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Everything posted by Carver
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Oh that 'haha' one is certainly bound to be misused.
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Let the round end vote be startable on Code Red
Carver replied to Carver's topic in Policy Suggestions
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. -
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.
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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).
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Head of Security begone: Long live the Chief of Security.
Carver replied to KingOfThePing's topic in Archive
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. -
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.
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Head of Security begone: Long live the Chief of Security.
Carver replied to KingOfThePing's topic in Archive
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 -
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.
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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).
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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.
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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!
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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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It would take some thought unfortunately to come up with something that remains reprehensible to as many different cultures/faiths (Federation Loyalists/Tribunal Faithfuls/Trinary Cultists) as cyborgification presently is, which is why it's such a marvelous plot device.
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If cyborgification were ever removed from lore I'd like to see some other form of brutal, morale-crushing and controversial form of execution to take it's place.
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Relaxed, a nice map. Though the VR systems were a bit underwhelming due to how easily people could powergame (using tools to dismantle the exosuits of the other side, really?) and that there was no 'reset' to give either side more weaponry/equipment. Besides the VR standing out as a neat proof of concept with a poor execution (at least in what it specifically tried to do), I loved the rest of the map. I only wish we had some volunteers for service staff, as some areas felt a little lifeless because of the lack of them. Overall, good; could use some fine tuning, but I deeply enjoyed the event overall. I'd love to see the VR systems in particular brought back in some other form (good potential as a holodeck replacement!), hopefully without being solely attached to some weird combat simulation that encourages poor sportsmanship/behaviour.
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Per the title. They can take all the other faction wear from the subordinate megacorps, why not the satchels/bags too?
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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?