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Everything posted by Carver
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Might actually be very interesting for hostage situations, sending a hostage back when you're at the edge of teleporter range.
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I don't mean to make assumptions here, but isn't deck three the bridge/command deck - not the hangar/i.e.v.a./operations deck, which is deck one?
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Very communicative and helpful. My only critique is that I noticed you seemed to rush the title on an Interim command member, but I've already mentioned that in DMs and you said you'd slow down to ensure it's spelled/capitalized correctly - so the good responsiveness to critique further improves my opinion! +1
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Can't we just have both?
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Allow Operations to order more complicated medicines.
Carver replied to Confused rock's topic in Archive
I like this idea. Lack of a pharmacist can truly hurt, this benefits low-pop quite well and makes Operations more relevant during it. -
If you're docked properly as the mercs you're probably not going stealthy, to be fair.
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Demonofthefall Command Whitelist.
Carver replied to Demonofthefall's topic in Whitelist Applications Archives
After a couple of rounds with them: Nomakk is an interesting XO to interact with, helpful and communicative when the need arises without letting his lazy side prevent him from working - which is very appreciable. I also often see him traveling about the station with Ian, leaving a doubly good impression given how much that Corgi is forgotten. Simple but positive feedback for a simple but good member of command. +1 -
Even if they're not in most lockers due to basically being extra suit sensors, put the things on the IEVA suit racks. Any time someone uses a voidsuit or hardsuit they'll want a GPS; and command roles like RD, Captain, CE (if he doesn't have one already) and HoS will want one in their lockers given they all have personal voidsuits/hardsuits.
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I'd like this if you could colour them on each open-facing side differently, though the sprites may require adjustment for that to look good.
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Jill is a quite enjoyable character to interact with from my experience with them, so I'd be very interested to see a strong personality in the position of Research Director. If they're as social in the position of Command as they are off it, that would make them very communicative which is always a huge plus to me! +1
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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.