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Everything posted by Carver
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I would hardly consider the existence of residential to be OOC or something not to be considered. Even disregarding it, the names are fine - they match the floors of a building in a way people can easily understand.
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I wouldn't care about people being greedy or anything. The dependence on surgeons can be miserable during low-pop when you only have a physician who isn't allowed to do everything he could to help someone. This is where the reunification truly helps the most, low/dead pop. As it stands it doesn't currently feel like the different medical roles specialize in different parts of treatment, more that it feels like Medical has RTS unit tiers where the basic troop is the FR, the tier 2 troop is the Physician and the tier 3 troop is the Surgeon who performs well above the rest. The lower the 'tier', the less it feels like they can actually truly do something to help a dying individual - for FR this isn't a huge deal since their niche brings them outside of medical, but for Physicians who dwell in the same realm as the Surgeon, it feels like they're a worse Surgeon in just about every regard when it comes to saving people.
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I wouldn't want the numbers reversed unless the hangar were altered to not have space tiles revealed when bombed/floors are removed. The current numbers leave an implication that residential is above the third deck, which makes some sense given we can't go above that deck.
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I like the excess of windows in most of the top deck, but that dock on the right-hand side near the crew armoury probably doesn't really need to be a fully windowed dock.
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Marooning can also be 'escaped' from with help of other antagonists or sympathetic parties, so it's not inherently that bad - especially if you're given any degree of worthwhile supplies. The only time I would consider someone to be truly out of the round would be cyborgification, which is a downright miserable experience with no opportunity to come back from.
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I quite like marooning, well above the alternative of cyborgification, but if they're not being provided adequate supplies that is a significant issue. I'd rather like to see a dedicated locker or two somewhere containing standardized supplies for marooned prisoners - softsuit, a filled oxygen tank, simple medical supplies, some basic rations and survival tools perhaps.
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Having something to do besides staring at a black screen would be a vast improvement. Even prior to the hard black screen being implemented I would usually just alt-tab 'til I woke up unless I heard combat/surgery fuck-up sounds.
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I like this a lot. Picking and choosing would be fun and hopefully up the quantity of people willing to play antagonists, and as for the concern over Borer Hosts I had previously suggested a solution that would make them quite viable for this pick-and-choose as well.
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Random would be a very suitable replacement. I don't really have an opinion on knowing about the game mode or not, but, I would like to retain the 'roll of the dice' mode selection that Secret offers - including Extended as a possible roll. Putting Extended into a separate vote is why I disliked Dynamic.
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That ling blob feels like a case of 'well you died but here's your pity reward'. It's not very engaging to play one and I'd rather just ghost in that case. I don't mind stealthy feeding, but if my character is taken out then I'm going to wait until the next round to play - as I join rounds with a particular character in mind. To that effect, thralling can be alright depending on the vampire's playstyle/goals and being converted into a vampire is always fun for me.
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If I'm a head of staff I don't want my suit sensors being classified in my own office, wtf. Suit sensors should never have an area of innate failure, the SCC isn't going to radio jam their own life alert systems.
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If we can draw away from the more permadeathy aspect of Changeling I'd be extremely happy. The major reason I'd love them to be merged would be that Vampire has the more intriguing method of power gain that keeps people in the round, while Changeling has a greater variety of powers that in some cases would make more sense for vampires (the pseudo-immortality/full regeneration).
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I haven't played mining at all in NBT, though I've explored a couple of away sites and asteroids while locally testing stuff. I really don't care for the combat focus it has now, when it used to be a very chill and no-stress job where mobs were a rarity caused by bad events at most and you could use easily use the large drills to supplement your resource income. These mobs just slow things down for the departments that need the resources, quite often gravely injured or cripple any organic miners and otherwise make mining feel far more dangerous than it has any right to be. If they were just confined to derelicts and similar pre-made 'not designed for mining' away sites to add a sense of danger to the unknown, I likely wouldn't be bothered by them.
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I believe this suggestion is entirely in the context of traitors, so barring antag v. antag the dynamic likely wouldn't change.
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I like the idea, particularly the prod.
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On one hand I like that it creates genuine decisions on which areas to prioritize travel to. On the other, moving about 6-7 tiles takes a while and you're generally locked into that one choice anyways by virtue of away teams and miners taking their sweet time to do their shit. So I don't really see why it couldn't be sped up, especially if fuel consumption was adjusted to ensure the same fuel usage in the same distance as before.
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I like the blob, but I'd rather see it rebalanced to be more of an Engineering-focused problem that doesn't kill them off like flies - instead of an emitter/Security-focused problem. It's never fun to have to go deal with it as Security when it was designed for Engineers, and is just downright tedious. Requiring an emitter isn't exactly engaging either, as you either have the answer to the problem or you can't access said answer. Great.
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I'm not against it so long as it doesn't increase the cost of any loadouts. If it doesn't, could be very neat.
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I would thoroughly despise this. People already can choose not to use them on Green, and those who do - you can disable them as the antag. If you choose to do something that causes harm before disabling sensors, that's a failure on you as an antagonist - because in and of themselves, full tracking sensors don't really say anything to tip people off until damage is taken compared to cameras which could be very pre-emptive. Anything that makes silent murder even easier for inexperienced antagonists, I will be firmly against.
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Far too many times have I seen the pets of the station (Columbo, Crusher, Ian) killed by auto-closing doors. I suggest either having it so doors sense the pet and won't close, or having it so auto-closing doesn't crush the pet in question which can outright kill the weaker pets and maim the stronger ones (basically just Columbo/Guard Dogs, who also happens to hate anyone but his master healing him).
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I don't know if it's still used, but I may as well ask for the keys to the gated community.
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I believe there are more than enough, sadly it's moreso that most of them aren't accessible (being often seen only in events, or when a traitor buys a random gun and comes across something neat). There are a lot of weapons I love like the 'Grapeshot Revolver' based on the LeMat, that you'll nearly never see because traitors can't directly purchase a good lot of these. I'd rather not have more calibres though, as we already have issues where getting ammo for certain ballistic weapons is a massive pain without admin intervention (Sol ARs requiring proprietary magazines that only come in Sol gear crates or need to be spawned [which is really annoying as a merc], the Tajaran Musket being impossible to create more ammo for on your own, etcetera).
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With the Code Green change reducing coverage seems unnecessary. I've also always been of the opinion that if after fifty adjustments to the AI's rules/code of conduct, if it seeing things over cameras is still a problem - then the problem isn't the cameras but rather AIs existing.
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Most of the ones I can think of that would fit are already classed as small; and those that aren't fit on the waist slot, which is somewhat appropriate as an alternative. I'd have an easier time agreeing on specific examples than on the majority.
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The title might not explain precisely what I suggest, but it's fairly simple. Have manifest adjustments - notably record wipes and so forth - not display on the lobby and Bot-BOREALISII crew manifests. It's incredibly unhelpful when deciding whether to join a round if I can't see how many people are actually playing in it, and in which departments - especially on the bot where I can't hop between 4 characters to see the Join menu options. There have been a few times where I didn't join a round late at night because I had assumed the server was dead (manifest had maybe 1-2 people on it), but instead it was that records were wiped. In summary; considering the importance of the Lobby and Bot manifests for people deciding on if to join, when to join, what to join as and so forth - both of them should be treated as OOC and display an unadjusted list.