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Everything posted by Carver
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A cooldown might certainly be a sensible adjustment that doesn't butcher it's unique identity. Prevent one from weaponizing it excessively, while not eliminating the ability to use it (on one activation) for as long as you have blood to maintain it. Might also help to give it some sort of feature so you don't immediately deactivate it on a spam click and get fucked over with it on cooldown after doing effectively nothing.
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JeffMomentRed(1# Mars Fan), Tajara WL
Carver replied to JeffMomentRed's topic in Whitelist Applications Archives
A dedicated and passionate writer, he puts quite a bit more thought into his characters than what is often expected of a server regular. +1 -
I’m entirely against this, I play Aurora precisely because of the relaxed and thoughtful pacing where I don’t need to stress about reaction time and fine aiming or worry about people walking off at lightning speeds while I’m trying to say something.
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This shouldn’t in any way affect checking character age via view variables, at least in theory. Ideally it would be something that exists predominantly in character setup, and I suppose a lazier and safe implementation would be inputting birthday and it only calculating age (against the server’s date) on that initial input whilst saving the input for you to recalculate it at any time you desire - a softer reminder that doesn’t stress the server with repeated calculation on every round.
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Thrusters should just fucking kill you, honestly
Carver replied to rrrrrr's topic in Suggestions & Ideas
I don't think shuttle thrusters should be an instant kill (maybe a really heavy burn amount up to 75-80, without destroying all your blood ideally) but the Horizon's thrusters should absolutely be something you avoid like you'd avoid the singularity's containment field in the past. -
If we must have security for the residential deck, I’d merely suggest something automated such as cameras and turrets - or perhaps the old securitrons (i.e. Officer Beepsky). The sort of things that you could never go “why aren’t they coming up to help” like you could with security cyborgs or similar.
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Peg Legs, hooks, and other non-robotic prothetics.
Carver replied to Captain Gecko's topic in Suggestions & Ideas
Echoing that the hook hands/peg legs should only be craftable in round and available to raiders/third parties. But the non-robotic/variant prosthetics should certainly be available to any and all crew. As for balancing the non robotic prosthetics so they are not merely better than robotic ones, I propose to consider them having notably lower durability overall. Instead of malfunctioning, they might simply risk breaking entirely at similar damage thresholds. This way they come cheap and are replaced just as readily. -
Canonically kill Pun Pun and replace him with a capybara
Carver replied to greenjoe's topic in Suggestions & Ideas
Even furless I don't want anything that'd climb on the bar and get near my drink. Animals on the countertop are horridly unhygienic. -
Change the shift change timer to a single 15 minute one
Carver replied to DatSamTho's topic in Suggestions & Ideas
I'm against any shortening of rounds whatsoever. While I'm neutral on the consolidation of timers (the last 2 minutes are important for winding down and OOC conversation, and the 3 minutes before that are a serviceable last minute warning that more or less everything of note will stop when the 2 minute timer begins) I abhor the idea of shaving even two precious minutes off of any round - especially given the important of those two minutes for server staff, players wrapping up their RP and very rarely semi-important in-round matters. -
I'm in support of no residential 'heroics' in general, security or otherwise (since you often have EMTs and Engineers claiming similar feats). There's no value in allowing people to assign their characters medals of heroism over nothing that happened, merely because they said something first. Unless the ship goes down entirely, I'd prefer residential to remain (mostly) unaffected by events. No boarders, minimal damage (certainly no breaches or fires), just a bit of rocking and shaking so that nobody can claim this or that act of great heroism with zero consent from staff, writers or their fellow players.
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Canonically kill Pun Pun and replace him with a capybara
Carver replied to greenjoe's topic in Suggestions & Ideas
This led me to a thought, why not have a lizard for the bar? Unintrusive, won’t get hair everywhere, no other department has one, all while still being a fairly domesticated animal. Has sprites and serviceable AI too since it’s a passive vermin animal used in custodial events. Bonus points for the obvious Lounge Lizard joke. -
Canonically kill Pun Pun and replace him with a capybara
Carver replied to greenjoe's topic in Suggestions & Ideas
I would not go to any bar where there’s the risk of cat hair in a drink. -
The rework hasn’t done anything to address my core issues with this mode, doubly after the follow-up PR that made horror form require you to remove 3 people from the round again. Can we get this garbage out of secret?
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[Feedback] Raising minimum age for engineering apprentices
Carver replied to a topic in Completed Projects
I’m not sure I would trust a 22 year old to maintain the Horizon’s engines, shields, power network and general structure. As someone else said earlier, it’d just be better to raise the overall human/similar age minimum and discourage unrealistically young characters in positions they’d never be suited for. -
Feedback: New Loadout / Tag Based Categorical Loadout
Carver replied to Zelmana's topic in Discontinued Projects
After some experiences where I couldn't find something (headphone selection) because the search bar didn't work and the tags applied to it were only the most generic 'no restriction(x3)', I really hate this new system. Even excluding the obvious bugged one, it takes significantly longer to find anything I'm looking for and I'm constantly clearing tags to try and see what I have. I feel that it requires even more tags, if anything, yet this only further compounds the amount of additional clicks to circumvent search bar usage. -
As someone who rather despises the Bayification presented by 2IC, I’d quite like this. Though I’m rather torn on handing service to the OM given that overseeing the bridge by itself doesn’t offer too much, I’d personally like the return of Service Manager instead, but if that’s unfeasible then this route is perfectly fine. Flight Chief is a fine title.
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[Feedback] Raising minimum age for engineering apprentices
Carver replied to a topic in Completed Projects
If an additional role was added, it'd make more sense to be a separate role rather than an alt-title. Mostly as I'm uncertain if alt-titles can be set to have substantially lower pay, and in this case potentially lower access. -
Beginning with the positive: The Chapel looks absolutely stellar; same with the Bar, Kitchen and Library. I love the flooring throughout these areas. The north-facing machines are generally more visible than I expected, without intruding too much onto the tiles. Though the Newscaster and Request Console look somewhat cut off sprite-wise, but I suppose there isn't much to be done from that angle. I highly appreciate that this attempts to be unique and distinct from other servers. Onto the more critical: Some of these railings really look off, as if the bottom railings were misplaced by half a tile southward. Some of the floors feel a bit too bright when contrasting with the walls, perhaps due to their highlights? Comparatively, the following floors look very good due to having inherently darker tiles and subtler highlights The vertical sprites on these doors don't mesh with the surrounding walls very nicely. Perhaps this could be solved with some edge darkening/outlines against those walls (in place of the current lightening on those edges, which is rather odd), as present in the horizontal sprites? Examples of both vertical and horizontal included to show what I mean. Final and very small bit of critique, the way that these side rails 'end' makes them look as though they're merely a floor-liner in some places. If end-posts were possible such as where railing corners connect, it would help alleviate this. Overall, I like the changes for the most part (especially in Service), a few touch-ups would solve all of my present complaints.
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BoomerThor - Command Application
Carver replied to BoomerThor's topic in Whitelist Applications Archives
Stellar individual, consistent roleplayer and dependable when the need arises. I do echo the sentiment to be wary of burnout if you should promote a character you especially enjoy playing at the moment. +1 -
Lowering the education barrier in Engineering
Carver replied to ImmortalRedshirt's topic in Policy Suggestions
In the past, we had alt-titles such as Maintenance Technician and Electrician for such, but they were removed because they tended toward a reasonable line of thought: "If I'm not an Engineer, then the Engine isn't my problem" To that effect, I would rather see a separate lower-tier and lower-pay role introduced than further encouragement to have unrealistically young characters within the department. -
[Feedback] Prevent Hivebots Spawning Without Armoury Access
Carver replied to Sparky_hotdog's topic in Archive
I would heavily disagree because blobs and appendicitis can often be horrid round-enders (for the entire crew, and for individuals respectively) without the appropriate roles to answer them. I would simply leave a round in many cases if these occurred unchecked and no one could do a thing. -
I don’t have much to add because others have made some great points so far so I’ll keep my thoughts brief. Events are great, they’re often quite interesting and can be a big draw for players, yet also they often breach into the realm of absurdity (Sept. 18) or leave a character in doubts as to whether it’s even worth working there anymore (Cold Dawn). Both of these can be quite harmful in attempting to retain a character who, quite understandably, would struggle to find any reason to continue working whether due to loss of close friends or uncertainty in the direction of the Horizon’s mission. I have seen many characters departing over these events, whether temporarily or more often permanently. Perhaps if these were dialed down to some degree, and the chaotic nature of them reigned in further, it would help with the retention of otherwise long term characters? As for my personal approach, I tend to have trouble making a character who sticks firm in my head. As a result I tend to shotgun a bunch of ideas and discard most of them until something feels right to me. Otherwise I can’t force myself to stick to something of which I don’t feel any passion in regard to writing for.
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Formalise PMCG subcontractor uniform standard
Carver replied to Sparky_hotdog's topic in Policy Suggestions
I heavily prefer the lack of highlights for several reasons. To begin with, addressing the PMCG; the appeal of this faction is that it isn’t wholly uniform, it’s different groups finding work through what is essentially a door opened by the SCC. They aren’t subsidiaries, they’re contractors - and it shows in this quote from their page “Unlike the other members of the Stellar Corporate Conglomerate, the Private Military Contracting Group has few employees of its own.” Now, does that mean I want it to be free for all just pick whatever from the loadout? Not exactly, I like the the sub groups beneath having their own uniforms - not PMCG uniforms, but something that I can look at and go “She’s Wildlands” or “He’s Phalanx” - and that’s what the unaltered uniforms offer. The second matter to address, artistic integrity. A spriter came in with something unique, created with a particular vision, and I don’t really see the point of damaging that vision to fit some ugly sky blue or golden highlights that only serve to clash with the original design. I can understand offering feedback for, as an example, how the original Phalanx uniform PR was woefully similar to Zavodskoi’s edgelord aesthetic. It’s fair to want something to be different when it treads perhaps too closely to an existing design. But the new jumpsuits made in place of the prior fatigues had excellent designs, which made it grating to see them bogged down with clashing highlights that don’t even match their palette in the slightest. I don’t have much else to say on the matter but to leave my argument in summary: The uniqueness of the PMCG is that the sub-groups don’t match in aesthetic or approach, and it is preferable for both aesthetic and perhaps reasons of contributor morale to let unaltered sprites stay true to their spriter’s vision (at least, where they are original in design). edit: I have one slight more thing to add, legcuff highlights are absolutely hideous and ruin any uniform by insisting upon boots being required in order to hide them. They soil every sprite they touch. I didn’t include this in the above because it’s a purely personal taste. -
If an argument is that we'll never see it again if it becomes a voted mode, then perhaps it isn't a very popular mode to begin with. "We'll rework it" has been said for years now and curiously never has any real rework come to fruition - just minor changes to things like horror form, armblade, adrenaline sac and so forth. So while you can paint shit to look gold, it's still shit at it's core, and the guts of this mode have never truly changed from it's original LRP server implementation.
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Changeling's a relic of the past, when rounds averaged 40 minutes long so getting silently killed in the first 10-15 wasn't the epitome of feelsbad. It's quite predictable in every case: Someone gets murdered and the body is either never found or the ling is caught early on, if never found repeat the process until Sec catches them and it becomes a 40 minute back-and-forth of revives and armblades; until invariably the changeling either gets their head blasted off with a shotgun or they're sent off to xenobiology/xenoarch for Science to suffer instead. I'd prefer a full removal, but this is just as effective at making the mode avoidable while leaving it for those few who do enjoy it.