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Carver

Lore Writers
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Everything posted by Carver

  1. They'd likely do best put in the lockers since they seem to be two-piece by nature (The hat for officers, and the coats for Warden/HoS). Good excuse to add lace-up shoes to the lockers to match them as well, if someone's bothering with mapping.
  2. Carver

    Firehelmets!

    I usually see firesuits used for surviving an extended trip through heated areas, instead of actually combating fires. They might see use more often if they made it so the wearer cannot catch on fire, and had a moderate amount of high pressure resistance, if that's even a thing.
  3. Carver

    Resprite Jetpacks

    As long as there's a clearly visible way to distinguish the O2 packs from the other sorts, and as long as the Void packs are left untouched (Since they match the suits), could be pretty neat to have retro sci-fi jetpacks (Sans the missile, except perhaps on Syndie-packs).
  4. The inevitable confusion when someone with mech arms reaches in and somehow ends up pricked and drugged by a needle would be beautiful.
  5. This was my shit in RDR Multiplayer, t'would be damn fun to play it again, if somewhat clunky ultimately because of the Engine involved... Oh, and good for roleplay, yeah. That too.
  6. Carver

    Firehelmets!

    Neat-o sprites, very nice. But would the old red Firefighter hard-hats be retired to Engineering? They've always been the nicest colour of hard hat, losing them entirely would be a shame.
  7. It isn't same without recording the gameplay (And voices)
  8. I can respect that. But, I prefer the stubborn pride, loyalty, and occasional arrogance of manly, badass Dwarves.
  9. Fun fact; With Mutiny, the side that wins the objectives is deemed 'In The Right', as per end-round text. If mutineers win, then the directives were false, if loyalists win, then the directives were true.
  10. ^^^ Could that nifty little mining overhaul involving automated Mining Drills, Smelting/Alloys/etc, and so on possibly get ported?
  11. Thorin Oakenshield is where it's at, brother.
  12. Fixing up all the bugs and various glitches that were left in IPC code when it was abandoned would certainly be a neat start. Just a week or two ago I remember seeing one that had died from toxins of all thing!
  13. Assuming the code was ported over from Bay, you should be able to resist conversions (At the cost of high burn damage). The Cult's other pseudo-balancing factor is that Security tends to get on them like a hound at the first sign of anything bad (Meaning that they need to get numbers quickly or quietly to go anywhere, similar to Rev, though I'm not really a fan of this it's going to happen regardless). They also notably get destroyed by Ranged Weapons unless they're smart enough to (ab)use blood boil runes. Honestly, them having to go to Medbay every ten minutes because of strange infections is just going to make things even more of a bitch for them. If the brute triggers without the toxin-damage RNG of infections, sure, why not. As long as it's not something incredibly fucking stupid like 20-30 Brute.
  14. Picked it up during the Steam Sales. Won't spoil anything, but I will say that this is much more dark and conversation/choice-centric than the previous Tell-Tale series (True to the license, which is a pretty bold move from TellTale, and a good one at that), and the direction it's going provides a nice contrast with their other current series, Tales from the Borderlands. Extremely eager for episode 2 of both.
  15. Isn't this already a thing? It was added to Baycode a long time ago, around the same time the '15 Man Requirement' was added. Had a system of 1 Op to 5 Crew, capping at 6, if I remember right. The code should be sitting around somewhere, but the Nuke ship would need to be remapped for a sixth equipment locker.
  16. And how often are you near the void of space during a fight? Fights are typically in hallways, or the inner areas of a department. Occasionally maintenance. Only maintenance is liable to be breached and that's because people are purposefully breaking the windows there. The entire "Guns can break windows" strawman argument is providing a mechanic of the game as a bad thing, when it really isn't. It's a /feature/.
  17. I'm voting yes purely because this enables 'Late Night Nuke' and 'Post-Server Crash/Restart Nuke', the latter being the situation that more often than not has only 12-14 people readied because they're slow to trickle in after the Server's lost it's tempo.
  18. Pretty much this.
  19. A three minute walk to a recharger and being able to reload from a speedloader/magazine in the middle of battle is a fair difference considering this server hasn't implemented any sort of 'Charge Packs' for E-Guns/Lasers. Though those wouldn't be a terrible thing to add. Gamewise, if you've gone between using a Laser Rifle and the Detective's revolver in the target range, you'll see it's present and noticeable enough against moving targets. It's typically less seen because more often than not people either stand still whilst fighting for whatever reason, or they're up against Nuke Op SMGs which just spray everywhere (Meaning your aim is slightly less important). The speed difference is roughly equivalent to the difference between the old tasers and new tasers. If you really wanted to see a notable difference in skill requirement, you'd need a ballistic equivalent to the LWAP implemented. Alternatively, bullets could be realistically sped up to remove this slight skill barrier. And can (Albeit circumstantially) hit crew/computers behind said windows. This isn't a pure advantage, nor is it a pure disadvantage.
  20. Man, the Bar is going to get /really/ annoying when more than 4 people are there. But as long as backpacks/belts don't have any annoying auto-close-over-time I've little to truly complain about.
  21. ICly, Ballistics should be cheaper to manufacture/purchase/distribute, and generally more reliable in combat due their immunity to EMP and ease of reloading. OOCly, they're generally more fun for antags (And Security) to use and require marginally more skill/aim than lasers. (Since you need to predict movement, and take your environment into account much moreso.) All in all, Ballistic combat can be more fun than laser spam. Plus, our windows are reinforced well enough to take a bullet or two, and the walls are thick enough to eat anything that isn't explosive or a pulse beam. The safety worries should be mostly minimal. (Laser also break windows more efficiently than ballistics, when you aim them correctly, and can often shoot through a window unintentionally and hit a crewmember/computer behind it. They are not a truly 'safe' weapon on a station.)
  22. It all sounds good, as long as this only applies when you're trained on in hostage mode. As in, as soon as it's entered, then open belts/satchels are closed and the hostage-taker is alerted when you're rummaging. Any other way and you just get spammed in big areas with "X is digging through their Y", or people get annoyed at constantly reopening their belts/packs. This, for example, would become the most god-awful annoying thing on earth/space. Especially for traitors sneaking out their little e-swords/revolvers/parapens, and Detectives/Officers sneaking out their little cameras/recorders/flashes.
  23. Whenever you see that, consider wrinkling your nose and going "DAAAAAYUUUM GIRL, YOU ONE UGLY BITCH.", they'll never expect it.
  24. Carver

    SS13 Language Issues

    There's a vast difference in education between an actual Catholic Priest, and 20-something nerds playing a Catholic Priest in a Roleplaying Game.
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