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Everything posted by Carver
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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.
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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.
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I like it, can't go wrong with more potential HUD integration and Security HUDs have a similar system in place with the various 'criminal status' settings.
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It just now occurred to me how trivial it is to dodge this if you just close the client after the vote is done.
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Vampires are creatures of the Veil akin to Cultists, from what I remember. So they're equally supernatural. Wizards on the other hand pull from whatever the fuck since they're not flavoured any particular way due to the multitude of powersets. All three of these though share a common counter of the Chaplain, as it should be. Xenobiology getting more from Changelings is a fine idea, though. Dissection for more research sounds great, but they don't need shock collars or stunning tools (either ask a member of Security to remain to help or just steal the baton from xenoarchaeology).
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Please in the name of God, in the current state I prefer just letting people die instead of dedicating my wrist and active time to their existence.
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On this note, I wouldn't mind a solid ten second vote lock-in or something to prevent those last second meme changes.
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Perhaps removing the upper floor?
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[Feedback thread] Wigglesworth IRU coat rework.
Carver replied to Kintsugi's topic in Completed Projects
I won't pretend to understand why a brown version exists for a faction that hasn't a single note of brown in any of the rest of it's uniforms. I can only hope that's a non-racial/non-faction neutral coat for immersion's sake. -
There's an incredibly trivial workaround to avoid joining if this is added (Return to Lobby if role is unavailable), so it wouldn't change anything unless you opt to force people into random jobs when they ready, at which point you'll get hilarity such as Chefs in Security and Captains as Janitors. You could figure some workaround to force them into Visitor or something ICly reasonable, but that won't really add to the round and they'd just cryo anyways (and who the fuck would ahelp a cryoing visitor of all things?).
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I wouldn't mind seeing the powerful shit replaced with more mundane supply crates so it's less feast or famine as far as warehouse items go. Moderate stuff that you'd be able to find within the department at roundstart (advanced medical kits, tear gas grenades, stacks of meat, etc.) that are still valued but not just blatantly pulled from the uplink.
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[Feedback thread] Wigglesworth IRU coat rework.
Carver replied to Kintsugi's topic in Completed Projects
Would look better if it retains the high collar, otherwise it's just a really lame black trenchcoat. On that note, just implement a verb with it to raise/lower the collar as preferred by the wearer. We already have this in action with the button verb for coats, sleeves verb for undersuits and the holobadge verbs for security armour. -
I prefer it being filled more with trash, as it currently stands antag cargo has it the easiest of any crew role with easily dozens of TCs worth of powerful kit sitting around in there (surgery kits, combat medical kits, armour, shields, engineering equipment, etcetera). I'd be fine with more weird jank stuff for bounties and mechanically useless lore items, but a departmental headset and uplink purchases (surgery/combat medkits) should never be so easy to get.
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Maybe they were hoping you'd hallucinate an animal naming rework.
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It existed primarily as a 'visually hatless helmet'. I'm not really for seeing augments added that have strong mechanical effects and thus are locked to the non-canonicity of 'Yes I got subdermal implants during an extended round and no longer have them the next shift' that provides a notably sharp contrast with the push for more canon. Doubly so if it further means that we'll never get cheaper mundane loadout items like jackets and so forth, as a subtle way of discouraging powergamers from stacking augments. At best, have it exist as an in-between of synthetic and organic limbs akin to the current 'assisted' organs that are not quite one or the other.
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I like. I don't like. I echo this sentiment and think that 'newborn changelings' from this method shouldn't have such potent regenerative abilities, unless such a conversion is gratingly slow as to mean that you have to dedicate significant time (Let's say ten minutes) to it that you can't mass produce changelings.
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A way to empty them that isn't chucking them at windows would be nice.
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This mode was never really balanced around 9 people. Can't say anything but that this is a solid suggestion.
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These feel a little undistinctive between each other. It's not a bad colour scheme, but it seems so bland and uniform for a majority of roles that I would half-think you're meant to be able to recolour them or something in-game.
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I'm not against this but this is indeed the purpose of holobadges, with the 'catch-all' uniformity of them being intended (especially since NT seems the type to lazily mass produce something on the cheap).
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Seems good, though I have some concerns on how the faster pain drain will 'combo' with the separately nerfed disruptors if they end up as utterly useless as I expect. If both get merged, it may end up that Security is pushed to lethals far sooner against armoured or group antags.
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I really don't think the agony damage should be nerfed so hard unless you want people to just use their batons instead.