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Everything posted by Carver
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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.])
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Nanda's IPC Whitelist Application
Carver replied to Nanda's topic in Whitelist Applications Archives
Recently had quite a few positive experiences with Aquila in both cyborg/android, and just plain posi-brain form. An extremely solid roleplayer who places the enjoyment of others first. +1 -
Why not both?
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Ikky's Unathi Whitelist Application
Carver replied to Ikky's topic in Whitelist Applications Archives
A good roleplayer who toys with unique, and rather interesting character concepts, and manages to actually succeed at making them work. +1 -
Where's the poll so I can vote no?
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Could give changelings an ability to make fake 'organic' clothes, akin to the real versions. Think a chameleon suit without sensors, that's immediately noticeable if you try to take it off or you attack them.
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There is that little maint closet in the top left of the bridge that is absolutely useless besides holding the APC, we could gut it, make it into a meeting room, and leave the APC in there? Little do people know that's actually a fire closet.
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Lacks the depth and the satisfaction of the previous games. But has infinitely more porn mods available to let you play as you want to. As for playing? Conjuration/Swords/Restoration, always with every ES game. Sword + Restoration is the magic combo that means you will never lose. So, basically, Necromancer in full armour with a sword. It's a damned shame no game will ever get Necromancy right.
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I hate everyone for different reasons. It doesn't matter who you are or what you do, I'll find a reason to hate you.
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Let's not remove all semblance of skill from the game. RNG-chances are annoying as is, and the win-baton doesn't need any buffs to it. If you're worried about being disarmed, tase your opponent so they're slowed and easier to click, then move in for the finisher. If you've been disarmed wielding the most powerful melee weapon in the game, then you likely deserved to be.
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Polly was a much more faithful representation of Engineers. He'd steal and hoard shit that didn't belong to him.
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One way to handle this could be new synthetics requiring, say, some sort of "tracking beacon" added to them post-construction, similar to the exosuit beacons. Could also have the beacon affect synths showing on the RD's robotics console, but, that might just be too much.
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Serveris6's Toaster Application
Carver replied to Serveris's topic in Whitelist Applications Archives
He's done well in every role I've seen him in so far, I'd love to see how he does in yet another. Keep up the good roleplay as always! +1 -
I can see an issue arising from this when a Traitoroboticist wants to make some sneaky, illegal cyborgs/androids/AIs, only for them to appear on the manifest. A similar issue might come from replacing the body of a cyborg/android, and then having two of the same on the manifest.
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I must be the only person who likes tinted windows. Hell, I'd replace the windows to the hall with them if it were possible, the privacy they offer is amazing. Though I can see how their glitchiness around the surgery area, which still isn't blocked from plain sight at all, can get annoying.
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I believe Goon and some servers do this, it always results in rather odd combinations (Such as a bright teal afro with lime green handlebars).
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It sounds simple until- Urist McBureaucrat has put the pen into the box. I'd say just give it the paper method of renaming. Make it a right-click verb. Folders are already finicky in that you need to be holding them for the pen renaming to actually work, they can't be on a table.
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I'd rather Jackboots atleast stay as an alternative, perhaps with a new, more fashionable sprite, for the more formal-inclined Security Officer.
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Maybe I'm not getting this, but how are the Station's local architect/Engine maintainer/T-Comm's manager/knower of all that is machine on-board, and the Director of all it's important research/AI coding/messaging server maintenance bereft of classified information? What they know is vastly more valuable to any would-be sleeper agent than the HoP's meagre banking information. If anything, give them HoP rank but strip the RD rank. I would not expect the Research Director, the station's face and forefront manager of all it's breakthroughs, to be anything less than a brilliant and trusted Human or Skrell.
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That's purposefully left vague to encourage the conflict between the crew. It's only at the end, that the answer is given. If Loyalists win, then NT /did/ send it. If Mutineers win, NanoTrasen didn't send it. If it's a draw, it's left unspoken. As a loyalist before, I've actually seen Security Officers secretly strike it up with the Mutineers. To the point of even hiding the second Authorization Disk behind a trapped fire closet with a bomb in it. So this doesn't always happen. In other cases, I just assume Security holds their tongue as they wish to keep their jobs or avoid imprisonment. It's not too far of a stretch to assume Officers are paid for their loyalty.