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Carver

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Everything posted by Carver

  1. Only if it were a single spawn per ckey per event, rather than letting one person have access to the full stack of 6-8 pests that come with the event.
  2. I'd only accept that if regulations in regard to pest control were made stricter to account for weird fuckers who take disease ridden pests and treat them like domesticated animals, otherwise it may just encourage more immersion-breaking childish behaviour from crew who go '? aw pet da lizard/rat/etc.' at the first sign of a bio hazard alert.
  3. Then you don't need an AI. Two answers to this: Either port the device that tracks when an AI is watching you, or don't perform actions yourself that escalate to 'submit or die' in plain view of a camera network. The basic measures of stealth apply. Because this is a video game and assuming you're willing to learn how to play the game, then you should find relative success for your efforts in regard to skill. It is not intended to be some form of easy street theatre play where everything goes smoothly without fail. If you do something that necessitates that response, then you must be willing to accept the consequences of your actions and plan around them - something I learned well long ago both playing Antagonist roles and Security (both of which have a fair amount of mechanical crossover that helps you learn to play the other).
  4. Rats have a curious habit of metagaming traps in all forms. Out with them unless they're placed under far stricter rules.
  5. At what point do you simply remove the AI instead of adding a bunch of nonsensical rules? The thing is supposed to be one of the most trustworthy assets on-board, previously beside loyalty-implanted personnel - and now rather alone in that regard. If the AI can see what you're doing, either be faster with it or disguise yourself properly. If a CCTV records you doing a crime with your face and similar perfectly visible, then you'd be just as free to be apprehended - if you're conveniently on-scene when law enforcement or security arrives, you'd also be apprehended. If I were to need to go through a million extra loops because of a different ruling, you'd be damned sure I'd be keeping you held in brig whilst that investigation went underway if you were seen or caught on-location by the AI or anyone.
  6. So long as there's some form of humour, and it's actually funny and not some shitty in-joke of 3 medical mains (i.e., it has to be a joke that a player from another server can readily understand) then I don't see an issue in updating the jokes.
  7. I agreed on a need to improve the articles having outdated mentions of mechanics. For the humour, I don't see a reason to remove it unless it's replaced with more relevant Aurora humour like everyone making IRs because the Janitor looked at them funny or the Bartender didn't refill their drink. Most of Aurora's cultural humour is variations of 'man people bitch a lot in OOC channels', 'Miners keep falling into pits and dying 5 minutes into the round', 'Cargo Techs are either violent Taj terrorists or alcoholic human jailbait'. To regurgitate another meme of the server; 'Replace, don't remove'.
  8. There's nothing wrong with new players getting to learn a bit of the old funnies. A culture of humour is universal, and as noted, none of the educational/important articles such as the ones I linked contained anything out of place or encouraging poor behaviour. They just need a touch-up to no longer reference a few old mechanics. One absolutely shouldn't raise new players in a culture of humourless no-fun - even at it's most 'heavy', the RP in this game has never been excruciatingly serious throughout itself.
  9. If Command can simply edit AI perms, then what would be the point of removing such abilities? They were generally only ever used by crew order in the first place with exemption of malf.
  10. Having gone through this and this page, I don't really see any influence of jokiness within full job articles (of importance). I haven't scoured every single one, but everything so far has seemed within reason past a couple of outdated mechanical references such as loyalty implants. The tone seems perfectly fine, as noted the only issue would seem to be that the wiki understandably doesn't keep up with every PR ever made. There's nothing wrong with sharing in the good humour of other servers, especially if it'll make newer players feel more welcome.
  11. If I'd miss anything it was both the watch tower being both an amazing hiding hole, and tool of surveillance.
  12. Someone has to be awful thick in the head to not realize the entirety of those role descriptions are joking.
  13. I'd say one argument is the bottom-most z has zero actual purpose (in comparison to other empty z's of the past), as cooling only really needs space tiles beneath it which could exist on the maintenance/sub-level z. I suppose the only issue is this argument requires someone to map the replacement.
  14. Why not remove both to maximise the anti-lag? Not like anyone cares about cooling being down there.
  15. If loadout customization is a concern, wasn't there a separate idea to make apparel cost nothing or near-nothing as a whole?
  16. F for the solars, and the watch tower. Wish it was cooling that got nuked instead.
  17. You understand that burying yourself in snow is a valid and effective survival method to avoid freezing to death during winter storms? Wind chill is the especially lethal part of arctic storms, not the snow itself.
  18. I would hope such reductions may never be applied to High Severity Infractions.
  19. With those clarifications, I don't really think those two implants are required for the 'Aut'akh experience'. I'd be less worried about the 'one antag' and more about an entire sub-species (non-antags in particular) having a free version of an ability akin to something Ninjas and Borers have. As for the cold resistance - that's also making the assumption that polar bunkers lack heating, no? It seems rather silly in and of itself that a cold-blooded species who very readily dies in temperatures a human would find mildly nippy can suddenly disregard that, and at the same time somehow avoid the fiery overheating issue present within IPCs of a similar size whose internal climate control wouldn't be competing with vital organs.
  20. This I wasn't aware of. Assuming the three 'necessary augments' have no real mechanical benefit, I don't see why they'd cost 9 in total unless it's some clever way to limit them by discouraging fashionista players.
  21. It's a very minimal retcon as it were, and this is not the first nor likely the last time a significant change demanding retcons has been made like this. Shells (MMI/Circuit brains from the fractal lore era), ATLAS, Vox and Necropolis being four examples in a relative range from 'years ago' to 'weeks ago' as prime examples.
  22. I'd rather see them made tankier than a return to easy bite. Never made a whole lot of sense to me that they're actually rather frail.
  23. Fair enough. I'd hope other tools like a circular saw or even a knife (whittling) may function in place of the hatchet.
  24. Why would it require a hatchet when crossbows, one of the older wood-using improv weapons, didn't need a hatchet to produce their frame?
  25. With a base population of 10,000 in TC according to lore, they should be extremely rare and limited on station. This change has made an effective cut-down in the number of Aut'akh cultists on-board, and I would not want to see their return in full-bodied form unless limitations were made to the amount that may be present (so as to never outnumber normal Unathi characters).
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