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Everything posted by Carver
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Active Characters: Discontinued Character(s) from other servers:
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I haven't played this since.. Early 2011? I remember hopping on around 2013/2014 and seeing that it hadn't really changed, at all, in over two years. It's a neat concept but it tends to grow a bit stale, and like all Twinoid games, it goes with a concept of "You /need/ to hop on atleast once a day, preferably several times". Granted it doesn't push the point as far as Mush does, but atleast Mush presented a much more interesting environment for teamwork and roleplay.
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American/English (American English) English (British English) Engrish (Broken English)
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It's like human beings have entirely different opinions and tastes, who would've guessed?
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Build a 1x1 block hole in the dirt to the side of the tower. Call it Communism.
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It's usually something they need to go for if they fancy their disguise/transformations being worth a damn, regardless, I don't feel much need to discuss the intricacies of how Changeling works or rather, how it doesn't in a ratings thread. You're welcome to PM me if you want to have an overtly lengthy discussion on the subject, though.
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Lings haven't made people unclonable for a long, long time. Made it more appropriate. It's still sort'a permadeath if the Ling actually bothers hiding the bodies anyways.
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It was great till you mentioned she isn't blonde, and has brown eyes.
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Likes/Dislikes with each specific uniform: Security Officer- +: I love the 'Blue Shift' look you get now, as a Security Officer. It brings nostalgia and gives an entirely different vibe to the old 'Redshirt' look. Some dislike the tie, but I personally adore it since it lets me combo that with a holster for a proper 'Officer' appearance. -: Low choice in headwear, no dress jacket, some people other than me prefer a variety of uniforms and one or two more blue suits might help them grow into the new look. Warden- +: Beautiful new suit and jacket, my personal favourite of the new additions. -: Hat covers the eyes, still no helmet to match the Warden's vest during emergencies (I know the hat's armoured), having the old Jacket as an additional coat choice wouldn't be too bad. HoS- +: Identifiable, but still fits along with the rest of the department well. -: Hat covers the eyes. Can't say much else because I can't peek into the locker, but if the trenchcoat's gone that's a real shame. Overall- +: Classy, yet functional. Calm colouring. Feels more 'corporate' than the last set. -: Warden/HoS hats. Cadet uniform is still red. Borgs are still red. No blue armband. Suggestions- 1) A slightly altered version of the Warden's base uniform could be given to officers for a nice alternate colour choice, without making him any less identifiable because of his jacket. This also retains a 'unified' appearance in the Security uniforms, as opposed to the old 'Retro vs Schutzcurity vs Cadet-tainted uniform' that made everyone look different. 2) (Annoying snowflake code idea) Give the uniforms an ability to toggle the tie via a right-click verb. 3) Reskin the cadet uniform and borgs to an appropriate shade of blue. Add in a blue armband. More hats for the Officers. 4) Stop using a gas mask sprite for the riot helmets, hair clips through the damn thing and it looks too small. The riot shield back sprite is also still red for some reason. Hailers need to play 'Bad Boys' by Inner Circle when e-magged.
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-Fun- Nuclear (Pirates, mercenaries, infiltrators, fun!) Mutiny (Two teams, but only certain objectives are good) Malfunction (When the AI is good) Cult (When the Cult actually grows and does something) Extended (This can be lower or higher on the list depending on the crew) RP-Revolution (It's like Mutiny but every round is the prohibition) Traitor (A single good or bad traitor is preferable over many, many bad traitors) Revolution (Oh boy he has a flash) Mutiny (The other objectives) Cult (When the Cult tries to be stealthy and gets nowhere) Malfunction (When the AI is bad) Mongoose (Oh boy dealing with five traitors and atleast two of them are going to bomb something) Wizard (SCYAR NILA! SCYAR NILA! GIN'YU CAPAN!) Vampire (Oh boy it's a weaker changeling) Ninja (Advanced hide and seek) Traitorchan (Oh boy there's a changeling in there) Changeling (Murderbone/Permadeath the game mode, redeemed only by hallucination roleplay) Heist (SECURITY LET THOSE MURDERING THIEVES GO BECAUSE THEY'RE NON-HUMANS) Secret (I hate surprises) -Shitty-
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The many stupid faces and expressions of Robert Carver, in the Sims 4: A very smug Carver: A very pleased Carver: A very pleased Carver: Bonus faces of friends' characters, based on my personal artistic interpretation: Blake Poehl, described in the words of his player: "When a Xeno arrives on station n he's ur boss" COMING SOON: Edmund Flashman-Adler, more Poehl, and maybe some Sims 3 variations if I can handle the load times.
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This is why I love the burst fire feature on the Nuke Op SMG, as well as why I think rapid fire laser is best weapon. Oh sorry you wanted to rush me? Enjoy 12 shots at 20 brute each right to your chest, and your severe organ damage. Same goes for those terrible people who pick Security cyborgs explicitly on Nuke Rounds thinking "Muh baton rush gon mak me hero, rbust al nuke", boom boom blow up.
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I can't imagine choking as anything other than a finishing move, instead of an assassination tactic, since it's been nerfed from the good ol' days of grab, page down, page down, KO in three seconds, dead. But, having the double-choke be more effective makes sense, especially since it's rather impractical to 'quick-choke' on a two-part grab. So balance-wise everything seems A-okay with this idea!
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This might be a request of personal taste, but, would a Luger also be a possibility among the 'reskins'? I'm fairly certain there's a sprite for that sitting around the open codebases.
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Then his nose will grow for being a smartass. Yes, that statement is. And ultimately both are meaningless. You don't always lie, but you're still a pretty good liar. You can always learn something new, and people always have different things to teach. Congratulations, you're also a pretty good liar like the guy two quotes up. Maybe.
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I like Clowns, they're an interesting and rather unique sort of entertainer. But I like Clowns in SS13 for different reasons, and those reasons just don't quite fit on 'Heavy' RP servers, Medium, sure, but there's little to be gained on a 'Heavy' server so long as Clowns carry the reputation they do of the 'Veteran Chucklefuck' role. Because in the end, visitors will flock to the role for just that. I can't much see how whitelisting Clowns would work, either. With Heads you're looking for a responsible and experienced player, with Clowns.. What are you looking for? "Just don't be a shitlorde, ok"? Seems like a lot of effort for a very minimal impact role that merely carries a hefty reputation.
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A stats system wouldn't really work on SS13 for as long as the combat system is incredibly unrefined. It'd be neat, sure, but it'd ultimately be abusable when left in the hands of the player.
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Wall of text/blog post inc.
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Variety's great, and I love the torsos in particular there.
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They do. I've walked into the IA Office as a Security Officer to handle a 'small spider' only to have it instantly grow into a Guard Spider as I went to smash it. Though it can sometimes occur in which a spider never grows, not too sure about the parameters of growth. It appears to depend a slight bit on whether you get the 'Lifesigns detected, secure the vents' event or the 'Spiders are interrupting productivity in X room' event.
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Departmental Guards (aka camera watching simulator)
Carver replied to fate/nermul's topic in Archive
It has much more potential for social interaction than Warden on an extended round, whilst still allowing for a more passive play style over the typical 'constant patrols' that make extended Security an absolute bore. I overall like this idea on the basis of allowing departments a more intimate link to Security, which may ease the strain whenever a number of Security need to be in a department for whatever reason. Though it's something that would definitely require a testing phase, as it could very well backfire with the potential of pushing the departments further /apart/ if either the Guard or the Doctors/Engineers/etc build up hostility towards one another. -
They add a nice pinch of flavour. The idea of removing these small bits of personality from the game just saddens me as a longtime player.
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Up until the point someone gets shot out of nowhere and you just go "Oh, eh. They're dead.", without so much as a shrug. Though to be fair I always valued the gameplay and coop over the story, as long as things seemed coherent enough. Halo always seemed to have went for the corny sci-fi action movie vibe, with the macho marines and their big guns, and the super soldier himself tearing through alien after alien. I will admit that the creepy-ass Flood levels in Halo CE certainly nailed the horror elements, though. Those are still among my favourites.
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Security staff logging for the round in the briefing room.
Carver replied to ForgottenTraveller's topic in General
A good tip for quickly logging off as Security is to just drop your belt of gear into the locker, and any armour/HUDshades/security-issued weapons you're holding in your pack, and that's it. Noone's going to care if you sleep/cryo with the black Security uniform, or the flash/cuffs you spawn with, or a crowbar, and so on. Nor will they care if you take any custom loadout items you spawned with either. As long as it isn't something key to Security (Classic SecHUDs/holsters/webbing you spawn with due to custom loadouts aren't key), or whatever department you're in, losing it won't matter. But for the love of Christ, don't go to cryo carrying your armour/belt/gear, half of that will disappear forever, the other half can easily be taken from the console. If you're a traitor and in a hurry to leave for life nonsense, taking your Revolver/E-Sword/etc with you is fine.