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Carver

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Everything posted by Carver

  1. Funnily, were this added, I'd go out of my way to keep from learning people's names (and to a lesser extent, letting them learn my characters' names) just to evoke a feeling of distance and visibly remind people that some coworkers don't give a shit about who you are, only that you do your job.
  2. I truly don't want to get killed in a critical condition because the medical doctor treating me failed an RNG check. I like the idea of encouraging a rest period and sutures sound neat, but by God keep any and all RNG away from medical.
  3. If 'breaking in' counted as discount all-access then more or less every role has general access as-is. Your point on SOs asking for it can also be applied to Paramedics (and Janitors). I retain my point that by pushing for one role to get enhanced access, it opens the door that logically a lot more roles should have it as well. Which, mind you, I'm not wholly against. But you have to commit to either access being far more liberal, or access being restricted (effectively how it was before janitors got access for some inane reason).
  4. When exploring the unknown, be prepared for any unknown obstacle. There's a reason the exploration vessels in Star Trek could level entire planetary civilizations if they truly needed to.
  5. Why would a flagship find itself anything but well-armed and well-defended? I need to feel immersed in the setting, more than anything.
  6. I suppose it varies per character, I OOCly struggle to remember the names of characters after a round even when I do interact heavily with said characters.
  7. The current armoury would be rather pathetic for a ship of such stature. If you opted for a smaller, more insignificant vessel then it'd make more sense. But I believe going big is just setting up the setting (redundancy unintended) for contradiction and disappointment.
  8. If anything the stripes on them should make one visible in the dark (disregarding lighting conditions or lack thereof), akin to the glowing iPatch item in the loadout.
  9. Curious, could some of the shirts of these outfits be added to the loadout as accessories as well (akin to the current dress shirt accessories), such as the vertical striped shirt of the very first outfit? I'd kill for a good, striped button-down shirt with some rolled sleeves like that. Bonus points if the accessories retained the undershirts beneath the main shirts as well, so one needn't bring two shirt accessories to recreate the look with the various pant-styles.
  10. My only issue with the names is sometimes I click on it from the meme name, and assume that the contents within are influenced to further the 'intent' (even if not the genuine intent) of the title, and I have a naturally adverse reaction to it. Something says 'removes x', then within it goes 'changes x in y way' and I assume the intent of said change is to negatively affect/weaken/nerf x regardless from the title. Memes are fine, but let there be some clarity in intent present in the title itself. Otherwise it sets the precedent that I cannot accurately assume any measure of truth to be held in the titles of PRs.
  11. Another argument to be made is to leave tricord for the sake of it being present on near-all codebases, it's the most recognizable chemical for players adjusting to Aurora's medical from, say, /tg/ code. It's not powerful, it's decent but inefficient if you try to use it for everything, but it's in just the perfect spot balance-wise to allow an easily made, recognizable and yet still useful 'slightly above basic-tier' chemical.
  12. Agreeing with this. If the initial 'standard majority' of a round's worth of antagonists have been bested, there needn't be more. Good stories aren't made by constant conflict with no time to breathe, and adding in new antagonists after 1:30 tends to only overstress people in the 'active' departments who'd had to spend all their time dealing with the earlier threats. Worse even if said earlier threats are still active and the system only compounds on this, and ends up causing the round to end earlier because people no longer want to deal with the mess.
  13. I expressed my opinions in the other thread with the exact same request, so I'll simply quote myself to save time.
  14. I've seen ships done. Never liked it, not against it seeing as stations are stale, but I still find the current NBT proposal to be more stimulating. My only question is, if this is expected to be self-sustaining, will we be seeing massive buffs to the power of the departments (Security, Medical, etc.) to accommodate a ship intended to fully defend itself against antagonistic forces? Or will it go the Bay route of a ship meant to seem important yet being ridiculously and immersion-breakingly unarmed and undefended? With the current NBT proposal one could realistically expect a base level colony to lack the resources to defend itself for lack of initial storage of said key equipment. With yours, I'd expect the armoury to be loaded with x-ray lasers and bulldog rifles accompanied with military-grade hardsuits. A ship so very important should have the very best that NT can provide in equipment, and having seen what ERT teams field, I'd expect similar quality on-hand. In short; by placing so much emphasis on the importance of a vessel, you open up the need for it to match the expectations provided. The best of the best equipment for all departments. A ship loaded to handle all problems and threats to itself decisively and without hesitation.
  15. I don't have to say much other than that the more Security's stun tools have been nerfed over the years, the more I've found it efficient to just punch criminals in the nuts over using anything else in my repertoire. Don't nerf things to accommodate the worst antag players.
  16. Absolutely adore the idea if only so people will stop complaining when my characters ICly call others by their station ranks. Slight joke aside, I cannot express how much I genuinely love this idea. +1
  17. A little chaos to an already silly chaotic roundtype can't hurt, especially optional chaos. +1
  18. There is a mechanical difference between non-claws and pulled punches. The latter does no damage and has generally less stunning/disorientating effects, the former simply doesn't do cutting damage and thus won't cause extreme bleeding and easy internal injuries.
  19. Have you read the suggestion? There's no nerf, you can still use the claws by simply switching to them. By all means, clawing out a person at the company you worked at would and should get you arrested and fired for acting like a savage ill-befitting a very human society. It should not be the 'go to' unless you're a fucking pirate or criminal.
  20. I brought one, it didn't solve any of the issues seeing as no one else had them.
  21. Just like the real world, I can choose to ignore the news and not give a shit about world events. Feels pretty realistic.
  22. Now here's a key part of any first aid kit resprites, I have to request that you to resprite the various medibots to now match your first aid kits (and analyzer), so as to maintain a visual 'sense' in the transition of turning each coloured kit into a medibot (They do maintain the colours of the kit used as the base, rarely as you see this utilized). For medibots, the sensor and other accompanying components (robo-limb, health analyzer) should be clearly visible in the sprite.
  23. From an RP standpoint this makes sense, as they should be very well looked down upon for acting like savages and resorting to claws in any sort of bar brawl or domestic dispute. +1
  24. As things are I could argue for giving janitor level access to many roles; Atmospherics Technician, Station Engineer, Cargo Technician, Security Officer, even the Chef and Bartender for catering. But I'd rather go the route of arguing against janitor access, as the more readily it becomes available, the more trivialized IDs as a whole become. I'm against even the janitor themself having this access as is. As it were, going one way 'standard access' vs. the other 'ease of access' is something that has to be committed to if one wants to maintain some amount of logical sense (Because why would X have this access and not Y?).
  25. Either needs more handhelds, a telecomms relay or some form of 'helper group' to act as lifeguards and keep people safe (from each other as well). Also a bigger shuttle.
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