-
Posts
2,740 -
Joined
Content Type
Profiles
Forums
Events
Gallery
Everything posted by Carver
-
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.
-
If it's possible this does sound like it should be added, I wouldn't have guessed the current interaction to be intended behaviour.
-
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.
-
-
I think the issue is more that there isn't any warning for an on-going radstorm, but this is also a good idea.
-
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.
-
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.
-
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).
-
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.
-
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.
-
Could just have attachable headlamps instead of a helmet (which might be a neat universal synthetic loadout option). On the note of storage, I think flashlights can go in the suit slot of the low-light safety vests. Overall I just want to minimize the dumb aesthetic of 'industrial model with head thicker and harder than a hard hat wears a hard hat'. It's like strapping a stab vest over plate armour.
-
Perhaps a little off-topic, but a damp rag is capable of wiping prints from what I recall. You needn't suffer.
-
I feel like Zombies and Borers already have some mild crossover in regard to 'Biological outbreak that uses the crew to sustain itself'. I'm not against the idea - bar that the name reminds of Gamorreans - but it feels like this niche somewhat already exists but just isn't played much.
-
Is it not somewhat supposed with their (at least previous) brute resists that Hephaestus units and to a lesser extent Ka (I honestly can't remember which of the bug sub-types had the brute resist) have built-in helmets? It seems silly to me that a G1/G2 in particular would want some impact-resistant plastic instead of relying on their industrial-grade frame. If anything, I'd prefer a return to mining having lanterns or perhaps those heavy flashlights you rarely see about.
-
2 dismissals Remove Slugs from the Hacked Autolathe Menu.
Carver replied to Butterrobber202's topic in Archive
As is, slugs are the only non-Cargo (shuttle) option for Security that is still good vs armour (with laser rifles doing a measly 8 or so damage vs Syndicate Voidsuits and the cheap/orderable Heavy Armour). Without them, Security doesn't actually have viable combat options against the average mercenary without having to order more guns or Science possessing the materials and knowledge to create good weapons. Damage references as follows: Something of note is that their fire rate isn't all too great, so their burst damage is nowhere near as good as one would expect. While they're strong vs unarmoured people, buckshot is far far stronger. -
I'm sad to see Detective gone, but can only hope the combined role retains his varied and wonderful closet of formal apparel.
-
I'd like a manual clear rather than speeding it up, helps to have more fine control over it.
-
I'm not big on the perspective shift, even if it can offer some unique details, it'd be more of a case of 'make our server like the others' than anything new or 'better'. I've also never seen a server do proper isometric, so much as a weird semi-angle from the top. My big critique of the aesthetic is that it just looks like shit when you add more perspective-shifted sprites, and demands the entire rest of the server's angled sprites match it in some form (aka vending machines, computers and various containers off the top of my head).
-
I'm not really sure how to feel about this, they don't actually look any visibly different in comparison to things like toeless jackboots so I can understand why they don't have much appeal, but I'd rather antagonists get a wider selection at roundstart than remove these species downsides.
-
Another argument that hadn't occurred to me until a little bit ago; the Disruptor's systems are managed by an ID registering the user, given that the e-mag's entire flavour is 'a hacking tool in the form of an altered ID card that exploits NanoTrasen's love of swiping cards' it's a bit standout for it to not apply here. Most of my previously listed examples of where an e-mag has use are items/devices that are accessed by ID cards in some way. I hadn't entirely realized that it stood out to me at first to make this suggestion because the reason I tried an e-mag was, per the consistent design and behaviour of the game otherwise, ID-toggled locks are what the e-mag was made to defeat.
-
They look certainly nice enough, my only critique being that the trigger on the Lawgiver seems a bit... unergonomic? As though it weren't designed with the grip in mind whatsoever.
-
While that is fair, it does somewhat pale in value to spend 2 whole telecrystals on a firing pin versus the 5 for a cryptographic sequencer with multiple uses (doors, hardsuits, consoles, even more frivolous or niche things like hailers and prosthetic limbs), no need for extra tools in most cases (bar hacking cyborgs and I think the comms console), and just generally a whole lot more bang for your buck. The magic of the e-mag is in most cases it'll get your job done immediately without extra fuss, usually at the cost of some notable damage or trail. A firing pin is a somewhat awkward purchase given that it doesn't even come with a screwdriver and you won't find many other weapons to use it for, outside of Research-produced articles (and if you can access those you're wasting a pin on a disruptor). It's a very feels-bad buy, even with the fairly decent argument that you're paying 2 TCs to 'permanently' unlock a lesser e-pistol.
-
Yet is there not an inconsistency when an item designed to be the uplink-paid method to get around the more slow and painful methods (as for that example, there are already ways to get around the locks on stationbounds, hardsuits, doors and more without an e-mag), by in this case defeating every single other lock, does not function in a case where you'd especially expect it given how low-tech disruptors are?
-
Per some weapon tests, I've come unto the interesting realization that the lethal Blaster Bolts of Disruptors do Energy instead of Laser damage. I'm not sure if this is intended, but it leads to the following: These are the results of the Laser Rifle versus a Syndicate Voidsuit: These are the results of a Disruptor set to Lethal versus a Syndicate Voidsuit: These are the armour values of a Syndicate Voidsuit, showing the difference in protections that explain this behaviour: What leads me to be unsure of if this is a bug or intended is that the exact same energy protection is present on the Syndicate Hardsuit, as well as several of the faction themed/'gimmick' voidsuits/hardsuits. I'm not certain if Energy was ever intended to be used for lethal projectiles (or at least incredibly common lethal projectiles, given Disruptors are standard-issue for Security and TCFL packs a plethora of blasters).
-
An addition to my thoughts: As shown by testing, a lot of the flavour/'gimmick' voidsuits that are based on factions absolutely suffered in testing. On investigation, it's that their very middleground armour values - which would have been acceptable under the old armour system - are now very weak due to armour being based on thresholds instead of percentage reductions. I really hope these sets might get reworks given this information, as I'd hate to see them fall into disfavour.