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Carver

Lore Writers
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Everything posted by Carver

  1. You don't seem to notice that this idea is not mutually exclusive with cuff escaping being buffed, especially given I expressed support of that separate thread. It is solely a suggested removal of physically shattering the cuffs in a matter of seconds with bare hands, done by specific species. A particularly overpowered mechanic that I will produce a demonstration of: Want a buff for Unathi antags? Give Security a reason to not watch Unathi antags like a fucking hawk. The removal of a five second cuff shattering for a specific handful of unbalanced races would not, in absolutely any form, be mutually exclusive with any suggested buffs for the 2 minute cuff escape. Make your own thread if you want that buffed, because that is wholly unrelated to my suggestion here.
  2. If I wasn't apparent enough with my example, when I say cuffbreak, I'm talking about Unathi and similar. I do not care about the normal cuff escape, that is fine, I do not want that changed - but I do want common station species to not entirely disregard the mechanics that others are subjected to. These species having a snowflake mechanic previously limited to hulks (and by extension mutated wizards). Cuffbreaking =/= Cuff Escape, and this suggestion is not mutually exclusive with any buff to the latter mechanic, but suggests a parity among crew races when properly arrested (i.e. via handcuffs, not zipties or cable cuffs). Having limited 'special handcuffs' is also a frankly ridiculous idea, given again, handcuffs are not remotely expensive to produce and NT/SCC hire on a plethora of these particular races.
    Very enjoyable. Offered a significant amount of new lore regarding the new sub-species, and tried to involve as many crew as were willing to attend/witness it. I'm eager to see how this leads into the rest of the arc.
  3. I'll paint a picture: Imagine you're NanoTrasen or the SCC. You've hired on a massive pack of a highly aggressive, strong and oversized species. Do you, A) Improve your handcuff design, taking into account the strength of these creatures, which shouldn't be terribly difficult given your cuffs are made of strong metal alloys? B) Continue using cheap, crappy handcuffs with the relative strength of a tied piece of rope; despite that your crews will likely include many of this dangerous species? Cuffbreaking simply does not make sense in this context. I can understand the fragility of zipties and cablecuffs - those are cheap, disposable and either makeshift or designed for quantity over quality. But these are solid metal handcuffs, designed with the idea that some idiot is going to try and break them like a midget against a squad car. In summary: I suggest making standard handcuffs unbreakable for all but the most extraordinary cases (Berserk Vampires? Hunter-Killers? Anything that isn't common crew, effectively), while letting zipties and cablecuffs retain their ease-of-breakability. Demonstration of the currently existing mechanic by the average criminal, compared with the 'resist' of most other species:
  4. Right, cheers. I hope a scheme of flying the ship into a meteor shower then remotely blowing the propulsion doesn't end up being something disallowed.
  5. I'm more questioning whether any sabotage affects the ability of those to function. Historically, shuttle engines and similar always had stuff piping to them for aesthetic - but I don't believe it ever really did anything.
  6. Can this be meaningfully sabotaged in any way?
  7. I like secret extended. The guarantee that there isn't always something is very, very nice.
  8. I don't dislike the thought of them, but autodrobes have always been comically buggy with breaking double headsets and deleting accessories.
  9. There used to be a pretty convenient preference toggle for traitor. Often used it in the era when traitors were the only real mid-round antags.
  10. I have a firm disdain for anything auto-generated. I'm not against having optional variants of how your exploitables may be used, though, but I do like to use mine to give antagonists an offensive angle against my character rather than a supportive angle.
  11. But the windows have firelocks for that.
  12. The value of fleeing into space, and by extension shuttle theft, is not a permanent escape but rather creating an exceptional amount of space from which to plan and/or act on your next move. Having a teleport beacon would be incredibly lame, though it is likely that it wouldn't be impossible to remove such a thing if it were there.
  13. On previous maps, I would have given you a very simple answer: Space. This will probably be the case again in NBT, and I would fathom a guess that if the shuttles aren't remotely controlled then they'll also be viable options for flight. For now though, the current map is rather miserable for flight given that the caves are mostly randomly generated and very often just a series of dead ends if you have no jetpack, explosives or mining equipment.
  14. Fair enough, good to know if I ever map anything it doesn't need wings too.
  15. I'm unfamiliar with the concept. I'm guessing 'winds of magic bluespace'?
  16. Wings in space? Is the ship designed for in-atmosphere flight?
  17. Ah. Again, I like the second suggested idea with the radio jammer - solely because blocking out a cam won't prevent people from knowing the crime, but it will give you a very strong opening to escape with minimal direction to pursuers.
  18. For the first issue, I'd support the suggested number two or three. Particularly two, because it rewards observant Security already overseeing the situation while still giving you a 'blackout' to escape unseen. I heavily disagree with removing tracking, if only because tracking is a firm disincentive against wanton murderbone (and body disposal). The second issue feels like more of a matter of roleplay, with an almost impressive number of crew being immune to bribery out of some strangely twisted sense of morality. Even when said crew may express anti-NanoTrasen sentiments, they're still quite prone to snitching every little thing they see. I've never understood it. To further clarify the first paragraph and my opinion on tracking: I believe that murder should effectively never be silent, unless you're an absolute expert in setting up the perfect situation. I'm generally a fan of supporting stealth for gameplay/personal objectives that revolve around sabotage, theft and similar.
  19. It's a lot more lax than you'd expect. Just act reasonable and don't explicitly break regulations, and you'll do fine (with Zeng-Hu at least).
  20. Why would a doctor have a criminal history and expect to be hired to begin with?
  21. Does the entire room count for firing range pin radius? Current firing range is too short to test the efficacy of scoped weapons at long distance unless you're firing into the research hallway, since there's a very small 'this is where your pin works' spot to work with. I'd hope I might be able to stand near the back wall there for scoped testing.
  22. Seems like a reasonable suggestion, given if something breaks a bone it ought to give a far more significant benefit than that.
  23. I quite like the new size of medical. Everything needed in a reasonably proportioned package.
  24. Troublesome? Not at all. Just that there's (possibly, haven't looked at the spawns) a mapping aspect so you can't just adjust the value from 1 to 2.
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