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Carver

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Everything posted by Carver

  1. I think it's the perfect place for Patience. That earlier remapping thread that had an iteration with patience, some grass/shrubbery and a bit of water was perfect. It gives it an open, natural 'atrium' sort of feel that is precisely the place my characters would like to hang around. We have fairly high ceilings anyways due to having Ta and similar aboard. Consider also that the bridge above it has a very raised center floor, and the thought of tall ceilings in that service area isn't quite strange at all.
  2. Mild issue, they have an entire alt-title that isn't a doctor. Dolling up corpses is also something well beyond the expectations of a psychiatrist, and I'd imagine would be more done by Physicians or Surgeons (more likely the latter if it involves any form of surgery). Psychiatrist/Psychologist should likely stay as a minimal expectations RP role with a very clear focus. If a changeling gets implanted with this that'd actually be quite funny. Some more discouragement for lings who spam fake death would go a long way, and anyone who isn't spamming it could choose to 'wake up' before a surgeon handles their body (and would likely have a good grace period anyways given that, hopefully, an autopsy is performed before the body is seen to).
  3. I'm not sure it's r e a l l y needed to have them near the bridge, particularly the Consulars - I'm unfamiliar with Liaison access as I'm still working on a character for the role, but Consulars do not have access to the Bridge directly - only the hallway toward it and the conference room. Apparently a couple of Bridge Crew have gotten bonked for letting my Consular on the bridge now and then without directly asking Command first, even with very fair reasoning (which is perhaps why I never heard about the bonks until the BC players mentioned it themselves) - which leads me to reason that perhaps having the Consular Offices not directly adjacent to the bridge might be something 'culturally' beneficial beyond merely my prior desire to encourage a better spread of traffic around the Deck 3 ring.
  4. I like the both of them, though I do prefer the more compact layouts overall. If space is a greater concern in the long-term I'd potentially suggest moving the Consular Offices across the third deck ring to where the crew armoury is, shoving the Liaisons where the Consular Offices are, and shoving the crew armoury into some other less-used corner - since thematically the Consulars aren't really married to the SCC Bridge and that ring could use a greater spread of foot traffic. This would open up a lot of free bridge space to use however someone would like. A further spicy suggestion may be a return to traditional mapping habits: Having the teleporter in that unused space on the bridge, opening up the space it uses on Deck 1 to be used for something else (Crew armoury in a weird location?). But this is more of an idle thought on how to use that foam-area than a serious suggestion.
  5. There's plenty of interaction available - corporate competition is a woefully underutilized theme that multiple liaisons are perfect for, and to plan around just one when the entire suggestion for that was to double up on both parties is simply rude. If Liaisons are neglected then I'll push suggestions to double them up until the day I die, because they have equal RP opportunities if not vastly more than most Consulars - who tend to depend on citizens of their factions (or enemies of their factions) existing in a round to get any meaningful interaction. There are plenty of archetypes for the Megacorporations that are further supported by the role's alt-titles as well if you choose, for example; a Hephaestus Workplace Liaison from Burzsia, a Corporate Executive of Idris, a PMCG Representative from one of it's own myriad of sub-factions (NCS, XDS, the EPMCs, etc.). Furthermore, every round with a meaningful manifest will have members of each corp for Liaisons to engage with in some interesting fashion, as even the more specialized Liaisons still represent their greater megacorp - but not every round is going to have a citizen of the Nralakk Federation or the PRA. As for space, you could simply shrink the office design and find it easier to mirror it elsewhere in the bridge. There's an unused little room beneath it that offers plenty of space if the design above is shrunk, meanwhile the BCs don't need anywhere near that much space for their table with a few knick-knacks and 3 lockers - and the Captain's misusing space immensely with how strangely protected his oversized office now is. Putting aside the Liaison topic for the moment, instead toward the thought of the Captain; I'd really prefer the Captain's Office and Quarters to have windows to space. There's nothing special about this new location, feeling more like the Captain was just sort of shoved into the leftover space from Telecommunications. The Captain not having a good view of space from his quarters is absolutely criminal.
  6. Only one Liaison Office?
  7. I like the rest of these (barring the gustatorial one because I worry it might 'soak damage' for no actual effect, if you've been shot to shit you're not gonna walk off to the bar to go and taste drinks), but mild input on this: Not every IPC takes EAL, and not every IPC was built within Tau Ceti. TC Basic is absurdly unlikely to be the 'built-in' language of a Solarian model or an Assunzionii model, for example. For that, I like the idea of the stutter/crackle but not removal of any languages. If it needs a full-broken effect I'd suggest muteness because that's significantly impactful (and because if I start seeing every sec IPC taking sign language it'll be really fucking funny to me).
  8. I strongly prefer 2 and 2 - even if generally representatives are rarer, there's strong potential for some friendly corporate competition when multiple are present - there's no need to double up on Consular and neglect to double up Corporate Representatives. Otherwise I foresee a suggestion being revisited in the future when the role invariably picks up again in popularity. I should probably also pose an argument against the "perhaps the player who did not win the slot at round-start played another department/character" thought, in that - if I want to play a character and the slot isn't open, chances are that I'll sit in the lobby until it opens or the next round comes up.
  9. While I'd potentially agree with you in most of these cases, this one Is a precedent we should likely be avoiding in most cases. If your character switched careers, fine, I'll overlook a trained Engineer with a degree switching to an unrelated field where the career competition is 20 year olds with no higher education. But forcing open an airlock with tools, if it's for something like Security purposes, and not for something like 'THERE'S A PHORON FIRE IN THIS ROOM I NEED TO BUG OUT', takes away the value of the actual Engineers in the round who you could instead choose to involve by asking for their assistance. You also really, really shouldn't be carrying a toolbelt as an Officer in a vast majority of cases. If you're breaking open a door by force like most other Officers who are impatient or under stress, no one is really going to care.
  10. Pretty sure the poll for this was a 'no' given we had this added to the wiki the day after the poll ended.
  11. When I say uncomfortable, I mean explicitly OOCly uncomfortable. Notably why I mentioned I'd just cryo if I was targeted by them, and probably ahelp the AI while I was at it.
  12. These five have some potential to end up producing really weird/uncomfortable situations for players, I don't really mind the rest but I can see myself just cryoing if I end up targeted by any of these as the crew. The first one can be fixed to avoid weirdness by removing the 'and beauty' part of it, at least.
  13. Only if it's comically loud.
  14. I'll gently remind that the balance of this medical system is lasting wounds and attrition. Blood oxygenation, brain damage, organ failure. Something Security is already strong against due to medical existing, and something that these listed models ignore entirely. You don't need armour if you're on an ancient version of pointmed where your failstate is death and you're backed by an entire ship. Sure, just like toeless boots - aliens being unable to wear most human voidsuits - etc. Very snowflake to imitate an existing and functional system that separates equipment available to the various species.
  15. I'm afraid I wouldn't take any compromise but no armour whatsoever. Despite what you insist, internal injuries and pain are exceptionally relevant - and a Vaurca can die of injuries post-battle. An IPC will never bleed to death, suffocate or pass from organ failure. Industrials are effectively the Bulwarks of IPCs, and Bulwarks are wholly unable to wear armour. As for an antag status check, that would be awful snowflake code that adds a mechanical variance between mundane (non-magical/alien) antagonists and crew, something that doesn't particularly exist at the moment outside of combat manuals. I can't support such a check, I'd rather prefer seeing armour designed for them in the uplink.
  16. The key takeaway from my mention of brain-med is that they bleed, feel pain and are otherwise affected by most mechanics despite their wearing armour. Vaurcae are also not exactly the most resilient of species due to poor self-healing and medical not uncommonly killing them from malpractice. Much as I dislike revival mechanics, that isn't really what I'm targeting. It's more of a 'cherry on top' of the pile of balance issues. There's no way to really cleanly do this besides having armour in the uplink designed to fit industrials. But making G1s, G2s and Xions entirely unable to wear armour outside of antag-exclusive uplink gear is one compromise I'd be entirely fine with. I actually made a point of testing these differences out of curiosity, but I didn't post screenshots of the results because my post had felt fairly lengthy as-is. Off of memory last night from a brief bit of testing laser rifles it generally protected from around 7-8~ more damage per shot (I don't have the exact numbers because I didn't take screenshots of anything but testing on the combat hardsuit) to have specialized armour vs heavy, which for high-capacity semi-automatics like said aforementioned laser rifles, constitutes a fairly significant loss of damage over an extended engagement.
  17. While I did mention the maglight, a tool that I mentioned as quite slow - oh, and if you're using a combitool implant as security there's a strong argument for powergaming there - I feel this is worth demonstration. By the same tests, a maglight took thirty hits to break the door. That is nowhere near the same time efficiency and can't be done if one has had their equipment removed from them. Vaurcae don't ignore brain-med (Dionae somewhat do, but they're loaded with a plethora of native weaknesses) and the server has made very strong efforts to move away from powergaming Security Dionae as far as mechanics go. I have taken the time just now to test this as well, and it works per the guide. If we're going to take half-measures I'd rather see Industrials wholly unable to use any armour. But I'd prefer a change that targets solely Security, instead of crippling the antagonists of these sub-species as well. Consider that telecrystals are a very finite resource that you will typically use a majority of to enforce a gimmick, leaving you not as much as you'd perhaps like to handle other matters if you have multiple big issues. Per my earlier comment, these issues are normally circumvented via cleverness such as taking the fight to space, but in this case that isn't very feasible. As for hardsuits, they are both a significant investment in regard to resources for human characters to use (and are only very rarely made by the Machinist due to resources and research required, while being essentially never taken by crew from the Vault due to powergaming concerns) while the G2 that can use armoury equipment that is not only available at roundstart but expected to be used - cannot, in fact, use these hardsuits. Spoilered to minimize post-size: Shitcurity Officer is the lad on the left, who with the same spare ID attempted to put on the same hardsuits as the G2 while using the same verb to do so - Toggle Hardsuit. Given that they are used by organic characters, I once again raise the 'doesn't ignore brain-med' point. Furthermore, these hardsuits do not exceed the power of Corporate Heavy Armour, per this direct comparison below of the Combat Hardsuit and Corporate Heavy. Thus meaning they can be effectively defeated by most non-AP longarms. .. I really hope these spoilers worked since this forum has no preview feature.
  18. I feel quite content in my statement considering they blatantly disregard: The entirety of Brainmed including the pain system and internal injuries, the requirement of tools to bypass a majority of doors, the grab system by virtue of their modifiers (what I was referring to by melee abilities), the existence of voidsuits (yet curiously are still able to wear armour), the permanence of death and so forth. They are, for the most part, existing in a state of balance reminiscent of how mechanics were ten years ago. I would dare say they're superior to the old security cyborgs when they're adequately equipped. I prefer to address the source of the problems, not the symptoms. Being reminded of something I had meant to post in again for some weeks is none of your concern, and I truly would not care what model your character is in - though I can't imagine myself willingly enabling antagonist roles with an Industrial in Security. Laser rifles would be quaint if not that Security starts with ablative armour in their armoury, and they will generally equip themselves to counter what you are seen carrying. It is rarely feasible to carry multiple longarms. As for EMPs, they are cute but I'd prefer not to have antagonists balanced around ordering a different tool to disable each individual within a department (especially ones that have been nerfed heavily from prior iterations where they were truly effective in destroying synthetics, rather than merely disabling them). Traditionally it has been balanced in this form: If your weapon is hard countered, you bring the fight to space where specialized armour is no longer feasible - something decidedly ignored by the three IPC sub-species this thread is commenting upon. As for door ripping, generally if there's a glass door there's a window that's markedly easier to break. If the door isn't glass, then I wouldn't exactly expect to be shot. I'll note that it takes a great amount of time as well for the average Officer to break down a door physically, given few of their tools have enough force to do so - and those that are typically carried (maglight) are nowhere near the efficacy of a fireaxe or similar. Dionae can as well if I remember correctly? Though I believe it's rather traumatizing for them.
  19. Even with weak points I'm not really sure, all of the models listed are capable of wearing armour in space which means you can't counter them wearing specialized armour as one typically counters security - fighting them out in space. It's a whole bundle of disregarding mechanics even if one ignores G1s/G2s being exceptionally utilitarian with their melee abilities and the absurd power of being able to rip open a door or punch through reinforced glass.
  20. I have seen some rather poor industrials in the department lately that reminded me of this thread. As has been said before, the department does not benefit from objectively overpowered races that ignore a vast majority of mechanics and enable bad play in general.
  21. I would rather we not. I play on this server because it has chosen to not be like other servers, in regard to both aesthetic and general direction.
  22. I completely despise this brightness, please return to what we had before. I play a character with nearsightedness and find that I have perfect vision without prescription glasses now just because of how bright and high-contrast these tiles are. Even putting the brightness aside, the new metal tiles are very visually busy which I quite dislike. I really hate to use this argument, but did the tiles truly need an update? I felt like the general colouring, tone and tiles of Aurora have always been the strongest part of it's aesthetic. Mild edit since I shouldn't be wholly negative: The dark-greenish tiles at the stool area of the Kitchen are good, perhaps the one tile I do like from this. I'd like if they were an addition, rather than part of a general replacement.
  23. And hopefully removing the dog tags, lol.
  24. I rather like having two holodecks more, truthfully. We have so much unused rear wing-space that I really can't see issue with putting the bunker somewhere around the back. Patience belongs in Service instead of that awful dance floor.
  25. I'd argue assistants have plenty of reason to exist, it's just that they're criminally underused. They're very helpful for Command (or any crew) who need small tasks done, or just wish to have a general helper on-hand.
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