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Everything posted by Carver
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A pile of them in each antag zone/applicable third party zone would probably be cleanest, to avoid deleting masks on people who misclick in the surgery machine (unless the old masks drop to the floor?).
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A selection of the basic pens: Black, Blue and Red. I'm asking this because someone told me he's too lazy to ask.
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Opinion? I want to have the kitchen spawn with a few more things.
Carver replied to Tomixcomics's topic in Archive
I do think pre mixed butter and some condiments would be nice, but I like the touch of having to bake your own bread and make your own cheese. It makes it feel a little more authentic, and adds more to the people who choose recipes requiring these dishes instead of the comparatively lazier recipes you can throw together from some fish and your produce box. So in a sense, I half agree - condiments and butter should be added, but not bread. -
For better or worse, they've always struck me as a bit of a 'caricature' faction, and so I've struggled to take them seriously in most any interaction with their characters in turn. That combined with their rather exaggerated aesthetic has led me to feel that they're more of an 'event faction' to be used inevitably as minor antagonists in some future arc, rather than something that you'd reasonably make a character for. I haven't really tended to have positive experiences interacting with Golden Deep characters, as they trend toward acting like 'metal scrooge mcduck'. As a faction they're not really interesting for a third party synthetic group (unlike Purpose who aren't playable, which really helps maintain a sense of mystery), with the exception of their vessel Midas - which feels almost designed to be a hugely valuable target for a major faction that would see it taken apart for research. I think that best summarizes my feelings about them, merely a 'lore piñata' for another faction to break open.
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I'd say Adhomai and Xanu were fantastic for shore leave, but I do agree we need more hotspots where possible. I'm curious where the next arc will take us, as some planets can be very hit/miss (Moroz for example basically blocks off a significant amount of crew from shore leave) and in turn wouldn't be ideal for terribly lengthy 'orbit periods', though that's not to say I wouldn't want us to visit them for 2-3 weeks.
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Per title. I can check the crew manifest via !smanifest to see how many people are on there, but if I see 6 people on the Horizon and there are potentially upwards of 14 on Konyang then I may be misled into assuming the pop is near dead. So I propose either adding a new !s command to check the ghost role manifest, or throwing them into the main command in some form. I hold no particular preference.
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I would disagree, as the only malf rounds I had ever enjoyed in the past made great use of many multiple announcements to coordinate the crew into some manner of interesting direction - without ever really using any of their other tools. Plus, if someone abuses it they get a notably heavier form of job ban than usual, having to go through the application process once more.
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This is less convincing than you’d think when suddenly healthy John Doe, the 28 year old Engineer in the prime of his life, has a pacemaker or whatever have you that isn’t listed on his records. It would still raise questions in the end. To that effect, I’d rather these things just be fully invisible and more controversially: unremovable. You’re paying a tax to get your uplink anywhere, it shouldn’t be removed after a single fight because security decided it’s ballistics time. If they catch on they can use one of those augment suppressors that people love to put into vampires and changelings.
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Have it lock down on Blue or Red and the yakkety sax problem is rectified. Konyang is filled with Police Officers and territorial gangs, I have sincere doubts an overly talkative traitor would last long at all down there - and if he’s not overly talkative and just slips away, then whatever, no harm done. I don’t really buy the argument that this takes away from BCs when I feel as though BCs are going to get tired of being a taxi service well within a week - just as people got tired of the every round IPC hunting countryside expeditions. I shouldn’t be dependent on a role that isn’t always present being willing to taxi me when I join 40 minutes in a round and oh look they went down and are enjoying themselves already. May as well not join the round then, everyone’s down there and I’m stuck up on the empty ship! For additional context, there was a round last night where there were 12 active Konyang ghost role players - and 5 people on the ship, none of whom are OOCly allowed to pilot. I actively chose to not play despite wanting to play the round because there was no realistic possibility of being able to interact with 2/3 of the active players. This sort of thing should be fixed immediately if it’s hoped that people should be allowed to interact with and enjoy the new map.
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I think it's a night map, but the lighting is a bit too 'natural' to show it well
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Making it a role requiring a synthetic WL would likely eliminate most RP problems.
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Prevent indirectly shutting down antags by hiding items
Carver replied to Fyni's topic in Policy Suggestions
Why does it spawn there? At this point, a near-vestigial mapping tradition given the spare on the desk has existed going back well over a decade - and we’ve never gotten around to coding a more realistic replacement (such as using the command card swipers to promote an Acting Captain). Slight discrepancies are one thing, all-access is another, and if someone chooses to move this or that item that is under their explicit care and safeguard then so be it. I’ve yet to see a genuinely absurd example to where a Captain has hidden something of importance in a truly annoying manner and not been punished for it, such as hiding it in a random toilet cistern or handing it off to an assistant at the start of the round - it’s always in a safe, in a briefcase, on the Captain’s person or somewhere equally reasonable. Variables such as these shift things up and prevent repetition, and as repetition goes there was a period on the prior map where the spare was stolen near effectively every round to where there was support from quite several people in suggesting it be removed or replaced entirely. I’m starting to think again that it should be removed, if people are seeing access to it as an antagonist as their God-given right. The spare, the nuclear authentication disk, the leviathan key - these are not small things to be overlooked, and they never should be treated as such. These are items that single-handedly see the ship escalated to Code Red, they are the end goal of a gimmick, not a mere step along the way. -
Putting aside my thoughts on speed; I think they should be very lethal when they connect in melee, as they are man-sized machines showing absolutely zero restraint in their intent to harm someone even if it would result in their own destruction. A robot is well capable of more harm than a wild animal given it’s a creature of hydraulics, steel and the like; and truly I’d only expect Geists and similar genuine monstrosities (Greimorian Queens, Warforms, that one giant lizard creature from Moghes) to surpass them without the use of weaponry. I want to feel genuine fear when it comes to fighting these things, I don’t want it to be some run of the mill ‘oh it won’t matter too much if it gets close’ kind of deal where people start casually racking up ‘kill counts’ or whatever have you. These are effectively zombies composed of metal and machinery, that kind of stuff tends to be mini-boss level in survival horror titles.
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Prevent indirectly shutting down antags by hiding items
Carver replied to Fyni's topic in Policy Suggestions
Stealing the spare is not basic set-up, it’s one of the most (if not the absolute most) valuable items on the ship. Buying a cryptographic sequencer or getting a set of tools from tool storage is basic set-up. Aurora is, above all, an HRP server. IC realism is why I’m here. You’re not being ‘arbitrarily prevented’ from a gimmick because you weren’t handed the most valuable item on the ship on a silver platter, and if you needed all-access to show off how ‘cool’ you are then I don’t really know what to say. -
I'd want to keep them very dangerous in damage/health but make them slower, if anything. 'Sprinter zombies' doesn't feel fitting with how damaged they appear, and especially with the lack of Z-H frame zombies.
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Make Melee Great Again (point blank rework)
Carver replied to Butterrobber202's topic in Suggestions & Ideas
Fortunately, the comical damage bonus appears to have been removed so you needn't really worry about that unless my search-fu failed and it got reverted at some point. I'd rather just see guns heavily lose accuracy in melee at a baseline rather than gain it; outside of maybe a couple of 'surprise guns' (sawn-off shotgun, derringer), incapacitated people and obviously hostages in neckgrabs. Previously guns in melee were balanced because disarming was actually very good at living up to it's name. Your present suggestion leaves any and all unarmed builds behind, which would be very disappointing. -
Makes Flags hung up on Windows function as sight blockers
Carver replied to Carver's topic in Suggestions & Ideas
In theory not really any different from a curtain, my inspiration for this was imagining using a flag as a 'privacy curtain' between the Corp Rep offices that can't be defeated by pressing a button on your desk. -
Per the title. A big ass flag or banner on a window should block your vision. Side effects include: Passive-aggressively using your nationalism to further your anti social tendencies More people being yelled at by stern command members for putting up their flags in lobbies More thoughtful display of flags instead of just plastering them everywhere Someone trying to weaponize the store of SCC flags in the bridge and either getting banned for powergaming or flags being made shootable
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You seem to completely misinterpret my words, willfully or otherwise, given the only time I have used the words ‘junta’ have been in relation to the DPRA. Sol’s stance has not meaningfully changed whatsoever on the SCC since KotW. If they’re “grr evil” to you then I’m afraid you also haven’t been reading what I’ve said on them in half of my posts given they’re only faction antagonistic to the SCC that bears a strong degree of moral ambiguity, and in many cases them being correct, given the SCC isn’t some idyllic utopian faction where all thrive under fair treatment.
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And that right there is precisely what I'm opposed to, lore developments that water down Sol and end hostilities. The status quo of relations are a breath of fresh air when every other antagonistic faction can be easily discarded. If there was ever some kind of representative I'd rather see it from a non-governing faction within Sol (list any number of non-core world planets), rather than Sol proper.
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The DPRA Consulars aboard are with the civilian government, not in service to the very hostile juntas. The megacorps being powerful is already reflected in that Sol didn't entirely absorb all of the corporate assets of the non-NT megacorps, but the point of that absorption was exactly to counter your point there: Sol saw the power the corps had, Sol took direct action to hamstring their power within Sol (In NT's case, for good). Relations make sense on Biesel, in Mendell, not on the flagship that has an NDA for every second mission that in some form directly furthers the power of NanoTrasen and the SCC.
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An embassy in Biesel is distinct from an embassy in the SCC’s top of the line flagship prone to missions that demand utter secrecy. The former I can very well see, Biesel is the ostensibly independent nation that may seek to maintain passable relations with Sol, but the (formal entity of the) SCC and in particular it’s head corp NT have been effectively criminalized and exiled from Sol. To end my point, I don’t want Sol to go a different way. I can’t say it any plainer than that that’s fucking boring. They can have plenty of expansion and writing without removing their most unique feature, being the only real meaningfully powerful and morally ambiguous faction that doesn’t take the SCC’s shit.
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I don’t think I’ve ever actually seen taming ‘work’ unless I count a round where mob AI broke so spiders weren’t aggressive. If it’s to be kept until an animal medical rework I’d really, really like to see it made into something Research has to produce with some effort and use of exotic materials. As miners still having them, for effectively the non-cost of just doing their job, is silly beyond reason.
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I don’t really see a world in which the Lazarus Injector can be adequately explained while there is no equivalent realistic revival method of actual characters. It is one of the most absurd plot holes that feels like it belongs solely on the uplink alongside Sanasomnum. To that effect, I don’t think it should be anywhere near accessible to the average crew. Admin-spawn or relegated to the uplink. It thoroughly cheapens any animal deaths to seemingly no downside, like a thoughtless parody of Pet Sematary. One’s friends, family or one’s lover are as likely to die in any round as Ian is and yet there is no issue with treating the mourning thereof with the same care every time it happens. If pets need to be less prone to death then I’d simply suggest an overhaul of their medical system in the future, rather than retaining what may as well be some easily attainable lesser scroll of revival that for some inane reason is given to miners of all people.
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Frost was the elected head of state of Sol by a very large margin, that’s anything but a rogue agent. As for calling Sol a ‘bad guy’, I fail to remotely see how they’re bad at this present time unless one looks at them from some manner of pro-corporate angle - as by all metric, the SCC is equally if not more antagonistic. It is by having a counter to this, and a major power instead of some insignificant minor terrorist faction, that there actually feels like some manner of balance in the setting. Elyra remaining on over-the-table friendly terms is due to their special operation essentially remaining on an NDA for everyone involved (I suppose excluding the FSF escort), it isn’t publicly available knowledge to my awareness outside of fringe leaks and the unreliable witness of the mercenaries aboard the Caravaggio. As for most characters not being Bieselites, one shouldn’t forget that the dominant human history of the Spur was in conflicts between Sol and it’s colonies. The Coalition exists solely (hah) because of Sol. Most human cultures outside of Sol have a very ingrained dislike of Sol, made more obvious by a few pertinent examples when you consider that Xanu was shelled to the point that it has more craters than the moon and Gadpathur was left next to uninhabitable by the same measure. The SCC needs a real, tangible opponent. Sol is the only one who can be argued to be morally grey or even in the right in several cases, considering the SCC’s methodology, and that’s one of the best features about Sol. They’re not some faceless, throwaway murder terrorism faction like Lii’dra, the Exclusionists or any pirate group who are all next to impossible to paint in any degree of moral ambiguity.