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Everything posted by Carver
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I raise you another suggestion, then. If you unrealistically buff the Malf Nuke to the point where the only option is to violently murder the AI as fast as possible, then nerf it at the same time by letting Engineers defuse the Nuke in the vault to stop the explosion, this is logical and far less suicidal than rushing a core full of laser turrets.
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Would this not just encourage people to call the shuttle more often, or end the round with a nuke more often for that matter? If the round is ending anyways, I don't see what difference evacuating to the outpost is going to make, whether they live or die from it. You're essentially triggering a round end either way.
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Yo I'll cover you and keep the thread going. Robert Carver: - Purposefully acts like an uneducated moron, going so far as to put on a faux accent, to keep himself amused during his work. - Thoroughly hates actually doing his work, trying his best to delegate the processing of criminals to arresting officers and only stepping in if he thinks they're truly fucking the job up hard. (Or if directly ordered to) - Has a bigger bark than bite. Will often work himself up with his words whilst he quietly sneaks away from any life-threatening danger. A true coward past his prime. - Used to spend his shifts mentally rating the appearance of crewmembers from 1-10 based on their security record pictures, before those were removed.
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10/10: Belts when asked to belt, and plays good music on demand. Couldn't ask for a better belting partner as Warden.
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Well, explains why you can glitch through walls with plates/bowls gmod style.
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Hey look, same engine as the last two Fallouts. Atleast that means it hopefully won't feature Skyrim levels of dumbing down. Also, Vault 111. Why? That looks fucking horrible on the jumpsuits, and it's hardly a difference from 101, your last 'Player Character Origin Vault'. If your PC is from a vault, they don't need some fancy ass 'catchy' vault number, Bethesda.
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+Cells aren't off in a corner anymore and breaking the windows actually works again +Gun Range +No more nonsensical insanity ward +Plenty of windows +Tight spaces ++Some form of visitation, for what little it's worth attached to the base holding cell -Warden is somewhat inconvenienced when they have to go from sitting at the front desk, to managing prisoners -It's very easy to let annoying bastards into the brig by accident when going from the front desk to the brig -The maintenance door to Perma is still around, albeit it's marginally less noticeable to break in and out from there -RIP fire closet -/+Perma is still around, and somewhat easy to break out of with any object and enough time -/+Wouldn't mind the locker room having entrances from both the east and west, but I can see how it'd impede the layout (Firelocks namely) -/+Armoury can't be broken into directly from space, Armoury can be broken into from maintenance. Changes up the strengths and weaknesses, unsure what to think
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More gun choices and less free automatics is always nice to me, semi-autos are much less spammy! I'll sum up the armoury. E-guns, SMGs, a few other non-standard weapons like Ion Rifles, a /wide/ variety of the original syndie softsuits as well as the current hardsuits. Basically letting the team a moderate amount of customization. Hardsuits are notable because baycode lets the Nukies buy a laser they can mount on said hardsuits, probably the one item I'd like to see ported over most. The nukes can operate 'fine' without buying anything is the general gist of the armoury, incase someone wastes the TCs. They're exactly the same as a traitor revolver, just with a nicer sprite, assuming Baycode hasn't buffed them. Unlikely since baycode hates deathsquad.
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+Cells aren't off in a corner anymore and breaking the windows actually work again +Gun Range +Communal Brig/No more perma +No more fuckhuge wastes of space in the locker/meeting areas/evidence +No more maintenance entrance into perma -RIP fire closet -The range doesn't have windows to space, the only 'view point' from the outside is the HoS's office. Notably strengthens the brig against space-based threats -/+Warden still has to sit at the front desk, less of an issue though since the cells aren't in the back anymore -/+Detective & CSI are distanced a bit from evidence, unsure if this will matter much aside from inconveniencing -/+Isolation is so isolated noone will ever go by it, unsure if there's any way around this, it was an issue with perma/isolation at the old brig -/+Insanity is still just overglorified straitjacket/sleep toxin storage ?The giant mass of wall between the Armoury and Range could be used to expand on the space, but I can't imagine much use for the space either. Could possibly shift the armoury over a few tiles at the cost of 'symmetry'?
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No place for Reverend and Bishop?
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As long as we can keep both sets of uniforms.
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Bomb needs to explode and hit the centre before the singularity deletes it. Easier w/o bombcap but still easily doable on smaller singularities.
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Singularity wins.
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Try shooting smoke grenades at it via a grenade launcher. Great way to get a tan!
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I'd agree with this suggestion if we didn't already have CSI already, essentially, filling the slot of the 'Second Investigative Role'.
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Well it is the sort of game you play with a group of buds, not strangers. Board games with strangers are just weird.
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You underestimate how easy it is to stack over 1k points via mining, considering the power of the item in question, I'd rather it remains an ERT thing.
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Can't say I'm a fan of simplifying tracking people, and expensive stolen items. Really cheapens the idea of the whole planning aspect of antagging, and kidnapping as well, if you can just track people at a whim by having Mining give Cargo a small amount of plasma.
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I don't think people remember why this mode wasn't designed to be balanced. The antagonist was made specifically with admin-only/event shenanigans in mind. The only reason it has a mode is because Bay wanted to make use of the antagonist and the idea seemed fun, so it's generally not designed for balance so much as them just tossing the antagonist into it's own mode without much thought. Teleport gibbing was already nerfed before it had it's own mode implemented, so aside from slight ability power cost tweaks, it has /never/ been touched upon. The suit's medicinal reserves for Ninjas still ODs you from what I know.
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You forgot Caffeine addictions, and let's not forget the fun things known as allergies! Specifically to important Medical chemicals/tools like Inaprovaline, Bone Gel, and generally everything designed to make Medical furious.
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And why aren't Alcoholism and Chain-smoking classified as snowflake traits (With bonuses for Security characters) so I can stack up my scores even higher?
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Did the Baystation updates to the Asteroid Z-level that came with the mining overhaul not include the cell charger that's meant to be right by a pile of cells, and the drills themselves? Bit odd, those /should/ be there unless the update was half-done and neglected to port over the drill storage area. A fine jest, that.
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