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Everything posted by Carver
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Honestly, a very sensible argument. I'm not really bothered by the specific wording, but I like the thought you put into this.
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I'm not quite sure scientists are intended to go against xenofauna solo. In most cases when no one is there to accompany you (don't be afraid to ask Security for an escort if there are no Miners), you should be able to trivially request a miner's suit (which can then be cycled to appear as a research suit!). Having a dinky headlamp isn't really exclusive to the research suits either, most suits suffer from it - encouraging you to bring floodlights, or to request lanterns from operations.
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2 dismissals Remove two-thirds majority for transfers below 3 hour mark
Carver replied to Flpfs's topic in Rejected Policy
I'm quite content with the current 2/3 system, including the (lack of) vote weighting. It's not uncommon during early and late hours that when a round ends, the next may have less or even no players because people don't quite wish to start over and commit another several hours. Personally, I would even prefer a longer minimum round length. -
Didn't xenoarch have a voidsuit back in the day, with intermediary anomaly protection between that of a non-spaceproof anomaly suit and a standard voidsuit?
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[Denied] ElizabethDame IPC WL
Carver replied to ElizabethDame's topic in Whitelist Applications Archives
One of the best shipbound players around, I have full faith in their ability to play an IPC just as well. +1 -
Didn't we have separate modules for engineering and medical - as in, two separate ones per department with specialization?
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I heavily dislike this consistent mindset of one's job being 'stolen', to the contrary I always appreciate having a cyborg in my department. It eases up on the stress of a workload, frees up my time to interact with other crew and in general makes life consistently easier. I couldn't be more against them being removed for such a reason.
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Nothing really stops you from inviting off-duties onto the bridge in casual situations, or turning to them for advice. They're not really working or being promoted into work when you merely ask them for input. Sure, there's no pre-existing expectation that an off-duty will provide any kind of advice and they can easily refuse to if they don't want to, but there's nothing stopping you from engaging with them as-is - this suggested role already seems to have the same expected limitations of 'don't promote them unless it's an absolute emergency' and having 0 authority.
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It wasn't a mess prior when Roboticists and Geneticists were Sci-Med and Med-Sci respectively, it just meant they had an avenue of clear communication with the non-dominant department. Ops-Sci would be extremely non-intrusive, but I could easily see them remaining solely Ops and just divorcing their mechanics from research levels (which is the only tie they really have left to Science).
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I don't think you're typically supposed to be building new IPCs from scratch, and spiderbots are remarkably useless. If positronic shipbounds were out the door, the free posibrains would logically have to go with them (and I say this as someone who wants to keep all shipbounds and maintain the status quo with their existence).
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This is the solution that I'd be happiest with. Opening up communication without taking away anything from Operations (and without taking away the fitting Megacorporate options of the role).
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And not everyone needs strong motivations or a deep backstory. You can roleplay as a basic, emotionless robot without any issue - and that shouldn't be remotely discouraged. I often enjoy interacting with these 'non-characters' more than most other characters.
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2 dismissals Shifting the Connotation: Staff Complaints
Carver replied to Caelphon's topic in Rejected Policy
Putting a different name tag on it wouldn't really make me any less averse to using it. You can give it as flowery wording as you'd like, but my hesitation to make complaints because I'll assume it will generate a strong personal dislike from the subject of the complaint (and their friends) is not going to be lessened. The closest thing to addressing this is the confidential complaints section, and to my knowledge there are some very strict requirements to even post one of those. -
I honestly wouldn't mind seeing safe use of these extend to hardsuits so that hardsuits find a stronger utility. Off the top of my head there's also the thermal lance (or thermal something or another) that only Ta can use, and frankly should probably stay that way given the power of it.
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Their ability to be extremely helpful and take the brunt of the workload in a department is why I love them, even if I never play them. Nothing is more nice to have than an engineering shipbound on lowpop, or a medical unit at any time. What others hate about them is what I adore, they'll do the job and they'll do it well without any fuss. As for being a 'non-character', who cares? Robots acting like robots is a rarity as it is, I would loathe to see even less of it. Viax, shipbounds and work-focused IPCs (at least outside of security where they're oddly rare for some reason) are a treat and I love every single one of them I see in a round - they're consistently helpful and they often keep the Horizon's gears greased when things get hectic. Above all, this is the foremost reason I'd argue cyborgs/shipbounds have to stay.
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Hephaestus absolutely needs to remain an option for Machinists. Their entire thing is robots!
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I like their ties to operations just for the ease of access to materials. If anything, it might be nicer to keep them under ops and give them a combined ops + sci headset so they can directly ask for research as well.
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I personally find them no more offensive than G2 Officers to fight, rather easier even, but I can see why one wouldn't want them returned. Neutral on this idea given I'll admit a disdain for stationbounds in general.
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Without these tools it's really not unlikely for the parties to fizzle out when discovered by Security/Command, especially with nerfs to powered crossbows and the like, which were the go-to prior to these uplinks. I also adore how the uplinks can be utilized for theming and other fun things. Without them, I'd likely never enable either antag role as it'd just be a staler traitor that gets rolled if they can't snowball recruitment (and offering crew suitcases of money or items from the uplink is very, very good for recruitment).
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Why not just use spray paint.
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I generally use it as a vomit on command if I realize my character has been poisoned (especially if via food or drink), as vomiting removes a fair bit of toxins. It's versatile, and in your use case you should still be able to easily, just keep your hunger bar moderated.
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As someone practiced in vomiting on command, a dry heave is what occurs when I try to make myself puke on an empty stomach. It's pretty rare to have an empty stomach in-game unless you're sitting on red hunger for a long while.