt for the chemicals in it, and I applied three different ones that made sense (I was caught in a fuel tank explosion and got brain damage, brute and some oxy), I then had to look up each chemical and kinda guess how much I had to apply. I'm not saying it should be cheap, I'm just saying that in a situation where a traitor has the TC to spare but not the knowledge, it'd be nice if we had a hail-mary option, rather than having to acquire that knowledge on the spot. So you can either save TCs by applying the cheaper kits yourself, or pay the price and be sure it works. I don't mind being slowed down, but that particular brain damage thing was just.. annoying. I'm not trying to be salty, just seems like we can purchase our way out of every other problem with TCs, but not medical unless we know exactly how to apply it.
  17. Any chance we can buy regeneration in a bottle? I know very little about medicine, and its really annoying when you somehow end up too dumb to use even an airlock or the unbolting button of, say, the bunker Double that when you have plenty of TC to feasibly cure it with the medicine available but no idea how to use it properly, of which items would solve it when applied.
  18. Agreed, and if necessary we can always add an exotic material that is obtainable from expeditions or more rarely found on the 'stroid than all the other easy-to-find materials.
  19. Played two rounds with him today, one as hydroponicist and one as AI. He seemed confident and interested, interacted with the crew on a slow round and properly reacted to the antagonist in a fast round. When a gun was put to his head, he very properly remained seated and engaged the antag, and after he was released he kept away from the situation, letting security handle it. I feel he played the role admirably and wouldn't mind seeing him as HoP or other command again. +1
  20. The tesla ball generator - present in the center of the tesla engine, but not replacable if a mistake is made in setup. I suggest making it quite expensive, like 10-15k credits. Also I am sure there are engineers who want to experiment with making 2 balls at once, so that'd be fun. Pretty sure it wasn't there last I checked.
  21. I agree with people here that it would be good in the same manner to add some things that prisoners can do, but I don't think its a bad idea to take that discussion either. Could be fun if we could give them a way to do assembly work with some cheap tools, kinda prison architect vibe. My thoughts on self-antagging is now more inclined towards them having a better foundation for reasonable escalation within the rules, the same way the rest of us can do so even if we are not antags at all.
  22. I agree with several people here that it would be good in the same manner to add some things that prisoners can do, but I don't think its a bad idea to take that discussion either. Could be fun if we could give them a way to do assembly work with some cheap tools, kinda prison architect vibe.
  23. I'm glad there are so many views on this and suggestions on how to make it work. I feel that it should be possible for us to support such a role and even make it interesting, and seems there are ideas how to do this. In regards to it not being a prison that's true. I think perhaps the argument that these aren't permanent prisoners is a viable one? That would also mean that we should only have prisoners with reasonable offenses who have somehow been allowed to stay on station for one reason or other - maybe transport was too cumbersome, perhaps their Head of Staff interjected for them, or maybe the period of imprisonment was only 24 hours so it makes more sense for them to stay here.
  24. That was the initial suggestion, the Warden has to actively choose to enable the role (I clarified later). The warden is not forced to do it, no players are forced to be prisoners. It is voluntary on both sides. If a prisoner opts in, I imagine there should be an announcement type message on the security channel though.
  25. Perhaps, but I've never seen it used because noone ever gets imprisoned in time for that to make sense, or have any initiative to do it. Early-spawned prisoners could very well cut a deal with the commander/captain to get released sometime into the round for doing work and presenting results to the warden. Perhaps the penal colony beneath the prison is exactly the reason we have these prisoners on Aurora. Free labor, free mining. We already have this though with bluespace golems, escape pod survivors and burglars. The prisoner is actually the most logical self-antag to have, and the weakest since they start entirely on security's terms and gain no uplink or special powers. Ah, I can see that the way I phrase it makes it sound like the warden is expected to do this every shift. No, the idea with the check-in is that the warden makes the decision on whether to have prisoners this way or not. Maybe it's an extended round and security is staffed for it, or maybe the warden just chose to play warden mainly because they like this prison feel, and want to get on it.
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