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Carver

Lore Writers
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Everything posted by Carver

  1. 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).
  2. Carver

    Mining

    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.
  3. I believe this suggestion is entirely in the context of traitors, so barring antag v. antag the dynamic likely wouldn't change.
  4. I like the idea, particularly the prod.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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).
  10. I don't know if it's still used, but I may as well ask for the keys to the gated community.
  11. 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).
  12. 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.
  13. 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.
  14. 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.
  15. Agreed wholeheartedly. The ease at which people can trespass aboard the Horizon with no recourse is comical, and this might give an added value to Bridge Crewmen as targets for antagonists to coerce or convince.
  16. Seems entirely sensible, especially if by antagonists you mean off-station ones.
  17. A documentation of personal notes and self-critique from the trial: 1) Despite assuming I would feel most comfortable with XO, I ended up never trying my XO due to a personal concern that it would get minimal feedback due to very little 'departmental interaction', as Service was predominantly empty during the time slot I would play (Post-Midnight, EST), in addition to the rest of Command often being empty during the same period. While I still wish I had tried it, I don't believe it would have offered much viable experience due to the latter factor. 2) Hesitation had me fearful of playing Captain, as I am uncertain in my ability to correctly judge candidates for interim positions. The immense influx of information (both true and false) can also prove overwhelming during intense situations, which I learned during the one round my Head of Security had been voted to the position of Acting Captain. I imagine this eases up with experience, but for the trial I felt more comfortable being subordinate to a Captain than being in their shoes. 3) Playing as Head of Security was enlightening, if as stressful as I could often imagine during some rounds where making the correct decision wasn't readily clear. Through more rounds of it, the sense of being overwhelmed lessened, and my too-many-hours playing Security over the years added a barrier of confidence that made it much easier to adjust to. Curiously, Security was also absolutely stacked during my time slot, so I found it the most likely role to ascertain good feedback. 4) If I observed any particularly recurring habits that may be judged negatively, it was my uncertainty on when exactly to raise to yellow - given Carp have not required armoury distribution in some time (as with either a single radio request or via their own proactivity, Officers typically deal with Carp without heavy need for encouragement), and the only round I experienced a level 7 biohazard as Command we had already raised to Blue due to an active Cult. Faxes were also something I was somewhat uncertain on, as some incidents that seemed too minor for them I found other Command encouraging a small fax for. Final thoughts: It is likely even if the trial passes, it will be some time before I can gain the confidence to try Captain as a role. I didn't advertise terribly much and, in addition to my preferred time slot being on the lower side of player population, it shows. I now understand why Command characters often carry laptops, after running back and forth to an office to make announcements roughly four times per round. Overall, Command felt most enjoyable when other members were present whom one could bounce ideas off of and help facilitate better communication between departments.
  18. There's a notable difference in potential metagame issues between someone observing that there are off-station antagonists, and knowing precisely who the on-stations are.
  19. My only concern is people who pay attention to the lobby readying might reeeeaaaally notice when Felix Friendly doesn't spawn in immediately despite being there, especially if it's a single slot role that had competition - to then notice them conveniently arrive some time later.
  20. Carter was quite communicative and helpful, helped keep me up to date over the Command channel and assisted well with announcements and faxes. Kept from panicking in a tense situation, too. Often saw him walking about, socializing with the greater crew. +1 if he cuts the hair.
  21. The lounges are great and I would be sad to lose any of them. Comfiest little conversation spots.
  22. Oh when I said excessive I meant for Vaurca given the height of the ceilings and that the walls are often very smooth metal. Horror forms, yeah, myriad of ways they could reach the ceiling on their own.
  23. I like the armoury being somewhat restricted to encourage crew cooperation on lower pop, but I do very much agree that lockers should be crackable via sufficient melee force.
  24. With #2 if it gets separated tho, that might take an outfit from a potential 15/15 to a 16/15. That's my concern.
  25. This sounds like it would heavily complicate the loadout system unless old combined sets came together bundled. I wouldn't want to lose points on an outfit that already fits.
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