-
Posts
2,729 -
Joined
Content Type
Profiles
Forums
Events
Gallery
Everything posted by Carver
-
Wings in space? Is the ship designed for in-atmosphere flight?
-
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.
-
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.
-
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).
-
Why would a doctor have a criminal history and expect to be hired to begin with?
-
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.
-
Seems like a reasonable suggestion, given if something breaks a bone it ought to give a far more significant benefit than that.
-
I quite like the new size of medical. Everything needed in a reasonably proportioned package.
-
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.
-
Depends on how the spawn points are set up.
-
Seems reasonable enough.
-
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?"
-
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.
-
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.
-
While it is concerning to see the architect leave after all this time, I can only wish you good fortune. Let us hope that this new era of NBT and your successor usher in times as wonderful as some of the past seven years.
-
Wait hold on what is this argument. Cloud City was a huge mining center for one of the most valued gases in the lore (Tibanna Gas - which the planet Bespin naturally produced an even more valued, highly compacted version of), which happened to be so scenic that Lando managed to make it into an even more profitable resort - all while retaining the pre-existing gas mining. This has nearly nothing in common with Cloud City besides 'oh it floats'.
-
Rats had near-0 RP expectations and could essentially soft-griff a chef by biting chunks out of every piece of food the chef makes. They were also a huge pain in the ass to get rid of due to their ability to both hide and respawn in random spots in maint.
-
Here's a question on this matter; if any owned IPCs need to be transferred to another corporation to retain the ability to play within a department, will they still be owned by NT albeit under contract for the other corporation - or will they be required to follow the weird specifics of that corporation such as the 'Z.I' naming nonsense?
-
Allow surgeons to work with prosthetic/mechanical organs
Carver replied to Omicega's topic in Policy Suggestions
This is more or less how it worked for years until the chart was added, so I have genuinely no idea why it was suddenly restricted. Medical needs new parts, they request them from Robotics (interdepartmental reliance!), Robotics has them delivered and the Surgeons proceed with their duties as per usual. As well as that as a roboticist I'd often have surgeons perform any brain removals for production of cyborgs. As it stands it feels like the Roboticist has so many qualifications that they're practically at the level of a Research Director, and would have at least 3 or 4 doctorates just for the 'needs' of their role. I really don't feel they should even have a surgery room, perhaps a table with a modified sprite and none of the typical functions (knockout/painkillers, health monitor) needed for true surgery, just something that allows for repairs on IPCs and damaged prosthetic limbs only. -
I like it a lot. My only critique is, specifically within the section of Top of the World: The use of unfortunately here comes off as something of a writer's bias. The paragraph otherwise reads quite fine, but this strikes me as though the reader is supposed to see the introduction of the AIumvirate as a bad thing, which after reading though I didn't particularly see it that way at all.
-
Allow surgeons to work with prosthetic/mechanical organs
Carver replied to Omicega's topic in Policy Suggestions
I'd quite prefer if the installation was on the surgeon, given I don't want to be cutting into organics as a roboticist to install stuff that would essentially double the educational requirements of the role (realistically these fuckers should be minimum mid-30s with all they're expected to know). Interdepartmental reliance is at an all-time low for robotics. -
Tall feels 'too much', what with the visually overtaking surrounding tiles. Infra, at least in the example image, looks to be very nice when done with a clean and quality aesthetic. Fits the 32x32 of Byond but doesn't break the proper 3/4 perspective.
-
I'd say Infra works best out of those walls, but it also requires some particular talent in regard to spriting.
-
Aurora Station in Minecraft, Video Tour and Pictures
Carver replied to MeowsterChief's topic in General
I always knew Medical was oversized, but it never really occurred to me just how inefficiently spaced it is even within the confines of the only useful z-level (main deck). -
Wouldn't be the first big thing axed from lore. Yet, it stands one of the cleanest for people to rewrite character-wise via other options such as a medical coma or amnesia. Sure, perhaps those two are a bit overdone in storytelling, but they generally serve a very similar place in a character's background as cloning often will.