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Carver

Lore Writers
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Everything posted by Carver

  1. I'm not sure Operations needs it, it's already a huge target by virtue of the cargo shuttle and I often see group antags holding up there. Placing it somewhere public that isn't already relevant might help shift the general flow of 'antag traffic' round-to-round, perhaps the Research Hallway?
  2. I somewhat preferred how the old vaults (and current scuttling device) were out in the hallway since it means if there was a robbery it was a very public ordeal. Shoving it in Operations feels quite odd given that a majority of the department would be brigged for even daring to think of going in there, so it seems liable to be as forgotten as the phoron stores currently are.
  3. I like this idea, more tie-ins to old lore arcs are always super cool - and a safe is a good way to include them without making them especially 'in-your-face'. In general I think a vault should only contain monetarily valuable and lore valuable stuff.
  4. I more or less summed up my view; If you're readying for a crew role, you should be committing to that crew role whether or not you roll antagonist. A feature that encourages the kind of people who presently leave if they don't successfully roll for antagonist is something I fundamentally disagree with.
  5. My assumption is if someone readies for a role, they intend on committing to playing that role no matter if they roll antag or not. There is no point to showing who's readied for a crew role if such readies are misleading 'ghost readies' that disappear when that person doesn't get the antag role they want - I have as much disdain for this as I do for people who'll cryo if they don't get an antag role.
  6. For off-ships, at least historically you could kinda do this by readying up with no crew role + return to lobby but having the off-ship antag roles enabled. Maybe you still can, idk. While I generally like the idea, I have a few concerns: Won't this make 'antag mains' potentially even more identifiable if John Doe is ALWAYS a traitor/vampire/head revolutionary when he's on? We already have something of an issue with people inherently distrusting characters when the player always has antag roles enabled, often leading to said character being an antagonist every 2 or 3 rounds. With this it's not unrealistic that you'll have characters that are, unironically, always antagonists. As someone who doesn't like to ready up for a singular/limited slot if there's competition, such as the Consular/Liaison roles; Librarian/Chaplain; etc. (I'd include Command but it's mostly irrelevant for this example given it cannot roll for most antags): I would feel especially soured if that competition was someone who only wanted to use the role for the sake of antagonism. It would feel unfair to be competing for a one-of slot with someone who has no intention of actually playing that role if they're not an antagonist, to which I would genuinely argue that anyone with this particular setting enabled should be getting secondary priority at best for a slot.
  7. I'd take carpet over a dance floor, honestly. Maybe that nice teal carpet that's never really used in mapping.
  8. In either case I'd still argue for some grass/water or something instead of the dance floor. Give it a soothing atmosphere instead of a sleazy atmosphere.
  9. As someone who'd honestly prefer rounds to go on for longer than they do at a minimum, my opinion on this is probably quite apparent. To explain, I prefer longer rounds where people instead can cryo when they're tapped out and those who stay can carry on their interactions/stories for extended periods. Often I've had some great interactions unfortunately cut short by the round length as it already is - and in 10+ years of playing around on servers ranging from 30-45~ minute length to 4+ hour length, I personally consider the ideal duration to be placed at about 3 hours. Anything shorter just leads to disappointment, and Aurora rarely votes to continue as it is despite how often the crew insist upon never cryoing when they're tired/bored.
  10. I really, really preferred the tree over the dance floor. Little bits of nature like that are nice and break up the room in a good way. The dance floor is just tacky and makes the whole joint look like some scuzzy nightclub. Really went from a 10 to a 7 for me with that change alone.
  11. Went from a 3 to a 10 to me, adore it now for the most part! Still hoping for some kind of 'private reservations' cards in the kitchen with windoors for the dining tables, but that'd be trivial to add in some other PR. Absolutely rock solid implementation now. Contrary to Dreamix I like the plants in the middle of the hallway for visual beauty, little things like that would make living on the ship a bit more bearable - tho while asymmetry doesn't bother me, the 5-wide shutters do - perhaps have them 3-wide and flanked by some full windows? The bar backroom doesn't really need space either given it should only rarely be used, so better to leave it how you have it. Hydro is perfectly functional. But, I will agree the kitchen could be marginally more symmetrical to the private lounge. Perhaps shove in some chef uniform lockers in the extra space that would require?
  12. Honestly, it wouldn't be a concern if we could get boltable windoors. The clumsy solution would be windoors with special access requiring cards from behind the bar.
  13. Depending on the aesthetic that can't really hurt - though it falls under the same privacy issue as the curtained dining tables have, where it's a few steps from the bar so every nosy bastard will walk in to look since unlike actual restaurants you won't get kicked out for bothering guests.
  14. Even so, I still deeply miss sections like the L couch that were good for private meetings between crew - the little curtained 'smoking area' with the two comfy chairs that served a similar purpose. These all added to a very comfortable, gloomy atmosphere for the 'other half' of the bar that was pleasant to have overall. Now if I want privacy I may as well just leave and go to the cafe or the lounge behind the holodeck - and before the curtained dining tables are mentioned, they're never private. Everyone will check them in the current bar since they're so trivially accessible compared to the prior mentioned areas (which requires walking into an entire other room) and there's no real way to keep nosy crew out.
  15. I really can't say enough how much I dislike this. It removes my absolute favourite sections of the bar - the dark, cozy lounge and the relatively quiet stage area - while making the whole thing guaranteed to be breached if there are any carp. Furthermore if one area is breached, the whole damn thing is breached - gone is the security of having the stage breached and the bar and kitchen being fine, having the bar breached and the kitchen being fine, etc. Passing by the bar to check for people is also far less passive and easy than it once was, given you can no longer shoot it a brief glance walking through the halls. I like the visual use of stairs and railings, but there was very good reason for actual walls and doors being used extensively there to separate rooms.
  16. R-Walls are really more of a time-barrier than anything if someone has tools. It's not quite a deterrent to have extra so much as taking twice as long and thus having double the window to be caught - I personally prefer my window for escape being more literal, but that's because I enjoy breaking people out via the exterior and chucking them into air bubbles. High speed, high risk, immediate alert, but very fun!
  17. For context, I generally assume as a traitor if I'm going into perma I won't have a PDA - and very few traitors invest in the uplink implant (since medical loves to body scan literally fucking everyone who comes to visit). I try to look at it from the context of mercs/raiders who can much, much more quickly smash a window - shove a guy into a voidsuit or air bubble and yoink them out compared to slowly disassembling a wall and gaining a higher risk of popped lungs for their guy on the last steps. I'm also a big proponent of taking the space immunity ability as a ling. Presently, as a note, you can smash the reinforces windows and make tools from the metal rods that can get you out without needing TC - the walls require a welder which is the only thing you can't really ghetto-craft into. Overall, hope this may be the straw that encourages someone to sprite diagonal windows! They'd be a very nice option for several parts of the ship.
  18. I believe they're put there because they fall outside the bounds of the traditional command and faction structure (given BCs have the SCC faction, Liaisons have a fat variety of factions and Consulars are wholly independent), and putting BCs under Service (Given the XO is the gun-lord, not the OM - tho I'd wished it was OM!) would simply sound odd.
  19. My primary feedback is that communal really, really needs a window to space. Otherwise the ability to escape it or break someone out without a full toolbox is drastically nerfed. On the other hand, I heavily prefer our current armoury's design as the 'extra door to enter' before the armoury proper makes it an extremely defensible hold-out spot (esp. combined with the barricades) that isn't trivial for even a full mob to break into when Security is holding it down. As an aside: Originally with the first draft of the PR I had a ton of issues with a majority of the changes, hated the HoS Office being moved primarily - though the newer iterations address that. I can see very strong improvements in design compared to the initial draft, even if I disagree with some of them.
  20. Heavily support this. Any amount of surgery has always left them feeling overqualified in the amount of things they can do - I'd even go so far as to support installing new limbs only in absence of a surgeon proper. Let their primary duties remain being exosuits, hardsuits and building/fixing wholly synthetic beings.
  21. It'd feel wrong if such a thing wasn't written by a figure like Skull who's been through a majority of that history.
  22. I have not directly observed his play or been in his department during this trial; but as someone who'd played extraneous roles (Off-Duty, Consular, etc.) in rounds where he's been on as HoS, I can say he's had a generally positive impact on the greater rounds and I haven't seen it ever devolve into a mess (in a manner that could be seen as the fault of the HoS). I can't say this about all Command players/characters, but for those I can, I appreciate them being around. +1 for being one of those positive sorts.
  23. Normally I would be against both of these due to preferring to prioritize server growth, but last event seemed to be a fucking mess so I can't really care to contest it. If I had to support anything though, going off the hub during events would be my choice since it's cleaner.
  24. In regard to the latest event, the issues seemed at the core to be that the crew weren't well kept in check and it eventually devolved into chaos - doing nonsense such as theft, misuse of explosives and so on that should be preventable by local (and non-hostile) forces. My own alternate suggestion would be to have more event characters/volunteers who would be tasked with overseeing medical duties, organizing the crew characters and providing protection for the 'safe zone'-type main areas (including the arrest of misbehaving crew characters).
    This was the biggest clusterfuck I have ever witnessed and I don't believe the crew could have handled it any worse. I loved it.
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