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Carver

Lore Writers
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Everything posted by Carver

  1. Arrow underestimates the true power of psionics.
  2. Skull put it excellently. As for personality, there's absolutely 0 requirement to put any personality into TCFL or really any of the other ERTs . Even Kataphracts, arguably the most RP-intensive of the response teams, aren't exactly required to put much effort into character personality. To argue 'X has more personality' is foolish, as it's solely a player-derived factor.
  3. +1 for the toxins and acids being gone. Their existence in this extremely common event demands that near-every crewman keep a gas mask or be ready to just fucking die at a moment's notice to NT's 'get sued and lose the case every time' lethal-scrubbers system.
  4. I can't support further easy-heal methods to the mechanically strongest species-family on the station. It's already God-awful suffering to kill an IPC with half a brain cell in regards to gameplay sense if you lack an ion rifle, let alone without giving them to option to build an infinite heal-to-full device in some corner that they can repeatedly go back to.
  5. I'd prefer a setting shift from being a station specifically; having seen this exact thing on Polaris and being fairly unimpressed with it. But I do support any expansion to off-duty/visitor/non-personnel roles. We have all this lore for Mendell and yet neglect it's potential as a gameplay setting? That alone is massively disappointing to me.
  6. I really don't want borgs to end up as overpowered as IPCs to where it's 'ion rifle, EMP, antag-tier ballistics or you just can't do anything against them'. Without any of the above extremely limited items, there would be absolutely nothing you could do to a borg. They'd become more horrifying to fight than Secborgs ever were, and it'd be an absolutely insane buff to malf. For the sake of borgs not becoming a powergamer go-to like IPCs have, please, do not render the flash entirely fucking worthless as an item.
  7. To clarify those two things, they used to be used for fire extinguishers as foam didn't exist.
  8. Engineering (And the Janitor and Roboticists) in particular should be donning their uniform for safety reasons. It's intended to protect against all sorts of working hazards, whilst making them visible in emergencies and such. Chemists and Virologists (Or as they're both called, Biochemists) are a specific role that should always be in uniform, again, for safety. As well as Anomalists, Chemical-focused Scientists and Xenobotanists. For these mentioned roles, possible exposure to dangerous anomalous, biological or chemical elements should demand uniform. Surgeons (And to an uncommon extent, the Roboticists), for the sake of their patients, should also be required to don appropriate uniforms during surgical procedure. Scientists should under no circumstance be wearing loose clothing if they intend on working with their lathe. Button that coat, clip that tie and never wear a dress. The only civilian roles (Besides the aforementioned Janitor) who should be donning explicit uniforms are the Chefs and Hydroponicists; hygiene for the former, and for the latter because you'd be getting pesticides and fertilizer over your personal clothing. All learning roles (Apprentices, Cadets and Interns) should be wearing uniform. If you are not wearing your uniform then you're clearly not taking your training seriously. Uniform policy should cease to apply to anyone whom is explicitly off-duty, and preferably has both stated such to their Head of Staff and has returned appropriate gear to their locker (Tools, security kit, medical supplies, etc.).
  9. Per my recommendations on his other applications; he puts quite a bit of effort and research into predominantly RP-focused roles, particularly Chaplain, which would leave me very curious to see what he'd bring to the table for Consular. +1
  10. Ditch the misfire chance and I'll be in agreement. Misfires and rng fail-chances are ass, especially in what's likely intended as a high quality reproduction.
  11. No opinion on those, but my assumption was that hunger was still tied to whatever nutriment-type chemical is in the system? At least in the sense that if you, say, ate a huge burger and took longer to process the contents, you'd by extension take longer to get hungry again.
  12. Doesn't this just make them thematically and mechanically far better and cooler changelings? I'll support it if we lose changelings in exchange for this feature.
  13. Do the swat gloves still match the intended suit and helmet that goes with them?
  14. Carver

    Borers Replace Vox

    The Trill are a horrible comparison, they're more aptly akin to these horrific monstrosities. Hostile, dangerous and deceptive parasites that attach to the brain and can't convincingly mimic a person due to lack of said individual's memories; only seeking to further infest more hosts.
  15. Melee or bullet protection?
  16. I'm not terribly familiar with the code but if I fathomed a guess from what I remember: Hunger would deplete slower on it's own, chemicals will stay in the system longer due to taking longer to tick (Predominantly important for a few things: Sedatives, Stimulants and Dex+). I'm not sure how the stamina system will affect and be affected, though.
  17. +1, I thought the suggestion didn't actually say much of anything at first but then I re-read the end of the first sentence. I still think a little more meat to this suggestion would be helpful.
  18. I was going to be upset if this was a passive, but since it's a visible toggle I'm less bothered by the suggestion. Neutral on it, but I want to see where this suggestion goes.
  19. Why not tweak their metabolism to make healing via chemicals slower?
  20. What is rarely understood is that rolling with it does not prevent someone from taking a series of passive choices and decisions that steadily steer themself towards dying. In a similar but less apparent vein to the pre-resist 'cultists that went out of their way to show something is wrong with them'. The best example being that I can make an express point of purposely fucking up in combat in such a way that I'll be killed, whilst merely making it look like I suck ass at the game's systems.
  21. My recommendation left on his IPC whitelist is equally applicable here. +1
  22. It's valuable that we see each other's opinions on this, at least. Though I stand by that death is always a valid option for someone who doesn't wish to stay in-round, due to the fair permanence of it. Cryoing on the other hand tends to just leave a fairly sour taste as it's far more obvious of a rage quit compared to someone putting some amount of effort into exiting the round.
  23. I've seen them RP out a genuine disgust and reaction to a gory scene in such a manner you rarely see amongst the server's players. That's enough to tell me that they're quite sirius about their roleplay. +1
  24. I can't personally testify for or against his synthetic play, but what I can say about DDB is that he puts a truly impressive amount of study and effort into some of the more RP-oriented roles he's played. +1
  25. Truly, then this mindset of yours should extend towards certain antagonist players with a habit of cryoing upon capture/brigging.
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