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Everything posted by Carver
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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.
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This would be neat, but I'm concerned it may be a useless addition when NBT comes. Could instead take a logical in-between approach and have cryo be moved to an area resembling a shuttle instead of just a couple random rooms on the station.
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If it's possible this does sound like it should be added, I wouldn't have guessed the current interaction to be intended behaviour.
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A more modern take, also from Goon, carrying a fairly common design philosophy of 'one room, two counters' that you may have seen anywhere from older variations of Boxstation to some variations of Torch.
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I think the issue is more that there isn't any warning for an on-going radstorm, but this is also a good idea.
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I understand the argument in that case for Detective, but Consulars are not ever expected to fight. All of their defining equipment is bureaucratic, with sidearms being more of a 'here's if someone wants to kill you' rather than a requirement of the job, and they should not be treated like some Head of Staff expected to take charge in an emergency. I'll stand by every desired change I stated except Detective.
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These stand out to me as incorrect assessments: Unimpaired: The job will require the character to use both their limbs with precision and speed. Consular > Impaired: Paperwork and Fax Machines do not need two hands, nor recorders. Detective > Impaired: Recorders again, do not need two hands. The dirty work is predominantly done by Forensic Technicians. Movement Impaired: The job will require a character to be able to move and navigate the station and main departments without issue. Characters with joint pain, Vestibular issues, and other disabilities that might require a cane belong in this category. Cargo Technician > Unimpaired: Your entire job is physical labour of moving about heavy crates, you should be in as good of a shape as miners. Forensic Technician > Unimpaired: You're getting in a lot of uncomfortable places to collect evidence, again, you should be in good shape. Janitor > Unimpaired: Similar to Forensics, dirty and uncomfortable places where you won't have a lot of space to move. Consular > Heavily Movement Impaired: You're a fax-fixing paperpusher with no rush - if Chaplains, Psychiatrists and Reporters can get away with being heavily movement impaired, then so should Consulars.
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A soft cap might be cool, both on grounds of being something pretty reasonable to wear even outside of the work environment and that those tend to have more adjustable fitting than the liners in helmets (so it wouldn't seem too silly for it to be wearable by most species).
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Fair enough, my point is more that it just seems ill-fitting and the mechanical need for a light is what should be addressed as the existing problem - rather than a cosmetic desire for a helmet.
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Getting bottled over the head is a scenario that only occurs under circumstances entirely unrelated to where a shaft miner requires light, out mining. That's a very curious 'need' for a helmet.