Jump to content

Carver

Lore Writers
  • Posts

    2,735
  • Joined

Everything posted by Carver

  1. I miss the singularity. It was simple, extremely easy to learn, and demanded attention if it was sabotaged or at risk of sabotage. The more complicated Engineering becomes on what it demands from an Engineer, the more Engineering becomes 'micromanage this annoying piece of shit crystal' and takes away from their time spent repairing and doing little construction projects in the second z-level. When something becomes a lot more complex, you have the heightened risk of shitters and players accustomed to set-up on other servers going 'DO IT MY WAY' and overclocking an engine in such a manner that the other (and especially newer) engineers have no fucking idea what to do when it inevitably spirals out of control and the shitter went to cryo. As for balancing generation and consumption, I can't say much on that. Some things take a ridiculous amount of power for seemingly no reason (rechargers), some things take a ridiculous amount of power for fairly understandable reasons (holodeck). Realistically it should be a fairly static affair, seeing as we're not powering the DeLorean from Back to the Future.
  2. Please tell me that the toggle that mutes ambience will mute this like it does for the jukebox.
  3. Carver

    Remove Cargonia

    They are locked behind that, from what I recall. It doesn't help. (After some thinking, I now understand that you mean ordering.) It's far, far too easy of a way for both antags and especially non-antags to open crates. Whereas it used to require either a moderate TC investment (Cryptographic Sequencer, which can be used for other purposes as well) or theft of heavy industrial equipment requiring set-up in a remote or otherwise secret location (Emitters, something that you can order and also use a Cryptographic Sequencer to open the crate of allowing you limitless crate openings thereafter). Now? It's more trivial for miners to open weapons crates via a recharging and easily accessible tool than for officers who need to expend ridiculous amounts of rather limited-supply rubbers to achieve the same effect. No other department can so easily crack a crate illicitly, and it's worse that the department that can do so is the one who gets first access to any and all crates.
  4. Separate airlock access from maintenance access Give everyone airlock access Everyone wins Why airlock access is important: It keeps the crew alive if they're spaced. It lets Security do their carp hunting without giving them tunnel access. It lets antags more freely waltz out and about. It reduces the number of windows being broken and thus the amount of venting, especially since a good amount of airlocks are inaccessible to the AI's camera network. Even if you use airlocks to get into maintenance, you still need to ask to be let around in there, so anyone who uses it to access maintenance is just taking a very long and convoluted way about things that requires a space suit. In short, everyone wins.
  5. Just tap the arrow key to slow walk. I wouldn't mind this but the issue with range tends to lie in the pad itself being the 'ear', so go out farther and the AI may seem 'deaf' to those trying to talk to it when it's pad is off-screen.
  6. Expected a rant from the title but got feels instead. Hope your shit goes well.
  7. Assume the following: Clothing you spawn in/with is fitted for you and can comfortably be worn by someone within a few inches height/width. Certain clothing (Coats, armour, voidsuits, hardsuits, firesuits) have a much wider range of 'comfortable fit' (With exceptions for things like Skrellian voidsuits). Clothing that hasn't been worn has an initial, 'adjustable fit' that locks in on the first wearer. This predominantly serves as a nerf for disguising as someone of an entirely different height and build, and to discourage people who play ridiculously short/tall/fat characters within their species. It doesn't actually prevent you from wearing said clothing, and moreso serves to make you look ridiculous for wearing things not fitted very well to you.
  8. Counter-argument, what if we simply took this and made it so anyone can't comfortably wear anything? Adding height and build into character creation or the like. Have it if you wear something that doesn't fit (i.e. stolen clothing), it shows as: Lizard McLizardman is wearing some jackboots. They don't appear comfortably designed for his species' feet. Redhair McMidget is wearing a security jumpsuit. It looks absurdly large for her height. Lard McDonutEater is wearing a security jumpsuit. It looks uncomfortably small for his build.
  9. Oh I'm not a fan of malfunction chances, merely providing it's typically the 'go-to' mechanic for modifying something in that way, such as how the Detective's revolver would explode upon shooting a .357 post-modification.
  10. I wouldn't mind more things interacting with signallers, as signallers have a dead man's switch functionality iirc. I also wouldn't mind the 'suicide vest' some other codebases have/had.
  11. If the scarf would be lowerable, then I'd agree. It's likely a bug if you can eat/drink when your breath mask is up and over the mouth.
  12. Carver

    Remove Cargonia

    KA's getting into them has to be an oversight, seeing as previously it did require an emitter (Thus requiring an engineer or stealing one, since I believe emitter crates are also locked) or stealing a weapon from Security or Command to destroy a crate. I don't think they should be hackable unless you're talking about Cryptographic Sequencers, and acid should just melt the contents if we're being real. My issue is less about people disobeying -- as I wouldn't mind if they actually acted hysterical like in the video you linked -- and more about how it ends up being some methodical process of step-by-step arming themselves like it's a fucking coordinated rev round. It's almost never cargo techs arming themselves with knives (Something they tend to illegally do regardless for some reason) and instead fucking jank-ass spears, bucklers, crossbows, swords and other ridiculous things -- or just firearms. I'd love to see people panic to try to evacuate and get the shuttle called instead of 'panic' to lynch mob up against whatever's vaguely threatening either the room they like to AFK in or the station waifu. But, instead, people focus far too much on removing the threat rather than removing themselves from the threatened area.
  13. Well that one does cover the mouth.
  14. Carver

    Remove Cargonia

    A disorganized panic is one thing (And is surprisingly rare outside of, funnily enough, fires on the station). A co-ordinated 'buying twenty thousand credits worth of military grade kit and shooting the crates open with an emitter' is another thing entirely. If people cannot reasonably follow the basic orders of Command during an emergency (Which is, at the bare minimum, to not arm up like a bunch of insurgents), why were they allowed on a moderately valuable Research Station.
  15. A tank turret, perhaps not. But there are cases of putting something where it doesn't quite belong. To which I'd say, just give it a far greater power drain or the like (or a risk of malfunction, but that would require far more work).
  16. Carver

    Remove Cargonia

    Average Joe should be trusting Command who'll hopefully be calling for Emergency Response. If Command orders the departments to prepare in such a way, then so be it. But the overall situation should be gathering the non-Emergency personnel in a secure area, whilst summoning whatever Emergency Response squad shows up, and in the event the ERT/TCFL are killed off: calling an emergency shuttle. Now, whilst Security being dead on it's own is not valid for arming up, if Command is dead as well? Then you have a fair reason to do so without orders from above, especially if your goal is to call the shuttle so everyone can get out safely.
  17. Could we perhaps have this functionality given to Cryptographic Sequencers instead?
  18. Carver

    Remove Cargonia

    I'm going to target this argument in particular as something that validates the OP. In no circumstance, is the mail and shipping department of a Corporation's branch arming up with firearms and military-grade kit realistic in the slightest. It is the exact thing that would get you fired and is absolutely unacceptable conduct in a majority of cases where it occurs. In a crisis your goal is to ensure any orders made by Command go through, and orders made by personnel dealing with the active emergency (Engineering/Security/Medical) go through within reason (That is to say, if an order is shifty it should be reported to Security and Command regardless). You are not heroes. You are not a guerilla force. You are the department that handles mail, shipping and mining exports. I would prefer QM be whitelisted, as even considering the mentality problems, it's often the only role who reliably handles orders within cargo and can keep the shorts in check. Too many cargo techs tend to be played by characters with vaguely criminal backgrounds who can never reliably see an order through (Or refuse orders they personally disagree with), or by characters who simply leave the department and never return to it as they play 'Irresponsible assistant with extra access'. The QM is often the only reliable answer to these problem-people unless we do a wide sweep of unrealistic characters whose behaviours and backgrounds would preclude them from working on a Research Station. As for the removal of KAs doing damage? Good. All for it. I wouldn't mind seeing KAs gone as a whole as they presented a massive amount of power creep that inadvertently buffed Research and the crew as a whole, but I'd settle for a nerf to remove their ability to cause harm. As for the removal of weapons? Keep them locked behind needing an AI (for lack of Command) or anyone with Command access. Make a Cryptographic Sequencer able to override this lock for the purpose of traitor and revolution modes. Be wary that if cargo's weaponry ordering as a whole were removed, Security may require a buff to the armoury's contents due to them relying on co-operation with cargo during particularly bad crises.
  19. If they function as sunglasses when the thermals are turned off, then they're actually a very valid and potent sidegrade. Flash protection shouldn't be underestimated. Meson disguise is also worthless for anyone who isn't a Miner or Engineer, as someone will quickly notice anyone else seemingly wearing mesons for no particular reason.
  20. Why are they not just an accessory? We can add accessories to overwear now, so there's no reason unless they're somehow a filter mask or some odd fellow uses them to protect from being sprayed by acid.
  21. They're not intended to be disguised as mesons. Having bought the current version before, their lenses are (uniquely) red with thermals on and untinted with them off. Intending to mimic the basic aviators, when the thermals are off.
  22. The thermal aviators shouldn't have an antennae. They're meant to be a stealthy choice.
  23. Honestly I'd just give them a locker or crate full of various gimmick outfits/uniforms including bags.
  24. No, my scouters! My only concern with the new base HUDs is they look too much like the aviator HUDs. Wait, I'm retarded, you didn't change the prescriptions. They just always looked... very, very close to the new aviators.
  25. I'd prefer thematic to character preference rather than job-related. The current RNG system is 'ok' unless you get fucked over with a beanbag or rubbers weapon.
×
×
  • Create New...