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Carver

Lore Writers
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Everything posted by Carver

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. I'm completely fine with typing out my thousands/millions/etc. in exchange for this.
  7. Adding things is nice. Missing things is not nice. That sums up my thoughts on randomization.
  8. I like the idea and support it, but I would argue the reason most people don't join is rather that they're idle in the lobby - not that they're present and uninterested. I have a habit of leaving the game running on the off-chance I want to consider joining later in the day.
  9. 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.
  10. The first iteration of this feature instilled a permanent habit of me always voting extended.
  11. Could just turn the weirdly secluded reference section into a display area.
  12. I see no reason to keep this button, so why not.
  13. Or in other terms, remove it's status as a combat module. Mining asking for security/combat hardsuits just to get night vision is incredibly silly. If it's supposed to be so it's rarer, up the research level requirements and make it require a semi-exotic material.
  14. My sentiment from the prior app stands. I'd be curious to see how Fluffy approaches the position of Command, and I've had fairly positive experiences with Raccuso as of late - a rather social and competent (if occasionally incomprehensible) Officer. +1
  15. I got dibs on one of the ten slots.
  16. Carver

    The Salad Bar

    Can we potentially upgrade this to a full buffet that the chef can contribute some options to? Some taco-seasoned ground beef, some fried chicken, etc.
  17. Thank you; I do appreciate the added door, but I do not consider it a solution to this suggestion to remove the gibbing/mob deletion.
  18. More than several times people have glitched into the shaft having a horrid time as a result, and using it as a murder tool is as tasteless and disgusting as using the crematorium or gibber. Instant kills should be relegated to the realm of high-end bombs and ship-v-ship weapons (notably the Leviathan), and should never be something you accidentally die from.
  19. By the same logic, a gunshot to the head would always instantly kill you - or a crowbar swing to the noggin would knock you out and cause severe brain damage in one swing. But ultra-realism isn't something we stick to for good reason.
  20. Instead of solely limiting the access I'd also make it a one-way exit akin to medical's doors.
  21. In short; Remove the gibbing/mob deletion, replace with massive damage/non-head limb loss akin to teleporting into a wall or similar. It adds nothing to the game and is disturbingly more common (usually due to bugs or incompetence) than people using the gibber/crematorium (however much I equally despise those).
  22. Such is why I suggested it to be relegated to Code Red, treated as something solely for emergencies, though I don't know if it would be possible to unlock a radio channel based on alerts. Personally I'd rather they not get access to any departmental radio, so I brought up an alternative. As for announcements, I like them having them since I can ask them as Command to go and make announcements in my stead (I refuse to carry a laptop). Though I rather dislike when they make announcements on their own without being requested to.
  23. A very clean alternative in that PR, I like it!
  24. I'd rather merely suggest a [Gunnery] channel for HTs, BCs and Command that activates during Code Red or some such; rather than giving them headset access to a department they interact with about 3% of the time given how rare ship combat is.
  25. This may look a little messier on the manifest when you're glancing out how many Physicians or Security Officers there are and you get something like: Dinkle, Idris Security Officer Poopy, PMCG Security Officer Feefoo, Zavod Security Officer Sure, it looks better on the ID itself, but the manifest is where this tends to matter most. Plus, some of the shortened corps like Zavod, Hepht and Zeng look frankly terrible when they're placed directly in front of a title. It only really works for the other half of corps who either have a full name, or use acronyms - overall it would need to be changed to use the acronym of every corp if it wanted to look uniform and neat, resulting in: Hepht = HI Idris = II (this is the only one that has potential to suffer aesthetically from being an acronym, but most fonts you can use rectify that) Orion = OE Zeng = ZHP Zavod = ZI and as an adjustment for uniformity, NT = NTC With everything being shortened and made into uniform acronyms, sure, I can see it working. In fact I would give it bonus points for making ZI synthetic names look even dumber, potentially freeing IPCs from that aesthetically ugly naming scheme.
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