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Carver

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Everything posted by Carver

  1. Some form of confirmation would be good, it pains me to see someone inexperienced saw off a limb.
  2. A gross habit, but as long as I can continually drink out of the proper main part.
  3. Chances are if there's a situation in which the HoS needs to be personally making an arrest, he'll have some form of armour on or announce himself (whether vocally or by the presence of other Security personnel). Wearing a suit doesn't exactly disguise the HoS at all, especially given that most antagonists are fairly observant. The professionalism of formal business attire is nowhere near setting a negative example, this isn't suggesting the HoS walk around in jeans and a t-shirt or a skimpy dress.
  4. Alberyk, MattAtlas, Skull.
  5. Stunning someone to enthrall has never been reasonably difficult as a vampire, so I wouldn't mind it not being reasonably difficult to break out of it after a period of time or 'call out for help'. On a similar note seeing Dominate tossed was a good riddance, not much to say there as every time I was dominated it was something along the line of 'go violently beat the shit out of someone and ruin their day'. As for the hulk, never bothered me to deal with, but I wouldn't want to see a 'countdown to death' timer in it's place as that would HEAVILY encourage wordlessly rushing someone down in just the worst ways possible - as well as being a guaranteed death sentence if you're not inside an atmospheric part of the station when it happens.
  6. The only antagonist type that cleanly works alongside malf, in my opinion, would be traitors. But on the note of round types, I'm somewhat curious if removal is terribly warranted when the dynamic system in the works can theoretically remedy this by making malf unable to spawn alongside the more intense roles (i.e. ninjas).
  7. So you're saying that in doing so, I'm setting back NT research teams a significant amount? Fantastic, that's my exact goal as an antagonist looking to harm NanoTrasen! I'm aware of precisely this, and even more aware that your 'cool stuff' is liable to bite me in the ass as an antagonist. Setting Research back is a net positive move, akin to crippling Cargo's ability to order equipment.
  8. Is this not already addressed by the dynamic mode system? I recall Wizards being either tier 2 or tier 3 in that.
  9. Expecting this exact argument, I addressed this earlier.
  10. Looks good, a strong improvement, though my concern is it makes NT-ERT very visually similar to TCFL. If this was done on purpose to show that they share a source of equipment, that's a neat touch. But if not, it may raise concerns on how identifiable they are at a glance.
  11. People have a strange confliction towards non-combative antagonists, both group and solo. Wish they didn't, I deeply enjoy playing the more manipulative type of traitor or group-head who doesn't explicitly bait Security by breaking regulations.
  12. This probably should be something obvious in most cases.
  13. I've noticed a lot of the anti-Security people are the kind who get upset when they're not given priority, both as an antagonist and as crew. It's often the type of people who dislike being shut down (typically when doing something stupid), and instead of adapting to overcome this obstacle, they internalize it as form of OOC repression against either them specifically or "everyone like me". I'm quite familiar with shitcurity. It exists, it is often undeniable at times, but it is usually specifically contained to 'problem characters' such as exceedingly unprofessional and/or unrealistic characters (or sometimes just new players, I try not to judge those). Rarely does it extend to a culture unless 'problem people' are left to be and their behaviour is eventually normalized in some sense, but this issue extends to every department (I can think of negative stereotypical eras for all of them, excepting perhaps Service) and doesn't tend to be resolved until the players leave, are banned or remediate themselves. Additionally, over the years I've seen the highs and lows of all departments and that includes Security. At it's lows where it was mechanically repressed, it often invited validhunting and immersion-breaking militia behaviours from crew (In my early years specifically, Engineers were the bane of antagonists) and often led to excessive use of ERTs. At it's highs, it developed a curiously potent knack for tactics and teamwork that would shut down antagonists who themselves weren't particularly robust, leading to either calls for nerfs (How Aurora responds to it) or excessive staff repression (How Bay responded to it). I often made a point of playing all manner of antagonist roles during both periods and what I can tell you is that the highs shape boys into men, and the lows just lead to very trivial antagonist dominance that has to be countered by the likes of the ERT. The trick is to finding a good balance where Security is competent, reliable and trustworthy - but not excessive that it can trivially dominate even the strongest roles (Mercs, Wizards and so forth). One note of concern, on the in-character perspective. The current pre-NBT setting is a Corporate station in Corporate-dominated space that has a ridiculous record for being targeted - in RECENT times - by all manner of groups, from mere pirates (The event that introduced the TCFL) to Skrellian Tups (Warbling) to a significant remnant of the Solarian Navy (KotW) and more that I can't be assed to list. This ultimately doesn't contribute to any atmosphere of 'this station shouldn't need such heavy Security', quite to the contrary, I would be terrified to be working at this infamous station. Summary/tl;dr: NBT may help resolve any issue present, but there's no guarantee, and if it doesn't - all I can advise is that instead of blaming departments, we blame the particular characters (On their repeated behaviours alone - stop stereotyping characters based on their choice of hair or skin you fucking clowns).
  14. I love the x-ray rifles, good colouring choices. Revolvers on the other hand look a little.. dinky. Not sure why there's such a strong move away from darker metals (and metals in general), the excess of plastic makes a lot of the guns look excessively low-quality in construction, and the bright white sprites (Laser Rifle, Energy Carbine, ... Uzi?) still look like children's toys. Energy Carbine without a stock would have me asking 'does this fit a holster', as well.
  15. I'm curious if it affects the Headset Uplinks as well. Possibly another good reason to use those over the PDA ones.
  16. I really like the look of the bottom sprite set, that beige-ish off-white is substantially more appealing than the bright plastic look of the other ones - especially with the softer shading on the grips.
  17. I like the Disruptors, I like the Blasters. These keep a similar aesthetic to the older sprites without looking wacky in difference. But I very, very heavily dislike the Lasers, Shotguns and Ions. To keep my argument short, I will draw comparisons to the Beam Weapons-tier of X-Com: EU. They're just too bulky and plastic-looking, and look like toys as a result. The shotgun in particular I especially dislike, as I see no reason to take an old+realistic design and give it a futuristic sprite when it's just a simple pump-action with no bells or whistles.
  18. A range limit seems reasonable enough. Bullshit it as 'losing energy/intensity over distance travelled' or something if an IC reason is needed.
  19. A similar learning experience to new miners falling down a hole and bleeding out in silent crit, or a new antag forgetting to turn on their suit's internals and suffocating to death. This game doesn't need fucking newb traps, especially in the case of something like this where it'd be immersion-breaking not to have extremely visible warnings.
  20. I'm very curious to see how the full layout turns out, the conservative use of r-walls already has me hopeful that there are some good design elements here. Though I'll definitely have to see how the 1-tile width stairs fare in gameplay.
  21. I'm not talking broken bones, those are hardly a concern with the existence of mentioned splints and so forth. I'm talking organ damage, internal bleeding, the genuinely lethal problems that can very unluckily occur in but a single hit and which require another role. I have no issue with splints and the existence of these imperfect, alternative treatments; in fact I'd love even more of them being added, as noted in my quote below. I'm all for more readily accessible, very new player friendly tools. As it stands, FRs currently have levels of limitation near-equivalent to learner roles, and in many cases where there aren't splints or anything as immediately noticeable they can use: they're forced to rely on absurdly niche interactions that aren't readily learned, or in many cases they're just fucked without another role around who can often just do every single thing they can do and more (Physicians not even being a particularly specialized, limited or advanced role either). It leaves them utterly superfluous.
  22. That interaction with eggs unfortunately doesn't seem commonly known, and whilst toxins can be easily solved, the bigger problem with spiders on low-pop in general is that there's a very reasonable chance they come into being with a minimal or otherwise non-existent medical department - who may be staffed by players either inexperienced in the plethora of really niche interactions and mechanics, or in the case of EMTs, just arbitrarily unable to help with some injuries. If a guard spider gets a lucky hit and breaks something important you can be very well trapped in medical under care all round if there's only an EMT, which can be unavoidable with the weird habit spiders have of spawning in unexpected and obnoxious places (fucking arrivals being the worst). I would hope if any change is made to medical, it's to toss out crippling limitations (that entire surgery chart makes me sick). With the current state of unforgiving mechanics, it's hard to justify keeping these roles niche in what they can do unless further mechanics are added to give alternative forms of treatment for lack of other roles - even if these alternatives are slow or laden with side effects.
  23. Let me recall to you a fabled piece of historical bullshit re-added in recent months known as Appendicitis, a.k.a, 'a random event that exists solely to kill you without medical intervention'. Let's also note that things like spiders are not always avoidable, especially in lower populations where surgeons are a thing of myth. First Responders do what every Medical Doctor did before FR/EMTs were even added to this game, but just with more limitations that render them highly questionable in a medical system where organ damage is the only thing that actually kills people. If there's a worry of characters being affected, I don't see why one couldn't slightly adjust Medical's baseline requirements to - in the scope of this suggestion - render Medical Officers a more 'free' role (though MD/Physician as-is currently has very minimal asking requirements in character creation besides 'be a grown adult with a related education').
  24. tl;dr: HoS should be allowed to wear suits. +1, I like the idea of more corporate-oriented HoS characters who value professionalism and delegation, and suits are a great way to express that.
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