-
Posts
2,701 -
Joined
Content Type
Profiles
Forums
Events
Gallery
Everything posted by Carver
-
I would hope that any new self-curing medical implementations for antagonists are made to be used outside of combat (via causing temporary pain, slowdown and drowsiness or something like that). Medicine should weaken the long-term attrition tactic, but not allow for sheer dominance via in-combat healing.
-
Taking Down Communications Should Require An Ahelp
Carver replied to Faye <3's topic in Rejected Policy
Though they're rarely used, this is what they're here for. Bounced radios do fine as long as you're not on the sub-level or somewhere remote, which is their own downside - but they're rather trivial to use and function as well as a headset if you're willing to abandon either department radio (not needed if you're in your department) or common radio (rarely needed if you're out of your department). If you're uncomfortable keeping them on all the time, you can use :l for holding a bounced radio in your left hand, :r for right hand, and (though this one I haven't used in years, so may be defunct) :i for an adjacent intercomm. Horror movie characters are deathly curious, and if you are just as curious, nothing stops you from having a look. It's also fairly trivial to run away from literally any threat bar fires and hyperzine-chugging antagonists, as long as you're not in a voidsuit or similar. If the ninja is camping comms repeatedly you can pretty safely ahelp that. My suggestion earlier in this thread was to just make comms easier to repair (mechanically), so that new engineers aren't hopeless and old engineers don't have to bring up some obnoxious wiki guide - repairing anything should honestly be simple, especially as there's no particular value in camping telecomms for a good antagonist. As for items, said traitor item already exists, the radio jammer and it's ghetto variant - but it's rather useless outside of murderbone or the ever-classic 'kidnapping the Captain who's idling in their office'. -
Taking Down Communications Should Require An Ahelp
Carver replied to Faye <3's topic in Rejected Policy
This is also reasonable, the comms blackout is the valuable part of the infrastructure. Knocking out computers is just kind of niche when it comes to offering any benefit to antags, nothing would be particularly missed if that part were just removed. Additionally, I also heavily disagree that knocking out comms is remotely harmful to RP or engagement. Get the fuck out of your department and walk around, use the intercomms, grab a bounced radio - there are a plethora of mechanics that enable you to keep in touch instead of needing to cling to your headset. -
Taking Down Communications Should Require An Ahelp
Carver replied to Faye <3's topic in Rejected Policy
I've always been a supporter of making fixing things CM-levels of trivial where the game itself tells you how to fix something, you just need to bring the tools yourself. If telecomms was adjusted to be very new player-friendly to fix, so no amount of OOC experience would be needed, then there'd be very minimal problems in the counterplay of disabling it. -
Taking Down Communications Should Require An Ahelp
Carver replied to Faye <3's topic in Rejected Policy
I'd rather just see it made easier to repair or something. I'm against these strange, arbitrary meta-protections of infrastructure - especially this one, that unlike atmospherics and the engine, does nothing to stop people's movement and ability to take part in the round. Taking the example of if a miner is feeling lonely, they can get back inside - and this will be a side effect of the outage, impacting supply and research. Bounced radios exist just for this particular occasion. Making it easier to fix without resorting to a wiki guide is the best I could recommend, instead of taking away my immersion by making more and more mechanics off-limits. -
I fear that firearms and most weapons as a whole would need another balancing pass too if armour got a new system and series of rebalances.
-
A shame, though I'd have enjoyed the random chaotic jank (and moreso the lack of knowledge when the antag type isn't dictated by known vote). Unorthodox combinations of multiple roles in a round is generally more fun to me than knowing the roundtype by the first 1 or 2 antag reveals - so I can only hope this system works out with a lot more mix+matching than the very limited present combo-modes. Out of a personal curiosity for the toggles, has that particular set of data ever been released?
-
This feels like something that would have been a stronger idea during an event arc as a temporary thing (akin to the many flavours of faction fuckery during the week of pain), rather than a permanent fixture. If the beret has sprite issues though that should probably be looked at.
-
I'm somewhat surprised the system goes for "amount of votes that specific antag receiving vs the total number of antag votes issued" compared to just looking at the roles players have toggled on, a dynamic system made me assume it'd just intermix based on both intensity and what the antag players have enabled in their prefs (aka if you had an intensity that enabled traitors+lings+vampires and you only had people toggling for traitor, you'd only get traitors and never lings or vampires). Such a version would have the curious effect of also showing what antag types people like to play as the most.
-
Highballing the initial PR to then lower the plan back to the original goal, disregarding the arguments against said goal (such as people who prefer to join within 5-10 minutes of roundstart). Clever.
-
How I expect it to go when you force people to play a mode they didn't vote for: Winning mode is something controversial. Timmy Fakename OOC: oh ufck offffff Jimmy Fakename OOC: NOOOOOO Franny Fakename OOC: REMOVE THIS MODE IT'S SHIT Renny Fakename OOC: haha eat my dingdong you whiny losers Or in other terms, I have no remote idea how this would foster sportsmanship instead of just getting people even angrier at each other when a mode they dislike wins.
-
Trying to explain vampires logically is doomed to fail the moment the vampires use any of their abilities. Going by the logic of the supernatural and Vampires in particular (i.e. 'unnatural curse'), a xenobiologist wouldn't get anything besides a swift enthrallment or embrace. As for the Chaplain, most of the time when people ignore the Chaplain it's a very hamfisted attempt at anti-meta (because they're afraid of getting a fingerwagging if they call a blood cult a blood cult and a vampire a vampire).
-
Therein lays the problem, post-game change was designed to prevent harassment by default. This change would enable harassment by the default setting. I explained exactly how this makes narrowing to a specific person far easier. As it presently stands, unless you already know who plays who, you won't know the antagonist ckeys. The present manifest method is worthless for this unless you already know who plays who (which is still unreliable if they have multiple characters).
-
Per your own argument, a majority won't disable it. If it's on by default, it's far more metagame-able, and with paying attention to the lobby you can fairly easily figure out who is who at roundstart just by their role alone (especially if you're more familiar with the server playerbase and get a feel for who plays who, something made easier by this system) - in addition to my earlier remark that this will make it generally easier to determine when it's a mode with off-station antags. If Jimbo Fakename is readied for Warden, and I come into the roundstart seeing there's no Warden, then I can safely assume Jimbo is the antagonist. In a similar vein without antagonists, if Jimbo Fakename is the only one to ready for Warden and there's a Warden at roundstart, I now know exactly who Jimbo plays. On an additional note: The more people use who this feature, the less valuable disabling it is for those who don't.
-
On a thought, I'm curious to the mindset of this being suggested when not too long ago ckeys in the post-game antag list were removed. Both this and post-game ckeys offer fairly equal potential for harassment, no?
-
I wouldn't completely hate a 'soft lock' of this sort, as it does somewhat offer the desired room to appraise the manifest.
-
As long as there's a preference toggle. I don't want people knowing I went for a single slot role and thus trivially knowing my character, or the bigger meta of knowing I readied for a role and that role didn't spawn in because I rolled nuclear operative or wizard - thus revealing that there are off-station antags (which is doable already, but only if you either count the readied players, or know who people typically ready up as).
-
Can testify, makes backpressure surges a cancer in some small areas like when they fill a solitary cell and you catch a breath of them in the hallway next to that. Polyacid has always been cancer so I wouldn't be against seeing it nerfed even further. Never once has a time when it's been a strong weapon been fun.
-
I quite like both of these ideas. Space age technologies and yet people haven't figured out how to design a safe elevator.
-
This sentiment is often my own for not joining a round. Especially in the case of modes like Extended, where it hangs entirely on character interaction and good dynamics - and I may pick an entirely different character depending on whom is there. On a similar note, with ANY mode, I often prefer to latejoin a couple minutes after the start unless I'm explicitly rolling for the antagonist position or a single-slot role. It is extremely valuable for me to be able to appraise the manifest and in particular which character and role I'd want to play. For I doubt it is truly an improvement if someone votes a mode, then has to cryo immediately to rejoin quite some time afterwards as the lone engineer or lone medical crew. I say this as someone who keeps a repertoire of characters specifically made just to play certain roles.
-
Cryo Cells Displaying Genetic Degradation/Health Status
Carver replied to WickedCybs's topic in Archive
Agreed. I don't have much else to say, more QoL is always a good thing. -
Add "Wear and Tear" to IPCs using the Body Markings system.
Carver replied to Butterrobber202's topic in Archive
Y'all need to fix your shit, bunch of unprofessional clowns. +1 -
Punishing people administratively for voting and not playing just seems silly, especially given that there's both always a workaround for this mechanic and numerous sudden+valid reasons to not play.
-
Keep the slot, keep the title. If by some chance neither are serving alcohol, this is a non-problem seeing as it's a workplace and not a dive bar - we have a varied selection of non-alcoholic beverages just for these cases.