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Carver

Lore Writers
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Everything posted by Carver

  1. IPCs don't need more buffs. Expect to lose the speed bonus if you become spaceworthy.
  2. You quoted my citations. Bravo. Now you backpedal on your argument, going from 'it cripples security' to 'it's a buff that doesn't benefit RP' via a No True Scotsman argument. I'll humour you with an example: John Doe is working as the Medical Officer. John Doe has multiple options for the day: He can stay in Medical, patrolling or chatting with fellow employees. Or, he can opt to go patrol the halls outside and perhaps have a non-alcoholic drink at the bar. John Doe realizes nothing is happening his department today and wants to take a walk, so he leaves Medical as he's not bound by an invisible Warden's chain. John Doe has the freedom to do whatever he feels like, only obligated to return to his department when they require him. If he feels like staying, he can get to know the personnel there without being required to patrol the halls if he doesn't wish to. This is because John Doe has more freedom than a General Officer does due to his assignment.
  3. Looks fantastic so far.
  4. Having more non-chemical means and generally more means as a whole of stabilizing patients is mainly what I desire. Cryo pods filled a niche for this in not needing a chemist, stasis bags tried to fill this niche but ended up being changed into becoming utterly useless (more often killing than actually stabilizing). I'd even take a system based off our other type of cryo that'd freeze the patient and keep them stable without treating their injuries or otherwise causing any change in metabolism/damages - a true stasis, none of that genetic damage bullshit the bags have.
  5. It isn't so much the current system discouraging it, as much as the game itself discouraging it. If Antag/Group X produce 5 injured critically injured personnel, and medical has 3 individuals currently working it, then there wouldn't be much room to offer RP and keep those 5 alive regardless of any changes made, as the priority should always be preserving life. The best one could do is reduce the potency of medical's tools but increase the tools that stabilize critical injuries, something that made cryo popular in the very first place. Make healing slower by all means, but don't make it harder to keep people alive. I'd sooner push for more stabilizing options all-around (that aren't complete and utter shit like stasis bags).
  6. On the note of removing cryo, I'd argue for keeping their related chemicals specifically for their cool synergies with Frost Oil and other rare sources of freezing temperatures. Frost Oil becomes essentially a useless meme-grenade chemical without the cryo-chems.
  7. How does this address the current issues of the mode and it's very strong unpopularity? From what I can tell, these suggested abilities only make the mode even more awful and only serve to exacerbate it. Retaining the 'kill people for power' theme, an upgrade tree that gives instant aggro-grab into a lobotomy (joyous), an upgrade tree that just encourages you to go fucking wild as a monster and kill to your heart's content, and the final and only semi-interesting tree of them can be summed up as 'tower defense: the antagonist'. Stick to the tower defense/Abnormal tree, expand on those ideas, and please throw the rest (including all the original themes of the changeling retained) into the trash. Serrated hands + Forced Lobotomy in particular makes me think that the theme of Infiltrator is just 'be the most hated parts of Vampire, but even more cancerous'.
  8. In this regard, I'd be miffed if I died because a doctor focused on the journey over the results. It's an interesting sentiment, but carries little weight with how entirely similar so many of these 'journeys' can be on a round-to-round basis. You can only fight a Wizard/Ninja/Nuke Op/Traitor so many dozens of times before it's all so utterly predictable, and same goes with fixing engines, or doing research. The mechanics are often rushed if only for a lack of variance in the base gameplay. Nothing will change this because at the very core this is a game of mechanics (essentially a far more advanced version of the game Mafia) that's been crudely repurposed to accommodate RP, rather than being an RPG at it's core built around variance and roleplay.
  9. Tell that to the 40% of the crew who act clueless in regard to using softsuits. OP is still a good change but as much as everyone knowing first aid to some extent makes sense, I guarantee someone will complain about powergaming when Johnny Assistant patches an injury. There will always be people who go 'I don't know that!' or question why others do.
  10. The argument is that it's not a universal education regardless, so bringing up 'my school taught me in X and everyone knows how to do it' isn't valuable. Them being able to do it mechanically, sure, implying everyone would know how to do it, extremely unlikely.
  11. Clear and concise, I like it.
  12. The only thing I had learned in school was the Heimlich maneuver. CPR isn't universal, and as for the real world you need a Red Cross CPR certification (that requires renewal/exact same case for first aid certification, tho I think one has a more regular renewal schedule) so a school education wouldn't cut it.
  13. I would say this is a poor argument on the basis of it applying to near-every single role and department in the game, excluding Journalist (and potentially Bartender). Security is defined by how quickly and effectively they can react to antagonists, Engineering to defined by how quickly and effectively one can react to any sort of station damages/non-viral biohazard, Science even carries the same in how you aid the station by essentially speedrunning research/exosuits/useful slimes. Then Cargo with mining supplies and orders, the Janitor with cleaning messes left by others, the Chef with filling the crews' nutriment reserves, the Chaplain with dispelling cult runes and exorcising ghosts. I'm not against these changes, but in a game of mechanics, your argument against them shouldn't be arguing against the game itself but rather the changes to the game they might bring. As I wholly guarantee you, these changes do absolutely nothing to change how mechanical Medical will be, rather changing what mechanics they utilize in the first place.
  14. It amuses me that it's not understood just how strong of a buff this is to Security. Access to any department with an Officer, increased co-ordination with any department with an Officer, ability to disseminate information amongst these departments on a rapid scale, ability to gather information from these departments, extralegal access to these departments' equipment and so on. It's the wet dream of any HoS who understands how to work with all the aforementioned resources, giving them a power near that of the Captain if they and their Officers utilize these possibilities to their fullest extent. I don't support Departmental Sec just because of the RP possibilities, and how it'd be a great effort to cripple departmental tribalism; I support it because it's one of the strongest imaginable buffs you could give to a department that's received nerf, after nerf, after nerf, after nerf for nearing on 5 years. Shove your loyalties out the door and understand that loyal informants and increased access across the board can only be a firm benefit to any team of professionals who know precisely what they're doing, or to any HoS with a semblance of cleverness.
  15. I'll miss cryo solely on the basis of it being a fairly interesting Sci-Fi reference. As for removing advanced scanners, I can only hope you also buff the 'passive grab > click limb with grab on help intent' inspection for players willing to spend more time without an ez-mode hand scanner and whom are capable of understanding the results.
  16. iirc CPR both requires timing (once per 7 seconds last I remember but spamming it had no problem), and it won't actually fix the problem killing them as much as reduce rising oxygen damage from crit.
  17. Fucks rats, mouse traps going into vents is good. I'm sick of ahelping shitter rats who act like the furry respawning equivalent of greytide, doing things like Crozarius mentioned.
  18. Would be neat for people with prosthetics too. Always found it ridiculous someone can barehanded punch a metal leg twice and you can no longer walk on the damned thing reliably.
  19. On one hand, I agree with this from the stance that the possibility of removal may encourage 'changeling rework #493' to actually get finished/polished. On the other hand, I feel this is the only thing saving some roles (Psychologist, if Cloning were removed.) from being removed or made irrelevant. It's a very tough subject to discuss because it truly depends on a case by case basis, so as not to have some random shithead asking for things they don't like removed every other week. On the other hand, the 'Improve, don't remove' argument was rendered wholly invalid by the death of Security Stationbounds. So any time someone brings it up, you can bring up the counter example of that module's removal. Ex: Security Stationbounds were removed for being considered 'terrible' and 'unfun', Changeling is also terrible and unfun. Thus, Changeling should be removed.
  20. This should probably get fixed.
  21. I've gone on a server with this mechanic and used it exclusively to fuck with people as Poly. I would expect random people off the hub would do the same if it were implemented here.
  22. Remove the whispering and this would be interesting.
  23. I prefer the 'everyone has hallway access, only the department workers have equipment access' approach. Otherwise removing access from consoles would be far, far too strong for antagonists and would negate any need for IDs. Overall, down to give general access to all in all departments.
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