NerdyVampire Posted July 4, 2020 Posted July 4, 2020 (edited) Central command supported projects What is it and why do we need it? I feel there is a strong disconcert between what Aurora's purpose is, and what NanoTransen should require it to be. We are supposed to be a state-of-the-art research station, but for most shifts I don't think anyone really gets this impression from what we do, even in the extended gamemode. So how can we remedy this, aside from mechanically implementing more stuff into research, which is already in the works, while also benefiting the rest of the station? My solution is special projects, ones that can be initiated by command members for departments which have enough staff to support them. These aren't all 'new' business, but they are all supposed to be important and valuable business. The way this could work is a shared command interface in which the present command members vote for a special project this shift, requiring at least two command IDs to function. There would be only a few available special projects available each shift, drawn from a total list of available ones. This will first make it impossible for crew to voice their opinion on the project, require that command staff are in agreement about which project to activate and create a little excitement about what projects might be available next round. Once locked in, the project would then be scheduled for delivery, ie. the event is activated. This could be done in a number of ways dependent on the event, for some events a ghost-role is required so it will have a long waiting time, for others it is simply a cargo-delivery so it could in practice be an instant spawn. Command Responsibility To order a special project should place a heavy responsibility on the commanding staff of the station, and NT interest in these projects should arguably be high. To accept a project is to invite the possibility that the CCIA might send an agent to observe the progress, or take direct contact to their liaison to document it in detail. Research department projects Dangerous xenobiological form, to be delivered by resprited wooden box. Contains a unique xenoform which can be studied, possibly dissected, tamed or.. escape. *Cough* alien *cough*. Dangerous xenobotanical nodeplant, that works like a biohazard plant, except it has an immovable mass that can be studied and extracted from and is extra hard to kill. It will be able to defend itself somehow, with gas, acid or thorns. If planted in an unsafe locale or left unattended, it can be very dangerous. Unidentified mech wreckage, it can be repaired and assembled to provide an unique mech mechanic, like the short-range teleportation or something. Bluespace network gates, like the new traitor uplink closet teleporters, these can be mounted around the station and should be maintained and powered by artificial bluespace crystals and telescientists. Medical department projects Alien parasite examination. Actually a borer that opens a single ghost role. This arrives in a plastic bag or similar, believed to be dead and behaving as such until filled by a ghost. VIP patient treatment with exotic condition. The Aurora is not the preferred treatment platform, but time is a factor and if they CAN treat this person, then they BETTER. Requires a unique ghost role, which may be boring during treatment but open up roleplay as a big shot afterwards. Engineering department projects The mole-runner prototype. A mining initiative which is basically a big vehicle with a large drill that handles three rocks at once. It requires a bunch of assembly, gas refueling and wiring before being workable. Warden Drone, a builtable drone and control console that can patrol around the surface or the station (or remain stationary) to fire on carp.. or the control could be stolen by the antag and set to attack anyone. Basically the Icarus drone. Security department project Prisoner overflow. The Odin needs to temporarily use the Aurora holding facility and are sending 1-3 prisoners over, ghost-roles. Though cuffed on arrival, the prisoners could have some quirk or benefit that makes them more dangerous. Civilian department projects VIP tour and entertainment. 1-3 VIPs will arrive on the station. They are known for having exotic tastes and quirks, and are used to special treatment. They have some extra loadout items to choose from, that helps them stand out, and can fill out ID papers. The interface and the triggered events would require a good deal of development, so I don't expect anything to come from this unless there is a very marked support from both developers and players. Edit: Reformated and rewrote a bit for clarity. Edited July 5, 2020 by NerdyVampire Formatting and clarity
DatSamTho Posted July 16, 2020 Posted July 16, 2020 Tbh, I feel like the engineering ones got the least love (though I suppose that's business as usual in engineering ;-;). And I doubt the borer one would ever be put in, but other than that? I feel like this is a good idea, but it needs some work
Mcfluff Posted July 16, 2020 Posted July 16, 2020 Cargo mains on suicide watch But yeah a lot of this is really cool and definitely something I'd like to see
NerdyVampire Posted July 16, 2020 Author Posted July 16, 2020 (edited) 21 hours ago, tomkiel said: Tbh, I feel like the engineering ones got the least love (though I suppose that's business as usual in engineering ;-;). And I doubt the borer one would ever be put in, but other than that? I feel like this is a good idea, but it needs some work It's just a suggestive list for now. I am not sure what else would be good for engineering, but would love some ideas. Mostly I am concerned about how taxing these events would be in regards to coding, which I'm not really on top of. Edited July 16, 2020 by NerdyVampire
CatsinHD Posted December 30, 2020 Posted December 30, 2020 Honestly I think a lot of these are solid and, at the least, the concept is good. We could all brainstorm something honestly and iron things out.
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