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Everything posted by Carver
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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. -
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.
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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.
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Serveris just keeps getting fucked over again and again at the very start.
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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.
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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.
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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.
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The coppery-gold monitors are very a nice touch, I'd half-expected blue, but it's much better than that.
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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.
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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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Aside from the still-blood red computers, I love it. It's a very calming shade of blue. If the shade gets changed later on, though, I'd like to see whatever hue picked retain the same level of softness, instead of something stark and bright that grabs the eyes unnecessarily.
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Not bad, would be pretty interesting to see them put into a 'test phase' like the PDAs. My only complaints are the transition of (Most of) the sprites to directly face the player really detracting from the sense of depth you get with the current computers. The broken sprites also don't really give the proper feel they should of said computer having just been shot several times.
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Medical also has Blue, Green, and oh look, Reddish uniforms. Let's also take a look at Science, specifically Robotics (A sub-department that has gone between Medical, Engineering, and Research in it's whole lifespan), oh, look, Black and Red, where have I seen that before? Then there's mining and those absolutely confusing purple patches on those overalls that make me constantly confuse them with Scientists. The whole point being, the outdated 'Colour Scheme' is a giant load of schlock meant to make crewmembers identifiable by a glance to antags on fast-paced competitive servers where you fly by people in 2 seconds of screen-time. What people don't seem to realize is, a Security Officer will be recognizable no matter what colour they are. They will always carry their belt, their armour, their hardsuits, their batons. People will wear what they like to, but when it comes down to the gist of it, Security will always be defined by Helmets and Batons, not the colour red, nor the colour blue. Just as Engineering is toolbelts, insulated gloves, and RIG suits. Just as Science is labcoats and bomb-making gear, and Medical is scouters and syringes. It doesn't come down to the colours, it comes down to the equipment. Security will always, whether people like it or not, retain an essence of 'authority' by right of their tools and task. Blue won't make this any 'worse'. And on a very small historical note, uniform colour changes are not an unheard of concept. The Captain was once Green and Gold instead of Blue and Gold. I hardly saw anyone complaining when the black 'Schutzcurity' uniforms were added, either, and those feature very little to nonexistent amounts of red.
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Command is a total of '2' (Or '6', depending on if you count the other Departmental heads with their own unique uniforms reflecting their department) people whom won't often even wear their default uniforms by preference. Noone, by default, aside from the Captain and HoP wear mainly Blue, and the HoP by default wears his own unique shade of blue, whereas the Captain by default wears his trademark 'Captain Crunch' hat and his golden-striped jumpsuit. Not to mention the both of them having around 3 different alternate uniforms each, and relative freedom to wear what they want, and you'll see that the 'Command is blue' is really just meaningless colour scheme nitpicking for what can hardly even be considered a 'Department' of it's own.
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Enabling Traitor and becoming a masked vigilante who goes around enforcing the law against evil-doers with the strictest punishments (Dismemberment, burning, broken bones, etc). The main reason I haven't touched the idea already is because it'd end up with more fights against Security than Traitors/Criminals. Find an Energy Cutlass as a Miner, dress myself up as a Pirate, and have an energy blade duel with a Ninja. I /nearly/ did this one on Baystation. Steal Acquire painkillers from Medical and whiskey from the Bar as Detective, then go full-on Max Payne against a team of Nuke Ops/Revs/Traitors/what have you, complete with monologues. Steal every single stun baton from Security as an Assistant, during a group antag round (Rev/Cult/Mutiny/etc), to see how they fare without it. As Warden, replace every single tool of Security with a much more lethal (And preferably ballistic) equivalent. SMGs instead of Carbines, Toxic Gas + Sedative combo grenades instead of Flashbangs, Rocket Launchers instead of Ion Rifles, Revolvers instead of Tasers, and so on and so forth.
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Along with Sue's point of Red/Blue psychology, I'd like to see these colours on the basis of whether or not they'll improve Security's image as a whole beyond the stereotypical 'Dumb baton-waving redshirt'. Red's sort of become a 'bad colour' in SS13, for seeing it means either Security, Syndie, Blood, or Fire Extinguisher. Any or all of which tend to point to 'trouble' in some sense. When I think of Redshirts and Security as a whole in SS13, even as a Security regular, I don't think of 'Safety and Protection', I think of this: Or this,
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Favourite All-Time: Samurai Jack Liked Running Shows: Walking Dead Archer Supernatural American Horror Story Some other ones I'm probably forgetting Liked Finished/Cancelled Shows: Breaking Bad Dragon Ball + Dragon Ball Z Courage the Cowardly Dog Even more ones I'm forgetting
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Aesthetics reminds me of the Sims 1 and that's a good thing, the game's pretty neat and fun. Though the trait system is shit. The traits are both boring as all hell (+Carry weight, -disease risk, +melee damage, and other such 'fun' additions) and you need to dump yourself with negatives to consider taking even one positive. The game also has a backwards 90s-tier multiplayer netcode that really, /really/ needs steamworks integration (Or some dev-updated guides). Overall, 6.5/10 and that's not on the IGN scale, that's on the '5 is average' scale.
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Every time I try it I get bored within eight minutes of playing. There's nothing particularly gripping about the gameplay, and the RNG nature of resource spawns really just makes it a tedious survival game until you get to the self-sustaining "end game".
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Combat Evolved is best, 2 is great, 3 is good, ODST is decent, Reach is sorta decent, 4 is garbage, remakes are garbage.
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I remember the lockboxes from Bay-days being a pain not just for Science, but for Security as well for the rounds when you didn't have a Warden/HoS/Captain so the things were essentially dead weights. It'll make science much more useless if they decide to show force during a Rev/Cult/Mutiny round, as well, whilst making them need to call the Warden over every two minutes for weapons research. I was a supporter of no lockboxes back then, and I won't change my viewpoint nowadays just because a few problem scientists like to pack heat now and then. Looser restrictions on weaponry isn't a bad thing until you bring griefers/shitheels into the equation.