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Everything posted by Carver
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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.
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Have they not been essentially merged for a month so far?
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What would you like to see in a combined bar and kitchen?
Carver replied to MalMalumam's topic in Archive
Funnily, I believe that's smaller than the current kitchen. Seems more space efficient, though. -
Armband, Badge, Beret, Gloves, Dress Shoes, Tie is fairly universal to most of my Security contractors. Non-contractors usually wear a jacket of some form as well - along with the aforementioned list of items.
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Wasn't there just a normal remote body beforehand? If the mech's a problem, replace it with that and give remote bodies the same code used by hulks to prevent usage of guns.
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What would you like to see in a combined bar and kitchen?
Carver replied to MalMalumam's topic in Archive
I'm absolutely loving that design, wonderful to see a dedicated smoking lounge and a clean integration of the arcade that doesn't feel out of place (as it does in the current bar). -
It's worth it if you're not using it, arguably. I'd rather it be something the HoS has to ponder rather than incentivized enough that any HoS will readily go 'sure'.
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What would you like to see in a combined bar and kitchen?
Carver replied to MalMalumam's topic in Archive
I'd say replace the stage area with more private seating. Again, no need for it when the holodeck exists and already has a stage setting in a far more central area - and it's rather awkward that there's exactly one private seating area. Also: Put a SmartHeater in one of these two spots (or somewhere else if you take my above advice), the chef needs one. -
The HoS can weigh the benefit of fulfilling the bounty vs skipping it - and the later possible consequence of potentially needing to order another suit.
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What would you like to see in a combined bar and kitchen?
Carver replied to MalMalumam's topic in Archive
One could argue this thread offers feedback for how NBT mappers choose to (re)design the bar/kitchen. -
3 weeks is too forgiving of a baseline. I'd say three months is the floor, one year is the ceiling.
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And yet, in such a case - as argued here, one can't inherently argue a conflict because the action of protecting X with Y, at the possible expense of Y which is monetarily worth less than X - means that there is a net gain in the case of law fulfillment. Furthered by the possible additional factor of satisfying another law if it's requested that you perform the above. I don't really care about if the mech gets removed - go ahead and do that, but for the time I'd say no law is being broken by using the mech to protect the greater station per the value of net gain in such an action vs net loss by inaction (and the aforementioned additional factor adding further weight).
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I wouldn't say that's correct. The AI above all else should prioritize protecting the nuclear bunker if it's under threat, for instance. If prioritization did not exist, then one could feasibly argue that you best protect NT property in many cases by pure inaction (as say, distributing equipment may pose the risk of damage to said equipment) - something that's rather justifiably likely to get you synthbanned.
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What would you like to see in a combined bar and kitchen?
Carver replied to MalMalumam's topic in Archive
Firstly to shrink it down, half the dining area is nearly never used and ends up being wasted space that contributes to the middle of it being stupidly dark (for lack of ceiling lighting in this game). Past that, I enjoy more utilitarian diner looks. A great (if outdated) example being the food+bar on Donut 2. Something compact that still retains a fair amount of seating, centralizes the counter but still has a couple private tables (not too many as they're not too commonly used) and understands the appeal of a 2 seat private table. This also allows for better coordination between the Bartender (whom now doubles as a waiter) and the Chef, if the Chef prefers not to take the orders themself. Above all, make it small. You should be able to see the entire eating/drinking area on a single screen. Our current stage is already never used past people grabbing megaphones from it, and similarly no one would really ever dance nor want their dining/drinking experience to be sullied by inappropriately behaving crew. Leave the club and theatre experiences to the holodeck which can accommodate those sorts of events. -
Wouldn't this be countered by the logical conclusion that the station itself holds greater priority than the mech, and that by combating, say, Carp - you're successfully prioritizing the more valuable asset.
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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).
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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.
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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.
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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.
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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.