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Everything posted by Carver
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[Feedback] Moving the Bridge to the Construction Level
Carver replied to furrycactus's topic in Discontinued Projects
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. -
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.
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[Feedback] Moving the Bridge to the Construction Level
Carver replied to furrycactus's topic in Discontinued Projects
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? -
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.
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I'm going to fathom a guess that it's for the aesthetic, so it doesn't look 'futuristic'.
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[Feedback] Moving the Bridge to the Construction Level
Carver replied to furrycactus's topic in Discontinued Projects
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). -
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.
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Caelphons Deputy Loremaster Application
Carver replied to Caelphon's topic in Developer Applications Archives
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. -
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.
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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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NERF THIS - The ballad of the Personal Shield antagonist
Carver replied to Ricky_the_banshee's topic in Archive
I would disagree on the sheer basis of a limited-use, viable defensive option for combat being a particular niche that direly needs filling. You cannot afford to take damage as a solo antagonist when even so much as a single shot might cause you organ damage. When you brought up Battlefront as an example of a shield, I first thought of the Heavy's shield - a defensive bulwark that allows the class to lay down a ton of fire from relative safety at the cost of being slowed down. If it needs a nerf, why not take from that example and make it slow down the user so their opponents can flee the situation? -
Why does this PR seem to punish people who joined the round and then died, the people who benefit most from a transfer vote? Observers from lobby are one thing, but ghosts of the crew deserve full votes.
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I suppose that's fair, though I struggle to imagine how a handgun would be infeasible to use with one arm or from a wheelchair. I had expected it would be something more... job-pertinent, than a sidearm, though. After some testing, you can in fact use every sidearm perfectly fine one-handed, even reloading a 9mm without any real fuss. There was one potential bug I'm going to look into and make an issue on, after I see if it's still around in a more recent version of the code I tested with, but all it did was make it so unloading the magazine sent it to the shadow realm of your amputated hand's slot.
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Thank you for addressing my feedback. I'm curious what equipment has that requirement, just for the sake of clarity, as I'm not sure what they really use besides a fax machine (which I struggle to imagine how that wouldn't work, unless the code is just weird).
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While I like the thought of pulling away from the term antagonist, I feel like actor plays too much into the supposed expectations that you're to put on a show and little else. I wouldn't enjoy playing 'actors' as that would lead me to assume that instead of focusing on keeping things grounded and realistic in behaviour and action, I'm instead expected to cause and direct some form of eye-catching drama.
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To do something without the full eyes of Security and Command on them. Without a distraction, you must reasonably assume that the entire Security department is going to be a problem.
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To the contrary, all that attention focused on the AI creates a fantastic opening for other antagonists. While traitor AIs may be a little questionable, I am never upset by them drawing attention if I have some clever goal that can take advantage of that.
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For the people who use them and other methods of permanently destroying or hiding a body as-is, that often is the point.
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I have no particular complaints about the server itself or the playerbase. I'm a bit uneasy on the current state of combat, but that's mostly the severely punishing nature of brainmed making melee near-irrelevant and making solo antagonism suffering (and group antag if no one knows medical). I've observed that there haven't really been a lot of suggestions at all over the past few weeks. Whether it's because the kids are going back to school (always a net positive) or because the game is in a relatively decent state, it's often an indicator that things are at the least moving smoothly.
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I have a potent disdain for crematoriums and any form of permanent body removal. Such things have nothing but a net negative effect on antagonism, both encouraging worse antag play and encouraging trivial permadeath for the rarer 'immortal' antagonists like changelings. If anything, I'd rather the existing crematorium be removed. Add to it that the mentioned black k'ois is now exceptionally rare, and it doesn't really come up often enough that you really have any sort of common and valid reasoning for it to be there.
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Feedback: A Loadout Refactoring Before It Gets Too Late
Carver replied to Waff-AI's topic in Completed Projects
Your doc lists watches as costing 2. This is not the same as the live cost. As to explain my argument earlier for other things being free, it was not based on having multiple outfits (this is unfeasible for many anyway in regard to storage) but rather in being able to bring more little personal flavour items like business cards, pens, wallets, passports and badges. As for a mechanical limit existing, that's unfortunate to hear, but on the other hand I'm very glad that the point total would no longer be lowered due to said limit. Having it lowered at all would have felt like a 'loadout nerf' rather than a refactoring if a majority of items were to remain costing a point. -
Feedback: A Loadout Refactoring Before It Gets Too Late
Carver replied to Waff-AI's topic in Completed Projects
I don't really know how to feel about accessories being free, but still needing to use points on other clothes and items w/o any inherent mechanical advantage (beyond niche forensics) like shoes, underclothes, hats and so forth. I did some calculations on 3 loadouts of mine, all at 15 presently, and they went to 9, 10, and 9 respectively because I tend to take a fully non-default outfit for them. I was hoping a refactor would allow for more room for things like business cards, card holders and the like - but those still cost points despite being purely RP-based items. Why do watches of all things cost more in this proposal? -
Stellar Corporate Conglomerate would be the correct way to phrase it, given these are laws then length should not be a terrible concern when the detail is the key part. 'Corporate Conglomerate' by itself is a very vague title rather than a proper entity.
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All of my previously stated feedback remains. The Consular isn't leading the crew in emergencies or doing anything that demands the same limitations as the rest of Command (so they ought to be allowed to be both limb-impaired and heavily movement-impaired); while the Janitor, Investigators and Cargo Technicians are both doing tiring physical work that demands them in passable shape (i.e mobility unimpaired) as the former two are getting down and dirty in crime scenes/messes while the latter is physically hauling heavy crates around and about.