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Everything posted by Carver
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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).
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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).
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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.
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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.
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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).
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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.
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Can definitely say I also preferred the old UI elements in that regard.
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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.
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Soultheif96's Reapplication of Command
Carver replied to Soultheif96's topic in Whitelist Applications Archives
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. -
What would you like to see in a combined bar and kitchen?
Carver replied to MalMalumam's topic in Archive
I liked the idea of doors and frosted/electronically darkening glass more than curtains. The darkening glass feels fairly underused, and would fit nicely. -
What Geeves said, it adds a little charm of insanity to prevent people from attempting to 'normalize' Borers as well.
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Per the title, their prices feel utterly restrictive and a great majority don't actually provide value matching their cost. The themed voidsuits for Mercenaries are often either quite inefficient due to slowdown, or mere sidegrades. The themed voidsuits for Corps/Traitors don't match the value of other spacewear options provided in the uplink, some being arguably quite worse. Taking this into account, I've priced them at 10 to account for the niche benefits of voidsuits in comparison to a normal softsuit. Taking the first point into the account, beyond theming, the main telecrystal value of single gear loadout crates is in the weaponry - so I've priced them at 15 according to that they offer unique weaponry and ammunition for it, leaving a modest sum for other equipment. Group kits are priced about 10 TCs higher, generally leaving roughly 8 TCs (7.5 specifically, so two with 7 TCs and two with 8 TCs) per member of a 4 man team for personal equipment. They are priced according to the extra weaponry and notably the hardsuit, and 8 TCs (at most for two, 7 for the others) per should afford at most a single personal item of choice for each mercenary. Or they could pool them for a single big purchase with 30 left (Such as a powerloader or the like). The frontier cowboy kits had the single-set price reduced to 10 (as the .38 revolver is a relatively unimpressive sidearm, meaning the most you get from it is flavour and the potent whip), with the group kit sitting at 50 due to offering an extra set for the investment (6 sets in total, thus 1 is 'free' with the bundle). A frame of reference for the corporate voidsuits in particular, showing the relative inefficiency armour-wise vs the Red Space Suit (6 TC purchase) for their currently vastly higher price (Note: Caiman has increased slowdown, and the Red Space Suit can also fit in a satchel or backpack as the Revenant can). PR: https://github.com/Aurorastation/Aurora.3/pull/10058
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I really hope this wouldn't up the resource file download size by much.
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You should really be able to have vision of a 3x3 radius with you in the center. That alone would solve all of my annoyance with these in combat (without needing a lock-on mechanic), especially since these cones have nothing to accommodate the basic human spatial sense.