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Carver

Lore Writers
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Everything posted by Carver

  1. Those also typically come with an option to lock your starting sensors, so take that as you will.
  2. I agree with both proposed changes. TP doesn't inherently add anything not already covered by other roles, and doesn't present enough flavour to cover for it. Ideally we shouldn't be having surgeons grazing 30 anyways, and the hopefully very few that do will only need to make a small and harmless numbers shift in their records.
  3. Feels more like an unneeded timesaver equivalent to a setting for roundstart suit sensors or the like, but if it can be added cleanly then why not.
  4. More or less agreed with the above two posts. The more slots for nukies, the less security there are at roundstart more often than not. Four allows for a very strong showing if the players are competent and utilize tactics - any more than 5 would just result in them being able to bumrush everything on a whim without even needing to spend a telecrystal.
  5. I've seen this done elsewhere, it kills a lot of the fun and flavour of bartender when every drink is just 'colour in glass' instead of the wonderfully unique icons that make you often take a closer look. The real shine of learning and playing bartender are those moments, especially when you get some of the rarer reagents. In short, no. I'd never feel inclined to play bartender again.
  6. I'd go with 2. Investing points for more uses would make upgrading it justifiable - it has very strong potential so I wouldn't make it an infinite recharge, though.
  7. Would Sol and TC-related fashions be effectively 'unlocked', instead of somewhat requiring character justification (per Dominian clothing and the rest)?
  8. I can do little but disagree with this sentiment. Customization is valuable, and I've always held that there's no such thing as loadout 'bloat' so much as poor organization within the loadout. Tying random clothing to cultures does nothing for the organization problem, instead only serving to unjustifiably tie articles of clothing to a series of 'who fucking cares' in what I can only assume is some vain attempt to discourage people from making TC-based characters.
  9. It also held the unique property of actually damaging the pilot inside of mechs. It does the job against military equipment - it penetrates the armour, it hits the weak spot, the pilot.
  10. The intention is killing the pilot, not destroying the mech.
  11. Primary Halls is all you need to dominate a crew and make them completely unable to travel without maintenance access.. which they don't have.
  12. I only hesitate knowing they might be used for some really cheesy, near-uncounterable combat strategies due to how z-levels don't work.
  13. I can't imagine drinking holographic liquor.
  14. I'd be down for a publicly accessible form of records. Might even give the integrated eye sensors a use for people outside of command/med/sec.
  15. - NPC Borers, explained Borers would no longer controlled by players. They would act akin to facehuggers and automatically attempt to infest nearby organic hosts. An infested player would have full control over the abilities previously left to player borers. Having borer enabled in your player preferences would have you start as a borer host, rather than a borer as previously. - Why? The mode would require far less players to function. Conflict between host and borer would be removed, players whom choose to RP an internal conflict withstanding. Starting as a host instead of a borer eliminates the old argument of 'be nice to your borer', as it leaves it all to a singular player how they choose to handle it. Having full control over both yourself and the borer's abilities will encourage you to remain an antagonist/host. With the above two combined, salt will be lessened amongst players. It would become far more accessible of a roundtype for lower population numbers, as well.
  16. If it's only a merchant thing, then fair enough. I'd hope to see merchants having more guard dogs and the like too for those who want to spec into 'pet shop' builds.
  17. I'm curious why anyone would bring a pet to a workplace to begin with.
  18. A caulk gun for wounds seems strange to me.
  19. I'd prefer the blue and white tiles being retained, they add visual variety and make the room just look better. If you can redo it whilst doing less cutting down on the amount of trays in some form that'd also be fantastic, seeing as the top right corner is fairly unused and could have that table/APC moved elsewhere. Suggestion 1 could also do with a tray in the upper left corner of the autopsy sub-room, per the original design.
  20. Assuming it's tied to the optional hotkey toggle, technically configurable as-is if you don't said use hotkey toggle. You just need to dig in the PR to find the verbs, annoyingly.
  21. The server already fails to moderate itself by the mere fact that memes are spammed in general in lieu of the dedicated 'trashcan' channel.
  22. I feel if throwing was buffed you'd need to make it harder/slower to do, considering it's never been too hard to toss someone.
  23. You run the same risk of sourness from people by going the death conversion/infection route, unfortunately. I'd argue people can handle joining a cult, they can handle becoming a thing-monster.
  24. I'd still prefer a live infection system, turning the mode into more of a group antag sort of deal. It'd promote a better system of paranoia when it's the player behind a character who's playing the infected version of their character, as no mimicry is needed for someone who knows their own character in and out - whilst also pushing away from the selfish elements of current Changeling. Something akin to: https://en.wikipedia.org/wiki/The_Thing_(video_game) Paranoia is a feeling sorely lacking.
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