
Nanako
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Everything posted by Nanako
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We should pick a real world brand of wine that's considered cheap crap nowadays. I vote Echo Falls
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Please make the chemistry and virology labs large enough to comfortably accomodate two people. On the current map, both of them are too small This includes: -Walking areas being two tiles wide if possible -Important machines either being doubled, or being placed in areas where they can be accessed from several spots. This includes filing cabinets and the virus analyser -Space around internal doorways for people to shuffle around. The current map's virology s fine, but chemistry's door being up against a wall, and with a table right infront of it inside, means a lot of traffic congestion Also, make virology have more tables than it does now, they need more space to put things on Edit: Looking at the pictures of the new map, chemistry looks better, but it has a flaw of having less table space for chemists, the workstations should be moved farther apart so they don't need to share tables. I don't see virology at all
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Bump! Number 1 has now been added, number 3 should be in the next patch or two, LF already coded it The system works! I'd love if you could pick another two choices to replace those which have been chosen, and more posts to this thread would be good, ill use it to prioritise development work a little
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Mice aren't really ignored, they have a 50/50 chance of being stomped on if they go near someone. Which is why i absolutely love the selfdestruct feature
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This seems reasonable, since afaik the AI can mute any other channel by turning off the intercoms around its core
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There's a periodic event where someone's account gets hacked, and request consoles flash to notify you about it There are several major issues with this event that lead me to believe it should be removed or reworked: 1. Money is meaningless. Right now our money system serves little purpose, and people don't often RP being upset about having their account drained. Even if they might, command staff often don't bother to tell them because money is meaningless to them too and they can always reinburse someone if they get bothered about it. All in all, nobody cares about the event because money is meaningless. 2. It uses request consoles. These request consoles are located in every department, but rarely used/ I've seen cargo just ignoring them while i ordered things through them. Nobody pays attention to these consoles unless you PDA them first and tell them to, which defeats the purpose of it. They don't pay attention because 9/10 times, when the request console is flashing, it's due to the account hacking event, which they either don't care about, or can't do anything about. Like a lonely person whose phone only ever gets spam calls from marketing companies, you start to question the point of answering, and then stop bothering So overall, i contest that this event adds nothing to the game, and it's existence drags down an otherwise useful feature that should be used more
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I'd thought of this but i decided against mentioning it, because afaik firedoors are indestructible. It wouldn't matter if they could see you, they can't get you.
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I'm not sure how or if i could make speech work without vision, afaik hearing things is entirely tied to who can see the speaker
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FYI, i've fixed this. adding jetpacks to borgs is no longer a circuitboard, you actually build a jetpack as a component and install it
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The experience of playing one would be interesting, but not too complex. Your status panel would have some readouts, like the power level of your computer, the holopad you're currently using, your current power draws. You'd have an abilities panel which contains a couple buttons. Return to cloud, deactivate, toggle wallwalking, jumpto holopad (brings up a list, manifesting still takes some time) and a button to drop all the things you're carrying . Also an appearance changer menu accessed via a button in there When walking around, your presence would automatically switch from one holopad to another, as long as you're not trying to enter an unserviced area. Ideally tiles would have an overlay, visible only to you, to indicate they're out of holopad range and not reachable
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Sterile gloves start with zero germ level, they are sterile only for the first few minutes you're wearing them I see so many doctors just put some on at the start of a shift and forget about them, wearing them all day. IT's absurd, it makes no sense, and it provides no mechanical benefit. a disadvantage, even This idea makes a lot more sense. I can also code the dispenser so that it puts the gloves straight into your gloves slot if its empty. We'll need a sprite though, and some mapping work
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Well first of all i think that rule is stupid and should be changed, but that's another topic. But drones are slow, and if someone picks you up and puts you on their head, there's not much you can do about it. You're not breaking your laws if the action is unwilling. You're still obeying your laws if you were busy with your duties when someone grabbed you. Ignoring someone and doing your work isn't interacting with them, regardless of how close they are, and deserting your work to run away from them out of fear of being made a hat would probably break law 1, and also kinda be metagaming. You're just a little robot, you have no concept of hats or the whimsical things humans like to do
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This makes sense, i approve I was thinking a few more would be added, and the range of them would be increased to reduce the need for spamming them everywhere. adding the ability to build them would definitely be included. we can't already? Well fwiw, i was thinking hologram control computers wouldn't be tiny. more like an 8-foot high server rack dedicated to the processing required We can also say the AI, by default, simply doesn't have the software for it, because its new, experimental, and thus a risk to add to an already functioning system. A malf AI could research it, and maybe science could also add it during-shift to AIs that lack it.
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An idea i've been mulling over for a while for a new playable role A hologram is a synthetic, station-bound unit, lawed similarly to a cyborg. they can be made from positronic brains, or uploaded personalities from a real brain Holograms which can effect force are a relatively new, concept, created by an improvement of the standard AI holoprojectors. A hologram effector module uses an array of electromagnets and sonic waves to manipulate objects, and even the air around them to manipulate nonmetallic objects. The array is very clean and precise, allowing for minute, accurate motions, but it cannot apply a great deal of force. As experimental technology, NT has chosen one of its research stations as a place to give them a trial run and see how they do in operation Since they are ultimately projected images, a hologram is not actually where it appears to be. Although they can manifest a physical body near any holopad, their consciousness lives, functionally, in a computer somewhere on the station. Possibly in the research department or near the messaging server in the AI core A hologram has three states of being Manifested: The hologram is projecting a pseudo-physical body from a holoprojector. During this state, a manifested hologram will appear as a humanoid being, and it can grab, pickup, use, move and manipulate most small objects. Manifested holograms can do many kinds of precise work, such as chemistry, surgery, paperwork, botany, mixing drinks, cooking food, etc. They have hands, and thus have identical dexterity to a human, as well as the ability to pick things up and store them in a holographic backpack. A manifested hologram is, however, limited in strength. They cannot drag people, gas canisters, lockers, cyborgs, crates or any other kinds of computers or large machinery. (they can drag rollerbeds with people on them)They also cannot apply enough force to pull the trigger on a gun, and hit half as hard with any kind of melee weaponry they use to strike things. They cannot use most functions of a crowbar, such as forcing doors open, or jacking things out of computers, and they cannot pick up certain large items, such as exosuit parts, stacks of material sheets, fire axes, voidsuits, armour vests and large guns (all of these can be dragged, but not picked up). They cannot use grabs on any creature larger than a corgi. This weakness makes holograms decidedly unsuitable for most engineering or security work, but perfectly suited to precise tasks that require dexterity a cyborg can't muster. A hologram is still a projection of light, and as such is incorporeal. they cannot be harmed by any kinds of weaponry directed at their body, melee attacks will go through their body harmlesly, projectile weapons will pass through and keep going. However they can only exist near a holopad, and cannot enter areas without one (and will be kicked out if it is destroyed, damaged, depowered, removed or otherwise shut down). As incorporeal beings, they are not restriced by solid matter, and can happily walk through tables, crates, machinery, etc without issue. They can also walk through walls and doors, however passing through such a solid object is something only they can do, and the normal rules of matter apply to anything they're carrying. Thus, a hologram walking through a wall will drop everything in their hand and backpack, at the point they enter. (walking through walls can be toggled on and off as an ability). A hologram will be stopped if it tries to walk into an area not serviced by a holopad (as if it were a normal person walking into a wall) A manifested hologram uses a very large amount of power, they are experimental, un-optimised technology. The computer that generates them will consume 70Kw of power while they are manifested, and the holopad they're running on will use an additional 30Kw from local power sources. Thus they can drain power fast in times of energy shortage, and may be better off not manifesting during that time. In total a manifested hologram uses 100Kw, which is about 20-25% of what the entire station normally consumes, so running them will require the engine to be outputting a bit more than is needed Most engine setups generate 800Kw without much effort, so there's usually enough in the budget if the supermatter is operational. With the correct optimisation, i've seen the supermatter outputting over 8 Megawatts, so this extra burden won't be a problem if engineering is competent. While the holodeck is running, holograms can manifest anywhere inside it at no additional power cost (beyond what the holodeck already uses), because the whole room is made of powerful, optimised holoprojectors. Thus the holodeck is their natural environment. If the holodeck is shut down, holograms will not be kicked back to the cloud, but merely begin consuming their own normal power costs from the area to stay manifested. A manifested hologram cannot wear clothes/armour/accessories, but it gains a customisation menu which allows it to choose holographic outfits from almost anything available in the game, similar to wearing chameleon projector stuff While manifested, a hologram has the same system-interaction abilities a cyborg does, and can open/bolt/electrify doors if they're powered and connected to the AI Cloud A hologram's second state of existence, is merely as data in the servers of the station.. In this state, they act something like an AI, and can roam the station looking through cameras. However they cannot interact with anything at all in this state, and don't have access to most of the AI's tools or systems. they also cannot use jump to/follow mob through cameras. From this state, a hologram can manifest onto any active holopad on the station, even those in areas where cameras are down. however manifesting takes some time( 20 seconds ish) and is not an instant means of teleporting around If a manifested hologram deactivates and returns to the cloud, anything it was carrying is dropped on the floor. Manifested holograms are returned to cloud form if the holopad they're using becomes disabled, and no others are overlapping with wherever they are. While in the cloud, a hologram's computer uses 10Kw of power, a vastly reduced amount that allows it to continue operating for a while during shortages. Deactivated: The hologram enters this state when it is turned off, or its computer loses power. in this state the hologram cannot see anything except its computer, and has an interface similar to a blind or sleeping person, and no ability to do anything. A deactivated hologram is probably as good as dead and the player may as well ghost unless it can reasonably expect engineering to come and fix it. In this state, the hologram's computer consumes no power at all. Any hologram computer which is unpowered will appear on a station alerts console, allowing engineering to notice and fix the problem if they can. Remedial steps may include reconfiguring the local substation, increasing engine output, or relocating the computer to somewhere with enough power. As long as the computer is intact, the hologram remains alive within it, stored on the hard drive as data, it will only die if the computer is destroyed or disassembled, or if the hologram is deleted from it. ------------------------------- Dealing with holograms: Anyone with the appropriate access (generally heads of staff, or perhaps just CE/RD/Captain) can interact with a hologram's control computer and have a few options to deal with it. a hologram can be locked from manifesting, restricting it to cloud state only. It can be deactivated as mentioned above, or its software can be deleted, which instantly kills it, similar to blowing up borgs from the RD's computer. Unlike borgs however, the computer cannot be destroyed to prevent this, because doing so would kill the hologram anyway. Its laws can also be changed or reset by inserting cyborg law boards, and it can be slaved or unslaved from the AI. New hologram control computers can be built with the appropriate circuitboards (produceable in science) and an MMI or posibrain can be inserted to activate them, and turn a player into a hologram. Given the high power costs though, an arrangement with engineering must be made if new holograms are being built Closing Thoughts ------------------------------ Holograms are designed to offer a new type of character, and a new experience, especially for dedicated synthetic players. They are also designed to be a powerful tool in an antag AI's army that can overcome most of the limitations cyborgs have, but with a whole different set of limitations to prevent them being obviously superior. I've designed the concept as an alternative that fills a niche, without intruding too much on what cyborgs are designed to do. Most notably they are unsuitable for main roles in security, engineering and robotics, but competent in many other areas where a cyborg's limitations get in the way. They can also act as support in any department, but are unable to run most departments alone without support from someone to move heavy things around Your opinions please?
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shutter lights already tell you the direction and problem, at least for temperatures, the light appears only on one side personally i don't think windows would make sense because these shutters are designed to be solid. adding glass to them would weaken them structurally
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this is just a more complex variant of approval voting, we should do that instead
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I'd want to outline a clear development plan for all races, what mechanics you expect them to have, etc. Personally i view the loremasters as the decisionmaking authority on stuff for me to code. Anything i'm doing for a species is run by them I'd also like to see the wiki standardised more. I like facts and figures, like average heights, weights, breeding cycles, temperature of their homeworld, etc. I'd like to see all kinds of specific information, and if one species gets information in a given area, all of them should have something on the same topic I'd also like to see more ideas out of you guys for various species-specific things, like plants from their homeworld, recipes from native cuisine, unique styles of fashion that could be added to wardrobes, native weapons and armours, native drinks, etc. Basically, i see loremasters as a creative force to drive development, and to plan out the future that we can work towards I'd also like to see interesting, detailed and specific guides on how to roleplay as each species. With details on topics like social mannerisms, local customs, methods of address, comfort with various activities, common dislikes, etc
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A vast improvement, and you have my approval. it would create a more accurate representation of the community's wishes
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You make it sound like breaches are some rare last resort. They're not, they're common as dirt. Tank transfer bombs, C4, juggernauts punching holes, or just someone using a welder on a wall. One person with a softsuit and a welder can easily and instantly defeat full tac-armoured squadron raiders and mercs don't seem to have much problem winning fights in my experience Who suffers from this, though? the types of antags that are incapable of fighting it, are the sort that shouldn't be engaging in direct combat anyway, traitors and changelings mostly and stuns are hardly powergaming, almost everyone has access to some type of stun.
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I'm aware of these, but didn't get around to it. i'm not sure if all of those drinks have icons. At least one of the missing chemicals was deliberately removed by skull for being overpowered, not sure about others. Carver, since you're interested, feel like doing some work? It'd be helpful if you could write out a full list of those missing and, where applicable, their effects. will save some time when i get around to them, chemicals may be rebalanced
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pests how? What could it do besides run around and emote at you? afaik they have two ways to evade. ventcrawling can be stopped by welding vents if necessary, and hiding under things can be dealt with by rightclick > pull. there's almost no tables on the station that aren't adjacent to a walkable tile. You can also call a janitor to place mousetraps, nobody ever does that. if a mouse is harassing you for some reason though, the simplest way to get rid of it is just to ignore it. the player will get bored and leave
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Well first off irl, physical contact with wild animals can result in you getting bitten and they carry all sorts of diseases. It's often a far smarter idea to scare it away unless it's been a consistent nuisance But secondly, in real life, and unlike in this game, animals are fast and evasive. any small creature is going to see you swinging a weapon in its direction and possibly attempt to run or get out of the way. A mouse can't do that, killing it is instant and can't really miss see the second point above I'm not asking people to like mice. I'm asking them to RP not-liking mice, and to indicate their intentions rather than ganking. like "Urist McLizardface eyes the mouse suspiciously as he reaches over to grab the nearby crowbar". Or speak aloud something like "Ugh, a filthy rodent, gimme a sec while i kill it" That kind of RP allows a mouse to act realistically, ie evading the large creature suddenly approaching it It's the same reason that security is expected to point their gun at a suspect and start talking, rather than spamclicking them to laser them six times in the face as soon as they come into view. It's very easy to quickly and instantly kill someone, we have rules that disallow it for a reason. What we have now is everyone being some sort of snowflake ninja that can instantly react and strike with perfect accuracy to kill a defenseless rodent.
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well being worn as a hat is kind of fun, that's friendly interaction. it can get tiring after a while though
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FYI, i'm currently overhauling all the job icons for security huds, if we had something like this, i could put the icons on it
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uh..why? The bulletproof/ablative/riot armours are a bit over specialised, but that's not hard to fix. i'm not quite understanding what the purpose or end-goal of all these changes would be. Why cut tactical armour? none of the existing armours are anywhere close to overpowered, because they don't protect against the most powerful and most common weapon in the game. Space!