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Carver

Lore Writers
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Everything posted by Carver

  1. I really don't like the bay system of mechanical skills. Skills should unlock jobs, Jobs shouldn't unlock skills. Just because you're off-duty or were demoted you shouldn't suddenly be entirely incapable of doing something you normally do, nor should you be insanely boosted because you were promoted to command. If skills aren't tied to character I'd rather they just not exist to begin with. Though, currently, I'm fine with the system we have - the surgery thing is a bit silly but the provided example of a CT is rather extreme (if you're that trained/talented, why are you working as a literal crate hauler - doubly so if you're practicing the skills you have).
  2. I could have sworn you previously were able to. As for the OP, camera drones are cool yes.
  3. Giving first responders an antag-grade backpack (that is, duffel with no speed loss) would start to raise questions on why such efficient and ergonomic backpacks that would cost nothing to produce aren't ubiquitous.
  4. I like the thought of being able to bring a bible, quite a lot.
  5. Carver

    Uplink holopad

    Forget even needing a wrench, just a nice portable syndie-holocaller would be handy dandy.
  6. Without a warning it's essentially just gank+, and I already heavily dislike parapens for removing thought involved in trying to disable someone. Making people fuck right off has a fairly intrinsic value in creating space for you to act a 'plan B'. Overall though, perhaps I rather just dislike this suggestion overall for creating an inexplicable case of 'The Traitor is arbitrarily physically superior to a normal person', which for the most part doesn't really exist outside of wrestling/solcom manuals.
  7. I like the chance to run away. There's a fairly strong value in making someone want to get the fuck out.
  8. Let's please avoid going back to the old sprite that served as little but encouragement for people to break immersion by referencing RIGs every other mention of it. The new sprite has a fantastic helmet incorporating visual elements of hard hats, and the cleanest bodily redesign of those four resprited hardsuits. If it truly needs an alteration, paint it white, the silvery-white was the only good part of the old design with how it spoke 'Foreman' akin to a white hard-hat.
  9. I really dislike the dead space aesthetic, but agree that the new sprite could do with a little 'something' to spice it up visually.
  10. Budget mindshield? Sign me up!
  11. I'd always taken it as the blood escapes then some mechanism in the suit self-seals. If we were being realistic, anything that would harm you through a suit barring maybe environmental heat and certain types of blunt force would render that suit worthless in a vacuum.
  12. Perhaps a weird request, but could that long L-corridor be given a fire closet? Just a little something to make it feel more distinct than merely being a tight deathtrap connecting corridor.
  13. I really like the greenery. Adds a nice touch of refined elegance.
  14. Would it be possible for the infrastructure passing over the rafters to get plating and safety rails? It doesn't make a whole lot of sense to have wires visibly 'hanging out' above the medical department, and seems especially unsafe for maintenance personnel to have nothing to keep them from falling.
  15. The more I think about these 'add a role' suggestions for secretaries that need some finnicky system for them to be available, the more I understand why people just suggest to play assistant and ask for the position. Even without an HoP/Captain, if a member of Command wants a secretary/personal aide then they can simply give them a guest pass.
  16. While I don't think the bridge needs a checkpoint; it was never a 'Security community' opposing that, it was a vocal minority (of whom the most vocal individual got banned). As for the bunker, I'm not sure it gets much regular use at all. Would it truly be missed if it were left be or simply axed, given that most bridge designs already have a functional lockdown?
  17. Yeah I don't exactly understand either, I'm just guessing that it's something helpful disguised beneath a cloth or the like. Some clarification from OP would be helpful because I first assumed it was just a fluff blindfold that has prescription qualities (which by itself I think is a cool idea), then they said 'expensive' and 'removable eyes in a blindfold' which lost me entirely.
  18. I'm going to fathom a guess that it's for the aesthetic, so it doesn't look 'futuristic'.
  19. I'm going to make an uneducated guess.
  20. Not really sure how to feel about the Captain getting a line, though. Makes him feel a bit 'lower-tier' to be subtly pushed toward ID changing duties. I'm also unsure where this Bridge would leave room for command pod access if it's much more centralized, although if it ends up making the pods easier to break into because they'd end up attached to the main surface deck structure that'd be swell. They're rather underused as it is. Besides those two thoughts, I love the idea. As it stands the construction level may as well not exist in most scenarios bar fucking with people in the medical lobby or breaking into the vault. I would have commented on 'where does the vault go', but I'm not going to pretend the vault really adds anything to the bridge to begin with (as it historically wasn't even that close to the bridge on older maps).
  21. It's not hard to get drunk, the hard part is staying drunk as it feels like a bottle of whiskey will keep you drunk for about half of an hour at best. I don't know what kind of genetic superiority people have in the future to handle their liquor so well, but I want it.
  22. I'll keep my feedback succinct: Whenever I've had a question for them or a thought to share, they were always quick and polite to respond. A very open individual all-around, and hardly negative to interact with whether in public or private.
  23. That is still participation and not just being afk in the lobby, as well as extremely obvious if they do it close to the voting periods.
  24. While I cannot speak on Xenobotany, I will defend Xenobiology's right to exist given it's one of the few and friendliest science roles with a defined set of mechanics that can let even the newest player enjoy themself. Some of the chemicals may be unbalanced, but I would not want to see the role itself gutted because a few of it's shinies need replacing/rebalancing. If chemicals and plants need rebalancing, so be it. But your 'suggestion' here is very vague on what you're actually seeking.
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