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Everything posted by Carver
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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.
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Can this be meaningfully sabotaged in any way?
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1 dismissal Replace secret extended with auto-traitor, starting from 0 traitors
Carver replied to NerdyVampire's topic in Archive
I like secret extended. The guarantee that there isn't always something is very, very nice. -
I don't dislike the thought of them, but autodrobes have always been comically buggy with breaking double headsets and deleting accessories.
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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.
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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.
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But the windows have firelocks for that.
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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.
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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.
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Fair enough, good to know if I ever map anything it doesn't need wings too.
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I'm unfamiliar with the concept. I'm guessing 'winds of magic bluespace'?
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Wings in space? Is the ship designed for in-atmosphere flight?
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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.
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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.
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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).
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Why would a doctor have a criminal history and expect to be hired to begin with?
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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.
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Seems like a reasonable suggestion, given if something breaks a bone it ought to give a far more significant benefit than that.
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I quite like the new size of medical. Everything needed in a reasonably proportioned package.
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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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Depends on how the spawn points are set up.
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Seems reasonable enough.
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I don't dislike the idea but I'll suppose that I should be the person to ask the obvious: "Why not just use flavour text?"
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Logically speaking, would NT/SCC not simply have all of their handcuffs designed not to be easily shattered by a non-insignificant portion of the workforce instead? It was a cute mechanic for hulks (which are just mutate wizards and berserk vampires now) but having it for crew always struck me as odd. Instead of adding super-cuffs, just have the standardized cuffs function as intended for Unathi/G2s. Though for G2s I'd almost dare say take a cue from Star Wars and introduce restraining bolts for IPCs entirely, just because handcuffs on robots are weird.
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I consider you such because you've meaningfully shaped it the longest, especially with key decisions such as the Bay fork in 2016 (and the head dev handover before then that ended an era of stagnation). The code is the foundation of the server, I'm not discounting what people built atop that foundation.