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Everything posted by Carver
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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.
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Why not have real bombs, and decoy bombs? Let the ops still spawn with real bombs, and let them get the decoys (As either an op-only antag item or a general antag item, traitors could probably use it for something) for 1 TC or something cheap for a single-use low-utility distraction tool.
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I tried to get friends into this game. They either didn't give a shit because the game is niche, or, the one guy who tried came in as a mime on the server I was on, got into trouble every five minutes, and purposefully tried to annoy the shit out of me ingame every six minutes. I couldn't believe it was possible to learn to play a proper Mime so fast, on one's first SS13 session. This is the worst thing, but something you generally get past after about six months to a year of experience with playing SS13 heavily. I'm somewhat curious how someone could imitate the noise of a screaming, nonsensical spinning corgi. Asking for fully-body nude art, clearly.
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I've experienced something quite similar, and rather annoying in effect. Whereas when I had roleplayed a certain character for a long period of time, I grew attached and began to take on elements of their personality and emotions into my own, shifting my method of typing, how I view certain subjects, and so on over time. (It made me get really into a certain something as well) Whilst it led to a more involved and fulfilling roleplay experience. An annoying side effect of it had been me letting my own IC and OOC emotions and attachments blend, leading to issues with already prevalent mood swings impacting my gameplay, and IC events causing the aforementioned mood swings as well as intense stress far more often than should be usual. Such things led to me taking a still-current (Month long as of today) break from SS13 and Aurora, to "de-toxify" myself from the annoying side-effects of this unhealthy 'method' of roleplay. In short: Don't get attached to your character(s) it's bad.
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I must be the only person who enjoys guns actually being a threat in a roleplaying game. Forgive the short point I'm about to make, but, think of it this way: Getting shot isn't something you can just walk away from. Realistically, guns should be doing about 40-80 brute per shot. To compensate, Security should get some armour worth a damn. A standard ballistic vest should be able to 'possibly' take one shot from a weaker sidearm (Of which a .357 Revolver is certainly not), after which it's rendered useless. Instead of the dinky cardboard vests that make up the go-to standard of SS13 Security. Give your weapons drop-off to make them more potent up close, encouraging a risk vs reward factor in combat. Maybe even make point-blank headshot executions a potent mechanic that requires a good three second warm-up, and can be resisted (auto resisted via any action, if need be)/moved away from to prevent abuse in combat, unless the target is cuffed and buckled/held by a neckgrab, giving some actual merit to hostage situations so you aren't spending a good 4-5 fucking shots taking out your hostage with a gun/e-sword when people ignore your demands. Make it so people moving whilst firing are inaccurate (In melee too), but harder to hit, to encourage usage of cover and not the silly jukefest we have today. I want people to be /afraid/ of weapons and combat, buff the lasers if you have to, buff the melee weapons if you have to, give Security fucking pistols if you have to so the rest doesn't overwhelm them. But don't go the hugbox anti-combat route of weapons being peashooters you can shrug off. Just look at the dinky Colt that Bay had implemented, doing absolutely miniscule damage even with the lethal rounds, as well as their semi-new 'Silenced pistol' for traitors that does a pathetic /20 brute damage/. I cannot tell you how much I fucking despise the lack of properly balanced combat, with good armour, good weapons, and a rewarding skill ceiling. Rant's over, just needed to get that out of my system and there's a good chance I won't bother looking back at this thread. But it was worth sharing the opinion of a(n ex-)sec regular who absolutely despises the stun-centric system that rewards cheap chemical shit, bug exploitation (chameleon projector event incident), bullet sponge insta-stun secborgs rushing in, and stupid juke-filled RNG clickfests over powerful/balanced weaponry, organized combat tactics, and sheer brute force in close combat.
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I really dig that lobby for making Medbay actually look somewhat inviting. But considering it's exposure to two halls, giving it a set of double-sized doors, or even a single double-door in the opening to the starboard hall, might help in preventing nonsense when various areas get vented and you don't want to spread it. Whilst I'm personally a fan of really-cramped micro-mapping, I can see how that Chemistry area would make a bit of an annoying squeeze in managing your space when multiple Chemists are involved. Placing a table behind a locker and a vendor is generally a big no-no for ease of accessibility. The compact recovery room might encourage Medical not to use it as their personal dorms, but the EVA room seems to be both ill-thought of in both it's implementation (Medical gaining EZ-access supplies handed to them), and it's design (There's a notable lack of oxygen tanks for what's meant to be an EVA room). I'd say just throw it out and re-expand Chemistry, maybe re-adding their little table directly to the hall. Though that might make Chemistry feel too big.
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Pretty much this. The main area of the bridge and the dorms themselves seem hilariously open and rather empty because of it. They either need to be reduced in size or have something filling them, AKA: tables, seats, extra vending machines, or in the case of the main bridge, perhaps expanding the various computers away from just the top of the room. There's also a notable lack of emergency lockers anywhere in this redesign, for what's both a well-used and somewhat public (in a sense) area. To sum it up, I love the bottom half, but the top half feels like an awkward, oversized waste of space in many respects. (Also cutting corners with your walls just looks really cheaply done: [The whole of Ian's grassy area, and the purple/gold bed in the dormitory.])