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Carver

Lore Writers
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Everything posted by Carver

  1. I haven't tested to see if this fixed it exactly, I mostly was reminded to make this thread when I noticed a character that emotes whispers constantly was on again (and the first thing seeing them recalls in my mind is trying to use a recorder once and getting fuck-all whenever they did their emote-talk). I'll give it a test and try again hopefully later today, because if it's fixed that's wonderful.
  2. You can buy more from Operations or order more from the Machinist? This is what the departmental budget is for, and in the rare situation that you need so many of these - you should have to cooperate with another department for them. I'd be so disappointed to see Operations ignored in favour of mapping in more overstock.
  3. I'm vaguely reminded of the HONK exosuit. It's interesting but I hope the battery would be fairly short-lived.
  4. Per the title. It's extremely cumbersome trying to use a universal recorder and someone is talking via audible emotes, meaning their audio ends up unintelligible in any recorder transcript. I propose simply making it so they're fully recorded, letting the playback and printed transcripts provide the full text of any audible emotes.
  5. For the two latter, proto-humans usually work well. For medical, well- protohumans are still very good practice, and I don't think investigations would get much out of a 5 minute autopsy from a pre-generated corpse. I can't really see dead crew being kept for weeks either unless there's something very wrong with them or their post-mortem situation. Operations would be well and capable of having bodies sent off to appropriate places for funerary needs, and the Chapel itself is also capable of performing funerals as need be.
  6. It may actually be more cost-effective to order materials instead of directly ordering voidsuits, but of course that's the longest solution in an emergency. Probably more ideal if your department doesn't have a member of Command with departmental account access though.
  7. I would say that this isn't a terrible issue if the Machinists are pressed to produce hardsuits, or if more voidsuits are ordered from Cargo, as it encourages engaging with Operations. Don't be afraid to break into the departmental budget for spare suits, or be willing to sacrifice the backpacks and roll with the cheap EVA Hardsuits that the Machinist can produce effectively from the get-go.
  8. I'll bite. Fluffyghost has shown a marked ability to take feedback positively and has improved drastically since he began playing on Aurora. Even if he doesn't pass a trial, I feel he'll do well at taking the lessons from it to heart. +1
  9. I've always wanted a third shuttle that isn't exclusively claimed by miners/science/command. No thrusters is a somewhat elegant solution that makes sense.
  10. I'm not especially sure. This example already runs into a wall with the current system (you can't really exceed age limits as it were without asking for staff assistance), but in most cases I imagine it would be rare as few people are making characters near the limits. I'm no coder, but I would wager that one should do a single 'legality check' upon input while having it so further updates don't check for legality. If someone's breaking the system in some absurd way, you'd probably just report it to staff as one would with most character irregularities.
  11. In theory, reset the age/birthdate to the default if someone inputs a birthdate that results in an invalid age number after calculation.
  12. Per the title. I'm forgetful and can barely keep track of the birthday and therefore age of more than 3 characters, leading me to just aging everyone up on the same day each day (and then later in the year wondering if I did so or not). I'd rather not need to keep external reminders of this; given the game has a system tracking the day, I figured why not suggest an option to let people pick a birthdate for their character on the creation menu and leave it to the game itself to calculate their age - negating the need for someone to age up their characters annually. To avoid misinterpretation; This isn't for records, this is for the character creation menus - leaving it so the game auto-calculates your character age for you and ages your character without needing further player input.
  13. I'd like this just for stopping dropping shit from a mild disconnect.
  14. Oh that 'haha' one is certainly bound to be misused.
  15. To the contrary, ghosts are players who want to engage with a new round. More than anyone else I feel they should be able to vote for a new one rather than being held hostage by a mechanic that, ICly, made sense for a station - but for the ship not so much. On an OOC level, I feel anxious if I have to raise to Code Red because I know all eyes are on me and people are going to push for it to end as soon as possible the moment 2:00 hits, leaving me to often have to consider lowering it in situations where from a logical standpoint, Command wouldn't do so - often skipping on important checks and verifications to make sure the situation is truly safe.
  16. Per the title. Code Red currently suffers from this air of 'we should direly avoid ever using it near the 2 hour mark' and people pushing hard for it to end at the 2 hour mark, even if something is occurring, because one is unable to vote to end the round during it. It's the only alert where you feel compelled to lower from it even if things haven't fully winded down because otherwise you may receive a bwoink nudging you to do so from an admin. We're no longer on a station where end-of-round has people leaving the vessel and thus risking the chance of escapes ICly, so why do we still have this limitation? A side-effect of this change might also be that antags are less inclined to 'go loud' at the very end to try and force a Code Red to extend the round even if people feel done with it, and would have to actually engage the crew enough for them to vote a continue; but I see this as a strict improvement.
  17. Intercomms are neat. I'll always support more intercomms. Though, as chargers go, if you mean desktop rechargers for electronics/weapons then I'd disagree - I think their limited availability helps funnel people looking to illicitly recharge weaponry to particular areas (checkpoints, library, etc.), though I could support maybe having one up near the holodeck to see if that gives the recreation area even the tiniest bit more activity. If you mean synthetic charging stations, I'd like to say we have a fair amount publicly available (though, again, if there isn't one in the bathroom by the recreation area on deck three I'd happily support adding one there to raise area traffic rather than for the sake of adding more synthetic chargers).
  18. Unfortunate. I genuinely wish I had any talent with git and thoroughly searching through the code to replace names in items, I'd just revive and finish it myself.
  19. I'd be happy simply seeing the chemical leave scarring as well. Leaves both solutions viable (the chemical healing organs by itself is needed for occasions where medical has no surgeons, unless that lovely poll to merge Surgeon and Physician ends well) while not making one quite objectively superior as a choice - unless people opt for more intensive organ transplantation from a proto-donor, or a mechanical organ from the machinist's workshop; both of which leave the Surgeon with work that the Chemist cannot replace.
  20. Didn't the PR have maintainer approval so long as it was changed to Chief Security Officer? https://github.com/Aurorastation/Aurora.3/pull/13650#pullrequestreview-958521581
  21. I had very similar thoughts. Maybe cloaked for the first thirty minutes or so, with the option to disable it and go in entirely visible from the beginning if they so choose. If they can name their own ship it would be wonderful as well.
  22. I personally do not see the point of the mechanically implemented ship guns if our ship-using antags aren't eventually brought onto the overmap. Keeping them stuck ship-side is such a waste of a significant mechanical addition, and it could be balanced by - as noted, having Raiders be superior in ship v ship (Longbow? Flak Gun?) while Mercs could merely receive something token and defensive for their vessel like the Rotary Gun. Perhaps this would just further highlight a noted design flaw in the service areas. Chef was given shutters which helped against Carp quite a bit, it couldn't really hurt for the Bar to receive some token shutters as well (or perhaps a crew bunker for code red, given hanging at the bar during an active emergency was always silly).
  23. Given some machinists enjoy the IPC side of things and some moreso enjoy the Exosuit/Hardsuit side of things, I don't think I can really support this. Presently they have the manpower to have one person fixing IPCs while the other fills out crew orders for heavy duty equipment, or for one to do the more tedious fixing while the other relaxes and converses with them. Change this and it becomes a much lonelier, much busier job as Chef used to be before it had received a second slot.
  24. Be nice to have Merc be overmap too, while having Raider's vessel be superior for ship v ship. Give each of them a different thing to excel at!
  25. I do like the central atrium being somewhat vulnerable. I'd prefer some form of 'emergency shutters' for wide open floors in these areas, rather than locking it (and all the mobility it offers in weird cases) off entirely.
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