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Everything posted by Carver
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Head of Security begone: Long live the Chief of Security.
Carver replied to KingOfThePing's topic in Archive
Because this isn't Mass Effect and Commander has always been a horrid reference name? -
I'm not sure how that's related to the suggestion though. This would simply be renaming an existing mechanic/procedure to more accurately reflect what it does, he didn't suggest any actual mechanical changes.
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Breaking on any intent would make sense. Having to cycle through intents in combat just to make your molotov actually function sounds dreadful.
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My only concern is this may limit crew access to the merchant by only a handful of people being able to then reach them (not mentioning the travel time and opportunity cost from such), if they operate from a base instead of flying to the Horizon. One of the nice things about merchant is that everyone can access the store and their wares.
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Looks fantastic. Eager to play more Chef when it's live.
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I think it's just a bit of weirdness to be dealt with until a wall sprite comes along. I'd do it myself but I have no experience with the multi-frame animated sprites required by vending machines.
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I heavily disagree with this. The cook doesn't need to make everything, and if they want a variety open they can ask the gardener to cycle their crops as needed. You should have plenty of space already to grow what you want while catering to the chef's needs (especially if they're being reasonable and planning ahead to make a specific set of courses). I like what I saw on the updated version on page 2 a lot! I especially adore how I'd be able to swap the cookware on the stovetops without needing to move due to the closeness of the chef utensil vendor, and being able to read what people say without interruption throughout the whole kitchen space. So long as that locker in the freezer with the gloves has the various chef uniforms, I have zero complaints on how this would function - and only mild aesthetic complaints with the chef's dinnerware vendor looking clumsy at the corner of that counter (though this would require a wall-vendor sprite to resolve... or just access-lock it so it won't need the windows) especially with it being identical in sprite to the plastic dispensing one adjacent to it. I'll hope one day that we get polarizing windows for those exterior hull windows, so the woes of chefs (and bartenders who like the other side of the bar) about Carp may be lessened - but that's a subject for another thread at this point I would suppose.
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Head of Security begone: Long live the Chief of Security.
Carver replied to KingOfThePing's topic in Archive
I mildly prefer 'Chief Security Officer' just for consistency with the CMO and CE, but even if it's not adjusted I do like this (and especially like it over the suggestion of Commander, Commander always sounded awful like a bad Mass Effect reference). The only loss is that it's harder for me to find an excuse to call the Security Head 'Hoss' from now on. -
I do not need more than a side-eye to look someone over, and you wouldn't really notice that unless you were Spiderman and had a sixth sense.
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I wouldn't be happy with a merger given the kitchen already feels cramped if there's a second chef. The current bar set-up is perfect for me; a counter by the hall for people who just want to sit and socialize, plus a few secondary areas for people to have drinks while holding private conversation (and the second counter for the second bartender). I'd much like the bar areas left as-is. Sharing working space is very awkward, and if it were merged I wouldn't actually see the value of having bartenders as a role given it'd just become a formal restaurant and they'd be effectively just waiters.
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I can see the argument for this. I just really liked that hallway ventilation issues didn't affect the kitchen (or vice versa), and it gave me more of a feel of running a small diner rather than just being a lunch lady. As for the old iteration not having one, the thought was that the old design had the room for one to be comfortably added without looking out of place. As well, thank you for addressing my other concerns.
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My only comment is that it's very strange to have it in maintenance. Doubly strange that it shares a wall with the Consular's Office, that has to be an incredible diplomatic faux pas.
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To be more constructive: 1) I genuinely liked the eating area being separated from the bar, it offered a nice amount of privacy for guests and meant that ventilation issues in the hallway wouldn't affect my chef or his guests. 2) I very much liked having two separate grinders (as it meant both chefs would have a large beaker each). 3) It's inconvenient that I have to hand out utensils to the crew, whilst the Aurora had a public utensil vendor for them (albeit hidden away in the bar). The larger eating area would have had space for this public vendor to return. 4) The Chef utensil vendor would be nice to have more central in the kitchen, so I'm not walking over to the windows whenever I need to grab four skillets/saucepans/etc. for a bulk order. It could comfortably trade places with the disposal unit. 5) (Less related to the changes) It would be very nice to have some form of shutters or polarization for the exterior windows, given how common carp are (and how it's very realistic for security to be too busy to handle it).
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I actually really like the current kitchen, and the remoteness of the freezer. The only time I can't see people is if I'm getting materials from the freezer, or using the fryer - besides that, I can see them all the time if I wish to. It's spacious but not oversized, my only desire would be some way for guests to be able to get their own utensils. Edit: Nevermind saw the newly mapped kitchen, this is hideous. All my words above refer to the last kitchen we had.
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Unless you're directly staring at me, you aren't going to immediately notice me flicking my gaze over to side-eye you. If we want people to be able to notice being examined, just implement one of those systems where if two people examine each other at the same time it produces an emote.
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I can look to my left, right and behind me without rotating my entire body, or even rotating my upper body. Humans have necks for this reason.
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I'd hope for the changes to face-direction to be reverted, rather than just a band-aid fix for quietly examining. It ended up fumbling a lot of other useful interactions like using it for shields in combat.
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I don't know if I'm blind and just can't find it, but I would hope for public access stairs to the hangar deck. It's strange that if the elevator is out, general crew without maintenance access can't reach the escape pods.
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I would understand them perhaps being an element introduced during (and/or after) a future arc, but to have stowaways from the very get-go would be strange. Either way I would hope for them to be very rare and not every round, otherwise you risk giving Command a strong excuse to have maintenance thoroughly searched on the regular.
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I think the wiki has some weird client-side thing going on that just makes it bound to fall behind like a bad watch.
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While I like the idea of it being mixed into other modes, I'd still like it standalone as something akin to what you suggested. Having modes that can't break out into combat and chaos sounds exciting to me.
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Seems like a sound suggestion. As much as I personally hate borers due to their base mechanics, having the addition of Nukies alongside them nearly every showing makes for a rather stale and often miserable experience.
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I adore this, I always enjoyed playing rounds during the station's night lighting. Having a more comfortably moody lighting at all times would be a very nice touch.