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Carver

Lore Writers
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Everything posted by Carver

  1. Agreeing with every word Sue's said here. ERTs have existed historically to keep murderbone in check, and naturally do so by virtue of only being staffed by ghosts - so in the process of mass killing, they're filled out larger. If you're going hard enough to necessitate ERT, then you've generally done something in the eyes of Command deserving of a new obstacle. Without them, we return to the more cancerous era of constant militias which can never be easily prevented without killing half the crew often singlehandedly. A marked improvement, I am sure.
  2. The less 17 year olds on the station, the better. Anything but option 1. Edit: More supportive of Option 1 if it's 18 instead. Leaving my original comment for reference.
  3. Off the top of my head: combat medical kits, surgery kits, armour, riot shields (you laugh but these are incredibly good), entire engineering sets of gear, melee weaponry, antag dufflebags, as well as things like the suits you mentioned - I'd trade my entire 25 TCs for the whole warehouse every single time without hesitation as an antag. Hell, they're better equipped in there than the entire raider team starting out. Arguably with better starting chemicals/equipment than medical too, if there are a few combat kits and a surgery one.
  4. I'd be fine with this sort of thing if it replaced the warehouse. Warehouse is currently a bit OP'd with having hundreds of telecrystals worth of shit concentrated in a two-story room. Having it alongside the warehouse, though, no.
  5. Lone wizard is usually pretty dull. Only shines with other antags to play off of. Rebranding it would be cool but it'd require someone who wants to either port one of the alternatives from other servers, or come up with something new and innovative.
  6. Yes, taken from the book of the same immersive ideas as having to manually breathe. I also assume you're dancing around what I meant or oblivious, to which it's simple, actively used showers encourage ERP-type mindsets and other inappropriate behaviours. The reason no server has shitting mechanics anymore is solely because people would be degenerates about it. Millions of tools as in beakers, glasses, sacks of reagents, the three or four things you use with the stove, condiment bottles, utensils, organizational containers, etc. I don't believe you've played chef much if you haven't seen how much of a hassle the organization gets as is. As for the messes - for one, a doctor has no reason to be doing a maintenance dive, for another, an engineer's gloves aren't going to dirty unless they touch filth (oil puddles, or by directly damaging something with their hands). Medical already has light hygienic systems in place for surgery, the only place it should be particularly relevant. Another word for it is 'powergaming', as much as I love the thought of someone deciding "Yes, today I'll implement an excuse for security to wolf down oxycodone or hyperzine", there's a strong reason chem use as a whole is discouraged. They're strong and any sort of mechanically validated need for them gives some form of excuse for John Doe to have a heavy painkiller prescription that he conveniently eats before each fight. I read it. You don't seem to understand the time scaling of this game, because those sorts of things take far longer to worsen than an hour or two - and as appendicitis and now-removed viruses depicted, things meant to punish you for ignoring them often end up being obscenely obnoxious and downright awful. Even the 'single wound infection' system you seemingly disregard was a form of that, and so a tiny burn from a lighter became lethally obnoxious. Overexertion and fatigue are covered by the stamina system which appropriates the hunger/thirst system to depict them. Cargo already has a train, they don't usually use it unless delivering multiple crates at once. MULEBots were essentially removed because their pathing system was prone to lagging the server. Lugging a crate for ten fucking minutes is not going to cause you immense issue unless you're a geriatric. Crate hauling was already nerfed to an extent as well with a speed malus, making it a downside to do so in combat. In regard to the entirety of the suggestion, I don't enjoy the thought of a game where I have to visit medical every 5 minutes. This isn't a video game recreation of ER or House, if no one is presently injured or in need of medical, you're free to leave your department and interact as anyone else does. If people wish to RP with medical, nothing prevents them from desiring a visit to the psyche or asking the chemist for some inane prescription of anti-psychotics or the like - or simply asking for a general examination (which I should note is an extremely weird thing to do at work). For those of us content with the realistic thought that 'Yes, I do visit medical professionals outside of my workplace.', we would be understandably waiting until after the two hour shift is over to see a physician for athlete's foot - or a small cough - or a cramp in the upper leg.
  7. Hygiene should be approached carefully. I wouldn't take a shower at my work unless I were the janitor cleaning out a sewage pipe. Showers being relevant would also introduce potential, uh.. 'RP management problems' when people start joking about showering together or similar work-inappropriate things. Other concern, chef might gain even more layers of pain-in-the-ass between managing hygiene and all the million tools they have now. Addictions I worry would just be an excuse for people to ask for various forms of powerful drugs, and I think a lot of medical chems were somewhat nerfed heavily with brainmed anyways if that's the concern. Infections exist, they used to be actually rather cancerous in design some years ago (to where a small lighter burn would kill you in an hour or less). The stamina system covers a lot of 'job-related medical issues' you mentioned as running around will make a character rather hungry/thirsty, and eventually slow and somewhat weak - directing them to the oft-ignored chef (or a vending machine at least).
  8. I'm not really sure how long that sort of thing should last without seeing the response to it. It's not an immediately identifiable threat ICly like the nukes, so it would be notably harder for crew to understand the source and stop it (akin to how lich resurrection had an alert but no one really knew what it was due to meta-protection). Longer is probably better, in that case, though not so long the cultists would get bored - and it should be designed with some form of adjustable timer in-case you make it too long or too short to begin with. If anything I'd do away with soul stones requiring kills/forced conversions/bodies entirely and just make them a 'summonable ghost spawner' for constructs to replace the current 'cult ghosts'. Having it draw from the ghost pool directly is a fine way to get more people into the round without needing to take someone out of the round to begin with, and feels sufficiently less 'personal', whilst removing the meme known as cult ghosts (that no one ever really used properly, seeing as you can name summoned cult ghosts and - before accents were added - use them for impersonation). tl;dr: Try 10 minutes, make it something you can adjust in a PR with ease depending on how it turns out (too long/short). Get rid of soul stones (removing the need to gank for them), replace cult ghost rune with a 'stone spawner' rune that also calls on ghosts (allowing for constructs without gank, and at the same time pulling players back into the round who were either observing or out of it in some way). Potentially rebalance Juggernauts if having easier creation of them is broken.
  9. So now instead of being a murderbone-prone game mode, it actively encourages murderbone? Gee, what an upgrade. 3x3 grid is ideal in that it requires some amount of coordinated participation from most of the 9. If you can replicate the demand for active participation in a new method, so be it, but I don't exactly see what is changed in the end. Ah yes, giving a player the option to try and force end the round singlehandedly even against the possible wishes of the rest of the cult players. This won't be prone to abuse at all. I actually do like the thought of slowing it all down, on the other hand. This is one thing that I can agree isn't the worst idea, as presently the summoning is the only 'unpreventable round-ender' (escape shuttle can be recalled, nuke can be disarmed) that isn't a singularity touching the supermatter (which requires an immense amount of set-up) or the crew transfer.
  10. Yeah the bowmans look like a bit smattering of colour, it doesn't work well. I'd say the antennae and microphone parts of the normal headsets could also easily remain uncoloured and it would make the whole deal feel less overdone.
  11. Prefer the theme of 'delving into the forbidden on your own' that some kind of artifact or book offers - especially with the 'drawn in by a desire for power' way one could write the prompt.
  12. Not a fan of runes being involved due to the aforementioned "vandalising the station with uncleanable blood". I'd say just have it be an item that every starter cultist spawns with, to which all that need happens is the volunteer uses it. If you want to prevent abuse, make it so a cultist needs to activate/charge it via interacting, before someone else can use it - repeating the need for an activation/charge every time. Bonus points if you figure a way to keep ex-cultists from peacefully reconverting themselves with it after having used it once.
  13. I actually like more peaceful antagonists if they use the position to provoke RP and greater involvement, as the recruiting types don't need violent action to offer interaction. Nar-Sie, whether bloody or peaceful, is just the equivalent of calling the shuttle. It ends the round in a wholly mechanical fashion - no RP or story to it. For any kind of non-violent recruitment, I'd simply prefer it not be as obviously insane as current recruiting is where you're vandalising the station with uncleanable blood as the 'volunteer' writhes in extreme pain - even when they willingly accept it. I merely suggested 'lore tome' earlier as a metaphor for having an artifact that one voluntarily delves in that then corrupts them, a not wholly uncommon trope in these types of settings.
  14. On that note, I'm fairly certain you can get armbands for any department you please and jackets for any department you please. Unless it has some mechanical purpose (armour/HUDs) or is a straight-up uniform (which is exclusively undersuits) there's no reason for it to be department-locked.
  15. They can claim anything, it doesn't really matter as they lack the equipment Medical has to begin with. A hat for an organization that isn't intrinsically tied to NanoTrasen's Medical wing shouldn't be magically removed from someone's head because they decided to visit their workplace instead of working as a doctor for the day, or because they aren't working with NanoTrasen Medical to begin with.
  16. I don't see any particular reason for berets to be restricted when they're just another form of hat, and have no armour values either.
  17. This would just encourage people to order guns off the bat and bolster the station in near-every scenario far earlier than a distress beacon does.
  18. A method of voluntary recruiting that doesn't involve a forceful, painful rune would also help. Such as someone trying to read a special 'lore tome' in depth (and they purposely do this, it can't be forced in any way).
  19. On the other hand, almost no one is ever down in the sub-level besides the rare xeno-whatevers - and so using tools to break in is effectively silent.
  20. It would be interesting if this was on the sub-level. Makes it more vulnerable and gives that area more of a reason to exist.
  21. Yet I remain curious, how is this different from traitors whom are given more or less the exact same tools and freeform thought as revs? Cult's intense flaw is being an LRP mode hamfisted into HRP, with it's goal being removing player freedoms and ending the round in a short and wholly mechanical method (Nar-Sie being effectively a stronger equivalent to any other antagonist just calling the shuttle, something typically looked down upon). Rev meanwhile is simply, at the start, a handful of opposing treacherous groups with uplink backing that can go any way they so desire - traitors that can enable other crew to act without restraint, if the crew so wish. It's not actually demanded that they need to recruit people, if they don't wish to do so, but rather an option on the table for them (and dare I say that it's better to stay small and focus on recruiting valuable individuals at most rather than 'go wide' as cult prefers).
  22. Looks cool. Not much else to say, these are fairly nice sprites - my only critique is that the polished steel armour looks a bit more plastic than metal.
  23. Can definitely say I also preferred the old UI elements in that regard.
  24. This is rather quite curious to me. I actually like Rev for every reason listed, whilst heavily disliking Cult for the exact reasons of the conversion process and the 'endgame'. Rev feels like one of the most freeform, open-ended round types that's capable of involving everyone all the while allowing people to act naturally, something Cult doesn't really allow for it's converts.
  25. An impressively competent AI player and knowledgeable medical player that doesn't mess around. Knows his mechanics appreciably and helped me relearn a few things about medical when I asked questions. Don't really have much else to say, he learns the roles he plays and it shows - that's a valuable quality in any Command player.
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