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Carver

Lore Writers
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Everything posted by Carver

  1. On this note, I wouldn't mind a solid ten second vote lock-in or something to prevent those last second meme changes.
  2. Perhaps removing the upper floor?
  3. 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.
  4. 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?).
  5. 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.
  6. 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.
  7. 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.
  8. Maybe they were hoping you'd hallucinate an animal naming rework.
  9. 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.
  10. 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.
  11. A way to empty them that isn't chucking them at windows would be nice.
  12. Echoing that None or even Other sounds better than adding something that tries to be vague in what it is, yet specifically refers to a region.
  13. This mode was never really balanced around 9 people. Can't say anything but that this is a solid suggestion.
  14. 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.
  15. 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).
  16. 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.
  17. I really don't think the agony damage should be nerfed so hard unless you want people to just use their batons instead.
  18. I liked the ID-unlock function of them, though it was never quite close to my desired Butcher Bay-type weapons where they're locked to the user (like the Lawgiver). Never really had any opinion positive or negative otherwise.
  19. I like the thought. Not quite lethal and not quite 'bleeding out' but rather just enough to discourage continuing to fight since fighting involves a lot of movement. Can't really judge the implementation until I next roll merc or something, though, as just a flat test doesn't deliver circumstantially interesting results.
  20. More a case of 'none of my characters would have gone near the station in the recent days leading up to it', furthered by the recent wartime business being a firm 'NanoTrasen property is a no-go zone without suicidal intent, fuck going to work, it's better to stay home'.
  21. For better or worse, none of my characters have a remote excuse to find themselves on the station during this arc's 'week of trouble'. I'm not really sure how to feel about this.
  22. I'm not terribly good at the maths of it, what would the average value be and what is being damaged? The body part, or organs within?
  23. I'd like to see this back, though I can understand reasons some may wish it to stay gone.
  24. Perhaps they could get more unique and varied voidsuits, then? I'm all for more flavour, but preferably without straying from the current system.
  25. So basically energy users are just Sienna from Vermintide 2? It's ok but I'm not eager to get insane burn damage because I spam clicked my laser 'til empty, would rather it clicks when it overheats (especially because I'd fucking hate to be using them at all vs EMP with these changes). Ditch the whole 'overheat/EMP demolishes the wielder' and I'll like this. After some discussion, I'd believe that the ideal replacement for hand-burning would simply be overheat slowing down the cooling rate. Effectively, taking the weapon out of action for longer but without directly killing the wielder.
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