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Carver

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Everything posted by Carver

  1. I'm going to go with the hardest no I've ever given any suggestion for just how much it fucks over everyone involved. The core issues with it being easily stolen lay upon the poor map design (spare-theft was rarely an issue on Box/Exodus because the bridge was dead center, the AI physically heard everything, and the Cap office had no windows) and this strange trend of encouraging AIs to meta-ignore antagonists. This makes it far easier to 'softlock' the crew in a myriad of situations when a specific, important form of access may not be available for lack of either a specific role or Command in general. Similarly, your encouragement of making certain roles bigger targets will only further the issues of ganking - and for the most trivial of reasons at that. Not to mention that you can no longer stealthily acquire heightened access, as stealing an ID without being caught requires permanently removing a player from the round. Agent IDs, similarly, are now rather worthless in any form of stealth where you need more than their baseline maintenance access + whatever access you have on your roundstart ID. Your argument of encouraging antagonists to get a toolbelt is also laughable because that's what they needed in the first place to steal said ID - because as trivial as it in to break in, you still can't just walk in freely without a form of teleportation or vent-crawling (a grand total of two rare off-station antagonist roles, in addition to changelings whom don't have uplink access). Let's get to the worst of this - the inability to have an Acting Captain without an HoP (or dead Captain whom hasn't lost their ID), and the ripple effect of how this prevents access changes on rounds without either of the two roles. Combine that with this being a server that practices Command Whitelisting, meaning you are never guaranteed either role at any time (and during particular times of day, quite often will lack both).
  2. My proposal is simple, just remove the ability to strip accessories from someone who's wearing any form of exowear. Coat, hardsuit, voidsuit, doesn't matter. It's illogical that someone can so readily remove them when systems have been added to prevent the removal of other articles worn beneath these things.
  3. Fixing the verb delay won't solve that vision cones turn combat into a stressful macro-fest, compared to the fairly nonchalant and often macro-free combat of before.
  4. Really not digging these tests as they go on. This is so clumsy even with macros, I feel like I'm playing finger-spaghetti in combat now. Hasn't really done anything to help RP besides encouraging facing odd angles whilst sitting to see people's emotes - yet that remains nowhere near as painful as combat is now.
  5. I'm all for using this to reasonably justify technological advancements, but I'm fully against using this in any way to justify further civil rights for IPCs in various cases.
  6. Why not. Flipping accessories is always nice.
  7. May I request a tl;dr of what this would actually add or change?
  8. I'm for this if only because flashes being trash shouldn't hold this sort of thing back. They hardly do anything against flashbangs, and the welder protection isn't very reliable at all. The biggest reason I want them readily available though is so people can wear Thermal Aviators without them being the most obvious metabait on anyone who isn't a Captain, HoP or Liaison.
  9. There are/were random events that tended to involve medical. One of the remaining ones has to do with your name (as it's not uncommon for crewmen to be mauled), and the other remaining ones are mostly biohazard/carp/drones/etc. if the crew get hurt by them. There were also viral events, but those were so incredibly awful and involved the afflicted sitting around in quarantine without much RP or any gameplay for 20-60 minutes depending on how competent Medical was.
  10. I'd rather they not be blue stocks - or anything explicitly TCFL-branded - as the gauss thumper is included in the Coalition equipment crates for Nukies/Mercenaries. The cheap orange bakelite look works well enough to be universal as a design.
  11. Thermals; Once the Detective's bread and butter, then relegated to a fairly popular antag-only item. They've aged rather poorly these days in their disguisability. Simply put, it's always obvious that you're wearing thermals. We have, Aviators: The only functioning disguise, they're something you'll never see worn by anyone but Captains, Consulars/Liaisons, the HoP and QM - Security will be wearing their signature (and visually different) HUD variants instead. For a greater majority of the station, they're worthless as a disguise. They don't even offer flash protection when the thermal mode is disabled, for Christ's sake. Optical Meson Scanner: A disguise recently rendered extremely outdated. This has no reason to exist anymore as the only time you'll see mesons is in the hands of antagonists. HEATpatch: Fashionable, but very blatant in what they are. Optical Thermal Scanner: The rarest of all, so old they can't even be toggled off. Last seen in the hands of Detectives when most of the current playerbase were pre-teens. Now, for the suggestion itself; I'll list the variants again with possible adjustments. The suggested changes don't focus on improving their disguise factor, but rather increase their appeal to any antagonist having a look at them in the uplink. Aviators: 6 TCs, give them flash protection when thermal mode is toggled off. They remain a semi-viable disguise and are given utility in combat. Optical Meson Scanner: Remove them from the uplink, replace them with the Optical Thermal Scanner. May as well use the old sprite. HEATpatch: 5 TCs, cost lowered by 1. They aren't a disguise, so they should naturally be cheaper. Optical Thermal Scanner: 5 TCs, replacing the Optical Meson Scanner at a lower cost. Add the ability to toggle them off like you can with the other goggles and the HUDpatch. All: Let Thermals see cloaked entities once again. It would allow for other antagonists to counter ninjas via TC investment.
  12. If you're in a situation where you're on a conversion rune in a private place, chances are you're not getting away from it anyways and will die. I don't really want to see it made more severe otherwise you'll have people abusing it in combat, or as said before, using it as a better sacrifice rune (and no, 'sacrifice rune isn't used' is not an argument against this - contain that murderboner a little more cleverly).
  13. Arguably Vandalism, arguably Hooliganism. Not really big enough to matter and the trash gives the Janitor a reason to not be removed.
  14. Whilst I'd love random events gone (all but Meteors, truthfully), I tolerate them if only because they're somewhat helpful for maintaining population during quieter rounds. If there was a suitable replacement I'd love that, but I've no idea what even could adequately replace it.
  15. Where it ought to take a cue from wizard is having a greater selection of themes over the singular blood cult, but that's far out of the scope of what most would be willing to do for it.
  16. Dare I suggest, if vision cones are implemented, that we have a system to lock our vision onto a specific mob? An eye-follow or the like? It would ease the cancer of combat with this current system and function as a fairly useful RP tool as well.
  17. Dark Souls' 'fishing for backstabs' is not the peak of melee combat. It's a massively trash system to base combat around.
  18. There could also be a push (via text in the uplink perhaps?) to encourage/remind traitors (or anyone with an uplink) that they can emag the comms console and message a request for an evacuation via syndicate shuttle. That shuttle is almost never otherwise used, and requiring admin justification prevents people from dipping 30 minutes into a round without having done anything.
  19. Isn't that just vampire where it becomes a ridiculous series of 'why does half the crew have amnesia and some other injury'? I see absolutely nothing wrong with how it's currently implemented. It has a potent mix of lethal options, a fairly decent recruitment system (that could serve better from another suggestion that wished to simply remove the mention of self-harm in rune creation to create a better face for recruitment), and I'd even go so far as to say an adequately skilled cultist player is on the level of a traitor in power. Where people usually draw issue is that the goal of the cult is usually centered about either mass death, or forced recruitment to rush Nar-Sie. It doesn't really have a whole lot going for it in the RP department - as it can't create vampires (whom are supposedly also veil-based), it can't use announcements to create a narrative akin to rev-types (without requesting such from an admin, at least), and it's a very combat centered role by design with it's plethora of potent runes capable of overcoming more or less any situation with the right planning - the most 'innovative' RP you can get from it is playing a torn lunatic plagued by the memories of their humanity. In the end, it ends up having very repetitive gimmicks that lend to every cult round feeling samey to some regard.
  20. This seems a tad redundant for anyone who keeps text files, especially as memory currently is designed as an in-round thing for stuff like wires/uplink password/traitor codephrases. I don't dislike the thought, but I worry it existing might lead people to 'memorizing' things that shouldn't be memorized, such as antag related round-specific stuff or things in general that end up non-canon.
  21. How to turn the conversion rune into an extremely cheeseable weapon used in 1-tile hallways/doorways in 1 easy change. It should take a solid minute long of having the person stuck on the rune if it's going to kill in one move, else it will be cheesed in combat and used as an objectively better sacrifice rune elsewhere. The one idea that's somehow worse than just dying. If being forcibly converted takes away player agency, this manages to do it even worse by saying 'you no longer play this character'. I'd genuinely rather be force converted and just cryo than this.
  22. -1, it already kills people who resist at a decent pace. If someone truly doesn't want to be a cultist and they're forcibly converted, then they'll either afk, cryo, half-ass their role or worse - purposely be rather obvious to accelerate the round's end.
  23. -1. It requires twice as many antagonists by it's very nature, meaning that low-pop borer would have maybe 11 crew, 2 hosts and 2 borers at best going by an initial 15. Without willing ghosts, you can't infect other people as well. With other 'conversion' modes, like Cultist or Rev, every new convert is their own antagonist rather than requiring another ckey for essentially two players per convert. I can't imagine this working on lowpop unless you made the borers into NPCs and gave hosts the 'antagonistic initiative' rather than clumsily tying it to, essentially, a ghost role.
  24. Completely against them being insulated. If you want shock protection, you should be sacrificing hand armour at the same time.
  25. PIs are notably very different from Police Detectives/Forensic Specialists (which is what our current ones are based after). You don't need any actual qualifications to be a PI, and they quite typically operate outside of the law (which is where the 'Private' part comes in). A PI is the type of guy you'd hire to spy on your wife and figure out if she's cheating on you.
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