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Carver

Lore Writers
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Everything posted by Carver

  1. 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.
  2. -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-
  3. 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.
  4. 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.
  5. 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!
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. Wall of text/blog post inc.
  11. Variety's great, and I love the torsos in particular there.
  12. Carver

    Infestation: Spiders!

    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.
  13. 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.
  14. 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.
  15. Carver

    Halo

    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.
  16. 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.
  17. Blue and yellow in tile form does not work together visually. I'd say stick to blue, to ease an enormous amount of stress on the eyes.
  18. Carver

    Halo

    I had never touched Reach till around my birthday last year, when I visited family who owned a 360/xbox and a handful of older games. Firefight's fun as fuck in coop for killing time, but dear lord were the characters uninteresting and the Campaign uneventful (aside from the few missions where you're given aircraft). Which is a shame because the game itself has aged relatively well, controls and visuals-wise.
  19. Serveris just keeps getting fucked over again and again at the very start.
  20. Carver

    Forum bickering

    For clarity's sake now and in the future, if I'm attempting to make a point in a debate for or against a suggestion and I come off as somewhat crass, it's not because I hate anyone's guts or anything. I'm not trying to be an asshole, I just prefer making my point rather blunt. Sometimes this involves a small pinch of smart-assery, but it's mainly something I do if I feel the argument is becoming rather dense and stale, so as to help you read into what I said and see the point I'm trying to convey somewhat plainly. In short, no, I'm not trying to be a dick to people with my style of argument. It's just how I debate and I wanted to make sure noone was getting the wrong message.
  21. If the rubbers have low-enough brute damage, they'll be genuinely horrible for breaking windows anyways. Old-timey variations (That is, non-Aurora versions) of the .38 rounds for the Detective did genuinely awful damage (10 brute or so) and required you to dump your entire chamber into a window to even hope to get past it. I can't imagine you'll really be seeing any cases of the "I missed with a revolver and busted a window by accident" that you see with SMG spraying, Shotguns, .357 rounds, and lethals as a whole. Unless of course Security is having some manner of absolutely massive shootout vs Group Antags in an area with many windows. Which in retrospect will be a much less silly thing to see with pistols instead of tasers. On another note, your suggestion for Ballistic Forensics is pretty neat. If not an already somewhat present concept, as examining spent shells will typically give you their caliber.
  22. Teaching Security a greater level of resource-management, whilst encouraging them to think about what tool to use is something I wholeheartedly endorse. I can't tell you how brainless it really is just to whip out your taser and fire it wildly during a chase/fight, because even missing has little repercussions to it. Counting your shots will be key, and using them on a drunken hooligan in a bar will come with heavy consequence. It also answers the eternal and somewhat interesting question of why the five odd Security Guards on the valuable space station were given little more than tasers and cattle prods as standard issue sidearms to protect said station. You don't always expect your employees to act like petty thieves and children, do you? Typically people who don't read the rules will run into trouble regardless.
  23. The coppery-gold monitors are very a nice touch, I'd half-expected blue, but it's much better than that.
  24. This doesn't seem like something that could be feasibly 'fixed' without either making ranged weapons completely useless in close combat (It's a favourite trick of mine to shoot beyond the person I'm trying to hit), or without upgrading to an entirely different engine than whatever BYOND uses.
  25. If the ops win, at the end of the round do we get a choice of three different unknown rewards, two of which we already own and one of which is something we never wanted nor needed?
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