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Everything posted by Carver
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They disable the safeties on limbs, enabling them to explode once reaching a certain damage threshold. Prosthetic limbs exploding after a certain threshold was a mechanic removed around 6-7 years ago, retained in a legacy fashion via e-mag. If you e-mag every limb and use an EMP weapon, you can create quite a significant explosion assuming the booms still stack.
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I like the idea of effectively having an RPG beastmaster class, but I wouldn't have a borer egg as it'd just make the round a shittier version of a shitty roundtype. The others are more interesting, I'd expect the spider to end up like some sort of xeno-lite round which sounds fun.
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It's not very uniform otherwise.
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Conversion mechanics are shit. RP it out like mentioned above and I'm fairly certain that you can get away with 'hacking' an IPC as an antag.
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.. So they're just even more of recolours than before instead of being unique.
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Despite being a blood cult, it's never been really about body horror. I'd rather a late game rune for creating Vampires since they're tied with the void or whatever lore-wise, last I remember.
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I'm eager for the era of people buying out the coffee machines for pocket stuns.
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I stand by this.
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There's no reason it shouldn't count as armour in any iteration. That'd be equivalent to having 'aesthetic chainmail' or 'aesthetic bulletproof vests'. Just throw this 'loadout items can't have armour values' shit out the fucking window honestly and start giving coats and similar things varying and realistic values.
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Shouldn't the tones match the pants?
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As said before, mechs. This is unironically just the Ripley/powerloader.
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+1 it's just Medical's permabrig.
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An alternate proposal could be a speed buff for them in the vacuum.
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Isn't the point of them not dealing with life in weird gravity but dealing with it in no gravity.
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Beepsky actually being useful? I love the idea, +1.
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As an old Detective main, I would not be against seeing the return of the dominance of Detectives. Get those frilly noguns CSI/FT shits outta my workplace.
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I'm down for more mechanical differences between species. +1
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Generally, where an AI shines in antagonistic assistance is when it's been subverted. A malf AI cannot be controlled and is thus an incredibly unreliable element when it comes to an ally, compounded with that multi-antag role modes are the roundtype equivalent of 'Freddy vs Jason/Alien vs Predator/insert your favourite corny monster v monster movie'. As for malf and antag AI on it's own, I've made my piece elsewhere on the subject. AIs at their core are mechanically designed to relentlessly halt and harry their opposition, no matter their status as an antag or otherwise; leading to very slow, predictable and otherwise stagnant stalemates in conflict. Little more than a tool, fitting to their lore.
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Perhaps this could call for some addition to the clerical tools of antagonists, investing small amounts of TCs so as to be able to forge documents in their non-native languages.
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I'm not sure how malf would even fare in those modes, truthfully. Wizards and Ninjas can both effortlessly kill the malf in about under 60 seconds of deciding they want it dead. Perhaps it may do better in other modes, I suppose.
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Remove the need for wizards to have wizard robes for casting spells
Carver replied to Scheveningen's topic in Archive
How so? You're spending a resource to mitigate a critical weakness, it's no different than spending to reduce/remove a weakness in other roles. I'd rather not see a buff causing the role to become a ubiquitous yakkety-sax even more than it already can be, potentially making it quite hated in the process. The only suggestion I'd make to change/buff wizards would be porting Technomancers from Polaris, who can at least lock their source of power (battery backpack) on. In a similar vein, if you want to make wizard robes (not the gem voidsuit) take longer to remove, then that'd be a far cleaner buff that would still allow for capture but would require downing them for a length of time first. -
Remove the need for wizards to have wizard robes for casting spells
Carver replied to Scheveningen's topic in Archive
Isn't there an option to spend wizard-crystals or whatever the spellbook currency is to remove said clothing requirement? It's only an issue for those unwilling to invest resources. -
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Going to go with a hard no on this one because it will just be used to make people kill themselves. Why not take the Elder Scrolls approach of Mark/Recall spells? Casting mark 'saves' a location, and casting recall teleports you back to said location. Obviously unable to mark on the centcomm z-level, or any area where that device that disrupts teleportation is present. Interesting. I had thought there was a force wall spell, but I suppose that spell was never too effective since the mappers here are fond of double/triple doors in entrances. I had thought Destroy Technology sometimes triggered bolts but perhaps I'm mistaken. Two major conditions; your sprite should never be able to be hidden behind something, and there should be some form of timer on the spell for it to run out after which the spell's cooldown starts. A considerably annoying tactic for antagonists in the past was disguising as a cigarette butt and hiding behind a chair facing north, where it was entirely impossible to find them unless you were a ghost. Remove the catching (If it can be caught, it's useless versus anyone who sets up a macro to do so) and sure. A magical bolt sounds useful, might be very strong if it sets things on fire but if it's not absurdly spammable then that's not a problem. I don't get this one, is it a variation on the force wall? I've seen ice spells elsewhere, they're ok. Now I might be a tad retarded here, but I'm entirely certain this exact spell already exists - exactly how you described it, sans the being hit by lasers.
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BRAINOS' sprites are better but both of them look like laser guns out of DBZ or something. If we're going to keep the Star Trek reference, at least represent it correctly as something like either of these two: