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Everything posted by Carver
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Perhaps an ideal solution may be having the roll guaranteed then, so that the guaranteed spawn works as intended? This would solve any issues with being unable to find resources.
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Isn't a mineable asteroid guaranteed to spawn directly adjacent to the Horizon?
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Allowing consulars, liaisons and potentially captains more disabilities
Carver replied to EJJ's topic in Policy Suggestions
I agree particularly for Consulars and Liaisons. They're not really expected to take an active role in any kind of developing situation that requires physical ability, so why should they be restricted from physical disability? -
It's really not hard to guess what failed to roll. I'd hope it could be changed so that there isn't a delay when a mode fails to roll and it immediately checks to roll another until one succeeds, but I don't know if that's feasible.
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Fluffyghost - Moderator Application
Carver replied to Fluffy's topic in Moderator Applications Archives
I'd like to say Fluffy is one of the more quickly improving players I've seen on Aurora. Generally receptive to feedback, a visible interest in becoming involved in the community and an active contributor on the GitHub. On a more critical note, I would like to see some more work into improving grammar/sentence structure - but that can take someone a while and it does seem that you've been trying to improve on that front! Still, it's worth mention given clear communication is a significant requirement for any 'front-facing' staff such as those involved in moderation. I would like to give this a +1 due to a generally positive trend of recent and long-term OOC behaviours I've seen, but I'll be fair and say that due to my own business I haven't been as active in-game as I'd like during the past month enough to see how your behaviour has been there as of late - so my feedback can be taken with a grain of salt due to that. -
I suspected this would happen given the community's prior history with likes on the forum and, similarly, reactions on discord announcements/rulings.
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Generally if I'm in need of a new limb I will request a Surgeon to perform the procedure, with the Machinist producing the limb in question. If I'm not playing an IPC, I don't want a Machinist cutting me up no matter if it's in or out of their filthy workshop.
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Heavily disagree with this, sometimes as another member of Command I need to ask BCs to make announcements on my behalf. It's easier to do this with the Command channel, but, I would be fine with a Helm channel if all of Command held access to this channel. BCs become vastly less helpful to me as a member of Command if I have no direct line of communication - and to boot are liable to end up as a decidedly less social role (social interaction is 90+% of your round as a Bridge Crewman, without it it's an unfathomably boring role). As for the main suggestion, as above - if all of Command maintain a line of direct communication I don't really care. Though it will make the role a bit more boring - and I'd rather Command discipline misbehaving BCs than hamstring the role.
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I have to imagine borging requires just as much cleanliness given you're sealing that brain and whatever's on it into something permanently. You don't want to introduce bacteria or anything harmful into the MMI or else you've wasted your investment. To that effect, the old Robotics Workshop on the prior map had a fairly sectioned off surgical area separate from the general workshop if I'm remembering correctly. I could imagine with some shuffling that it could be reintroduced.
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I don't think translator gloves are going to solve the main barrier that keeps mute characters out of 80% of the roles: you can't use the damn radio. There's also the obvious 'every other role requires you to be holding tools, thus rendering effective sign language impossible or at the very least improbable' but the radio is the key thing here. Whether or not these gloves are added you're very likely not being allowed into those jobs if you take them over the augment that replaces your vocal cords. Look at it this way: the synthetic vocal cords/synthesizers are equivalent to using a prosthetic to replace a missing hand, the hand signs gloves would be equivalent to using a hook to replace the missing hand.
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Big agree. I loved using the library and a lot of the books within as another avenue for RP and fleshing out more bookish characters, even when there isn't a Librarian present (aka a majority of the time given there's one person who mains it). Now that it has the useless visitor terminal again I'll probably just be ignoring it in favour of the bar/cafe - it didn't really take away anything from the Librarian to let people print their own books, because if one was present people would usually read in the library anyways. +1 Please return the old computer.
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I like this idea most in regard to handling mutes. It furthers the PDA as a useful tool for them, doesn't take loadout points (and much more importantly, means every single one [in the crew] is going to have access to a communication tool) and is extremely believable compared to having gloves for the task.
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This sounds complex, but the one thing I want to stop starting with is that damned black jumpsuit. I've never seen ANYONE who starts with loadout uniform slot apparel choose to wear it. The events on the Orchard Moon and Cruise Ship were highlighted by each having some table people dumped dozens of those fucking jumpsuits on.
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My only issue with the PEAC is that when it was buffed the single use anti-tank rifle that antags can purchase never got a parity buff. I don't mind stuff like this being strong, but I like consistency across tools that are meant to serve the same purpose. As it were, the PEAC is really fucking awkward to use which discourages casual use - and God forbid you miss and hit someone or something else.
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This is a bit strange, I'd find it more logical to have goggles that others can wear that would interpret the gestures - but that would defeat the point as few would take said goggles. These gloves seem like they'd be very annoying as you'd unintentionally set them off doing various tasks. Overall I like the idea of more translation-based loadout wear, but I feel that gloves are the wrong approach.
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I don't really have an issue with that but it'd need a new type of headset: Service-Science. A bit niche but giving Xenobotanists extra optional things to do is never bad.
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To the contrary, I don't believe Xenobotany/Hydroponics need more freedom. Xenobotany plays with, mechanically and ICly speaking, very dangerous plants that are well capable of harming or outright killing crew. I don't need to see the average Hydroponicist playing with death nettles, k'ois and similar things again - nor would I trust a non-insignificant amount of the existing gardener characters with access to said things. This is one of those things where I'd have to see a minimum age increase for the role given the education you'd require to ever be trusted near such dangerous specimens, but that would outright kill off a few pre-existing gardeners/hydroponicists so perhaps it's better to leave them separate.
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I like this just for the creative uses it could have for turning people without needing a monkey on hand. I always like being turned, so more methods to have it be feasible are a plus.
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I don't really like job mergers, but having Pharmacist moved to Science and just given the old med-sci headset would be interesting. Main concern is that would make CMOs unable to perform the duty of making meds when there's no Pharmacist, and I'm quite certain most RDs wouldn't bother in the same situation (not that RDs exist very often at all compared to CMOs). I think Hydroponicists are fine as-is, it's a chill role that doesn't demand most of your time which fits perfectly for the generally low-stress service roles. Xenobotany being it's own thing is sensible because the average Hydroponicist character I wouldn't trust anywhere near mutated or randomized plants (or k'ois), and I really don't want to see younger (non-lab assistant) science roles.
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I'm completely fine with typing out my thousands/millions/etc. in exchange for this.
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Adding things is nice. Missing things is not nice. That sums up my thoughts on randomization.
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Oh, I'm aware of how it works and worked. I'm merely stating a long-term result of the first iteration so newer people can make their own judgement on the feature and it's glaring faults.
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The first iteration of this feature instilled a permanent habit of me always voting extended.