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Everything posted by Carver
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Maybe the pool's counter will actually see use.
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Respect your elders and the green Captain outfits of old.
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New ones we have are nice, size-wise. Good detail even if the shape can seem a slight off.
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I'd prefer we see no off-duty personnel rolling up as TCFL. Go all the way or don't bother at all. These are exactly the people NT would hire with how many times the station has been canonically attacked, raided, set aflame and worse. Hilariously, this exact thing happened during the TCFL introduction event. Real funny coincidence.
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The issue with grabs is pulling someone with cuffs is already hardcoded so that some random shithead walking into you or the cuffed person won't break the hold. Grabs don't have this, which is why they're never really used for moving cuffed prisoners.
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First swipe unlocks the panel, then you have to crowbar, then you swipe again. ??? They start with maintenance access. You have to swipe them on another card, typically stolen, to acquire said access. If you have access to the spare that allows for 'ez all access' you can print an ID with the same level of access in under a minute without needing an agent ID. Yes, and these weapons cost quite a lot and tend to be very noisy. If you want to get away with using them undetected, it requires forethought and planning. This is a good thing. You should be required to conceal your toys, whether by simply not showing them or knowing when to hide them in a stash when you expect to be searched (Toilet cisterns, compressed matter implants, fire closet lockers and potted plants are all very good for this). Thus my issue with the pen is it requires near-zero forethought, planning or investment to kill someone with an item that's undetectable short of metagaming jackasses stabbing themself with every pen in your bag. The single most abused item in all of the uplink, to which out of the five times I've been stabbed with one (on HRP servers), four were to guarantee an effortless kill and had to be ahelped. In over half a decade I've never seen (almost) any other item abused or cheesed as hard as parapens, short of the instant stun batons and stun talismans.
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No, for two reasons. People often make throwaway characters when experimenting with a role they're unfamiliar with, or when they simply don't want to set aside an hour to write text/records. In the end you're discouraging people making new or experimental characters. When you start demanding specific things, what becomes the criteria? I can only imagine someone would undoubtedly complain for instance if the awful auto-fill record format isn't used. I despise that 'generator' with a passion. Similarly, people might expect specific inane things from enforced flavour text. Do you need height? Do you need vocal descriptions? Do you need smells and tit sizes? This is a slippery slope I'd rather avoid entirely.
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You can plan ahead by either buying one of these, or making an improvised one. I prefer when kidnappings and other actions require some amount of planning, and not a throwaway amount of TCs in an item disguised so well that it can never be found.
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I'm down for cutting open the fox to get the ID. Good furry-deterrent.
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Pros: Ranged Recharges Causes toxin damage (building up if used repeatedly) Cons: Harder to conceal Costs more Causes liver damage (if used repeatedly) Crossbow kidnappings generally require more forethought, and a fair dedication of telecrystals. Parapen kidnappings are, like their item, cheap disposable affairs.
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On a similar note for readability, perhaps if people were able to see the descriptions of items worn from examining a person (Say, by having a blue link in the character examine text that when pressed shows the worn item's description) people would be less-inclined to do this 'John Doe's Jacket' stuff and more inclined to label it via description.
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Workaround for this btw, have said Security ask for the person's ID to verify their claims. Their fingerprint and DNA hashes should be cleanly labelled on there. No one should be refusing to lend their ID to be checked for this purpose, either.
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I still stand by removal of the base pen, there should remain the energy crossbow for disabling people silently and above all noticeably via sensors.
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I'm just going to mention that the 'short timer' feature engineers/AI can toggle is one of the single most annoying things to deal with, no matter who you are. As it were for OP's suggestion, siding with Jackboot and saying 'let it be done manually'. Otherwise it's likely everyone will cease to be lazy and toggle such a feature when they're not letting someone in.
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Are you telling me they nerfed hiding the ID under donuts? Goddamnit.
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Unfortunately, this is how it has been and likely will always be.
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Wigglesworth Bites the Tajaran Bullet
Carver replied to Wigglesworth Jones's topic in Whitelist Applications Archives
As I've noted in previous applications of his: he's an adept writer who creates varied and interesting characters/stories. Not only that, but he's improved upon my previous criticisms commented in his Command whitelist application. Creative, accepts criticism, always pleasant to play with. +1 -
I'm not against this, as in the end it may encourage other people to try antag roles. Solves itself quite cleanly and reduces the repetition/annoyance of 'X is always an antag'.
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Near-every off-station antag gets a free Agent ID. They still steal the spare anyways. Even with how trivial it is to also just make a new ID with the spare, you still see on-station antags stealing it anyways. Disagree on the sole basis of the Captain-level access being more or less required to do interesting things with the comms console. If said console was made easier to unlock all functions on (mostly for antags who want to e-mag it to contact the syndicate, partially for command who may also want to use said console's extra features), then I'd say 'sure why not'.
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I stand by that the correct solution will always be "never let someone roll antag two rounds in a row, and especially not in the same round (on different characters)". Would overall solve most 'Officer Doe is always an antag' problems.
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The only time I encountered one of these I thought it was some antag's half-assed bombing attempt. A very strange feature overall.
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I'm not sure how this solves the gank issue but I suppose it's an 'objective improvement' from the current version of parapens.