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Everything posted by Carver
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Iâve said it before but I like that thereâs a major faction that isnât pro-SCC. Not everyone needs to love the ultracorporation, and Sol remaining an immutable antagonistic force against them remains a breath of fresh air. Iâll further add that Solâs biggest supporter is Einstein Engines, and sending representatives to the nemesis of (both yourself and) your biggest supporter is absolutely fucking stupid. I could only ever see it if by some alignment of the stars EE bought out NT (which remains the most boring plot armoured faction next to Biesel but thatâs besides the point).
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Eh think of it this way, you need ten and a command whitelist on top of that. The latter implies some meaningful play hours on the greater server. Most people with WLs arenât gonna need to AFK ten hours on their command characters, especially given how many of them are often promoted from lower positions. Even saying this I still highly disagree with the suggestion, but Iâm offering my take on an appropriate implementation anyways as someone whoâs learned to expect the worst and brace for it.
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Maybe a minimum amount of hours (10?), but certainly not scaling hours. Players have different amounts of available playtime and it shouldnât reward the unemployed guy who can play for 10 hours a day or the guy âfarmingâ lowpop hours while working from home at night.
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Change cuffs to make them a little more bearable.
Carver replied to CourierBravo's topic in Suggestions & Ideas
Cuffs kinda need to be decent to make the freedom implant worth taking. If it canât be interrupted, why wouldnât you just queue a break and sit on the prompt to finish every time? Maybe Iâd be more supportive if the things were more reliable to begin with, like removing cuff breaking from crew races (because the SCC would just be buying cuffs that canât be broken by Unathi, lol. The break is a novelty that only makes sense for extraordinary creatures like raging vampires and changelings) but as it were I already canât depend on cuffs without some babysitting. People will just sit right there and be even harsher toward prisoners. -
I hate crusher too your slander stands no ground. Unironically tho if rats go anywhere let it be on third party ships and sites where theyâre contained away from the average playerâs round and the lack of hygiene may be expected, with one life as said. Good compromise for people who hate them and people who want them since the former wonât be going on a third party ship/site very often at all.
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I'll die on the hill that rats need to stay gone forever, ideally removed wholesale from the ghost spawner list if they haven't been already. Never once were they not the most annoying little pieces of shit around. The Horizon has significantly higher standards of health and pest control than the previous Station had, and it should remain so. The only place I could tolerate rats would be on some of the shittier third party vessels/locations, where ideally you get a singular spawn and if you die that's it.
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I donât know if it adds value to my opinion here, but as someone with a command whitelist I really wouldnât like to see this. We donât need an exclusive âgood boy clubâ on the relay, especially if the concern is that the current relay is unprofessional. It would simply exacerbate such a problem if anything. To an extent I already feel like the command sub-forum is a bit vestigial and doesnât serve any value in being kept invisible to most players, but thatâs a discussion for another time.
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Pushing this again since the idea was recently discussed in detail in the discord, and it would be greatly favourable over any niche roles that would produce a plethora of problems.
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Given the unrealistic limitations of language slots I sadly couldnât see any of these being added. Youâd have notably far less consistency in finding fluent âspeakersâ than presently so if SL were divided. Lorewise it seems fine, I donât really have the experience to spot anything absurd or unrealistic here. Iâd only be concerned that canonization would encourage some fellow to try and mechanically implement these - which, after thought, might only work on the ground of having a separate âaccentâ for sign language. But SL accents are a can of worms only best opened if we ever approach characters mechanically having separate accents per known language.
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I'd disagree with this, being one of these doesn't make you knowledgeable all-around nor does it mean you may want to answer every little question. A dedicated mentor on the other hand would be there with the intent, desire and hopefully knowledge (or wiki-traversing know-how) to help out with most questions available.
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This sounds fun to steal, but I do worry it'd be stolen with such regularity that it indeed shouldn't be very useful in combat at all (at least either armour or speed-wise, a buff to the speed would probably be fine and balanced). I love the idea of the modules though, and the Captain graduating from a voidsuit to a hardsuit. To leave a fun fact, once upon a time the Captain's space suit was the best suit on the station with wickedly effective armour. This was in an era where rounds were, generally, more fast-paced and gamey - yet even so it wasn't used too much because it was just as slow then as it is now (even if it arguably looked S-tier then due to how the helmet was sprited).
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Randomization kinda presents the chance of RNG making no one happy. Why not instead just have the core pizza types there: Meat, Vegetable and Mushroom?
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Return Loyalty Implants as a CCIA Action
Carver replied to Butterrobber202's topic in Suggestions & Ideas
I wouldnât really say that no one would agree to it, in the past Iâve had characters willingly be implanted with one to show dedication to the corp (which furthered the characterâs own interest in seeking advancement). They never really made you a braindead corporate drone, you just generally acted toward the interest of NT. It wasnât so much brainwashing as much as emotional suggestion that mimicked a more natural loyalty and inclination toward following regulations. Captains and Heads of Security would never really freely die for NT even with their implants, and in turn most people who received one in round would similarly be loyal without being braindead/stupid. To the topic at hand, I donât really know if theyâd be very interesting to have returned. They had their moments here and there, but they would often essentially destroy any sense of mistrust or paranoia because nearly anyone who had one was guaranteed to not be an antag - and in turn were often overused in cult and rev rounds. Their ultimate removal/replacement has always felt like a change for the better, as Iâve never had a moment where I truly missed them. -
Your poll site doesn't check for IP or any significant unique identifier.
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Add more useful stuff to the mining vendors
Carver replied to chaotic_idealism's topic in Suggestions & Ideas
No, I'm throwing the satchel on the floor if I'm in a hardsuit and need to mine. Otherwise, if I have no hardsuit I'm wearing it. When I pick up the ore, if the satchel is on the ground, I one-hand the KA and run over the ores with the ore bag in the other hand. You seem to have a very inflexible view of how mechanics and the role can operate if you assume leaving a bag on the floor is a death sentence, especially given my mentioned 'loadout' leaves 2 slots in the webbing for anything if you're that insistent upon bandages being in your hand instead of 6 feet away. If paranoia is a concern one can also choose to find mining locations without the immersion-breaking Romanovich Cloud mobs present, albeit at a higher travel time and with greater risk of harassment by third parties. The pickaxe is plenty usable. I can use it as a serviceable melee weapon, and otherwise use it to break anything short of a metal wall (which a drill can do). While not my first choice, a pick/drill also isn't terrible either if you want to use it for mining, just have it in your off-hand and walk into a wall to auto-mine that wall. This is how mining worked for years before the KA, and efficiency has not been lost in this method if you feel like doing it due to a lost KA or being an Industrial IPC with a mounted drill (or you've discovered a sonic jackhammer or diamond-tipped drill). As for empty rocks, that's what my eyes are for, lol. If I spend 30-60m and return either wealthy or with a minimal haul, I don't especially care. I did my mining shift and what's there is all there will be, I don't intend on min-maxxing to ensure the Machinist can produce a megadeath Gundam or that Science can make a one-shot sniper rifle. There's no point in being a fully optimal miner on an HRP server with 2 hour rounds and no material persistence. The hand scanner is there because every nanomed spawns with one. If hand scanners were so trivial they'd be a freely accessible PDA program, instead of heavily limited in who may have them. I'm not going to use it, and I don't need to rub brain cells to figure out 'John was slashed in the leg and is bleeding, apply bandage to leg' or 'Jack was bit by a Greimorian Hunter, shove anti-tox in mouth and rush home'. Mining injuries are never complicated enough for it to matter to the miner, as if it's something severe you return to the ship anyways. -
Add more useful stuff to the mining vendors
Carver replied to chaotic_idealism's topic in Suggestions & Ideas
Off the top of my head, Pockets: Radio, Lantern (Why would I waste a belt slot on a small item) Belt: Pick/Drill, KA (Latter if in a hardsuit - the former is just there as a solid item to break stuff and fight annoying mobs at the range that a KA will kill you/someone else, but the hardsuit has good melee weapons built-in generally) Webbing: GPS, Various small items Satchel (Back, or in hand if in a hardsuit): Everything else that I wonât care about dropping in a rush. Toolbelt, Ore Bag, Ore scanner but I never use it because strip mining is easier, KA if Iâm wearing the satchel on my back otherwise as before itâs on the belt slot, maybe a Shovel for sand but glass can be ordered so eh Iâm not carrying a medical scanner because a miner isnât trained to use one, and it doesnât take a genius to know what a mob does to you. My internals box in the satchel has an autoinjector and bandages, so Iâll generally leave those in there for when theyâre needed. The ore detector like I said is more or less useless, Iâm not hunting down specific materials so science will be happy with whatever the strip mining tactics bring them since the ore crate I drag with me will hold everything anyways. Iâm not urgently carrying tools in non-bag slots because you donât need them on your person, just have a Toolbelt in your satchel and throw it down near a big drill if youâre truly forgetful. I carry what I need, and I donât need much. -
I like this idea, but I dislike the weird gamey use of a book for it. In the past, I had a suggestion that may hold merit here. Said suggestion would give a language âexceedingâ the language cap, which I always felt was something fine given one should always have their origin language and human beings can easily learn more than 3 languages with proper exposure and effort. It didnât accommodate for a listen-only version, but thatâs probably doable by figuring a way to make it so only a certain species can speak X or Y language even if other species can know the language.
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Add more useful stuff to the mining vendors
Carver replied to chaotic_idealism's topic in Suggestions & Ideas
Hardsuits are indeed the solution. One must make sacrifices to take advantage of their benefits, and if youâre managing the large drills then it may be advisable to carry the tools in a bag your hand (leave the bag by the drill when not needed). You really donât need as much carrying space as you assume unless youâre hoarding or over preparing. -
I donât mind them, they encourage rest periods between heavy exercise and after medical treatment. Theyâre not nearly as offensively obnoxious either as they had been in the past, where I might have agreed with this suggestion. As for being unable to eat food at capacity, that issue only exists for utensils. For some reason utensil eating was forgotten about when we added the ability to eat over hunger capacity for eating food with oneâs hands. At some point Iâve been meaning to write an issue on this but itâs only ever on my mind when Iâm otherwise busy.
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Move the sprint key from the spacebar to the shift key
Carver replied to restricted's topic in Archive
I only hope if itâs moved to shift then it will be something only there with hotkey mode toggled on. I really donât want to be burning stamina while trying to walk by and examine a dude, especially on funny low stam high speed species. -
Add more useful stuff to the mining vendors
Carver replied to chaotic_idealism's topic in Suggestions & Ideas
I wouldnât disagree with changing them to be usable by all hardsuits tbh, theyâre fairly mundane compared to the heavier stuff like thermals. -
Add more useful stuff to the mining vendors
Carver replied to chaotic_idealism's topic in Suggestions & Ideas
Iâd have concern toward NVGs because easy access to these would be rather strong for the ship as a whole - the species that ignore darkness come with incredible downsides after all. I believe that if you really want NVGs, that the Machinist can produce them for your hardsuits, and all thatâs needed is the more realistic upfront investment into an industrial hardsuit. Hyperzine should never be in a mining vendor either, itâs disgustingly powerful. Thereâs no reason for machetes to be there as well, youâre mining - use your pickaxe if you really need to hit something. Splints should be handled by medical, if a limb is broken itâs time to return. As for KA parts, working with science should allow you access to these already. Overall, outside of the emergency injector which I support given itâs rather rare to survive a bad day trip back to the ship, everything else here are things you should be asking for from other crew. Mining isnât intended to be a self contained role without need of any external cooperation, no crew role is really intended to be that. -
Move the sprint key from the spacebar to the shift key
Carver replied to restricted's topic in Archive
If it remains exclusive to hotkey toggle then this seems like an okay idea, I will just hope it doesnât fumble anything for us OG control users who shift click to examine everything.