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Carver

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Everything posted by Carver

  1. I don't know what games you play but a majority of the ones I've played have had multiple sound toggles/sliders for things such as voice, sfx, music and so forth. Generally the more of these said games have, the better the game is as well.
  2. Having 'smart' monkeys that fight back would be hilarious, having seen it in other codebases, yet would be absolutely garbage for xenobiologists in particular unless they suddenly got an infinite supply of sleep toxin. If an animal ended up permanently aggro'd on someone you'd generally see Security needing to kill said animal, defeating the purpose of preventing 'animal cruelty' in the first place.
  3. Certain cold things already do this, such as ice. As for hot things, I don't want to be reminded of the era where eating a plate of enchiladas would husk you with literal hundreds of burn damage within minutes due to how heat works mechanically.
  4. If you just make return to lobby the default and opt not to remove the option altogether, fantastic idea. The 'random job' is still useful for those very few mad lads who play fully randomized characters or simply like to play one-offs and let fate decide where the round puts them.
  5. Neat idea, but I'd also like the ability to sell them via cargo shuttle for a flat rate to NT (likely a price irrespective of age/effects/quality, with differing prices purely based on size so a random fist-sized fossil doesn't fetch the same as machine-sized artifact). Particularly since it doesn't make sense to me that the scientists would be managing an auction over the company itself doing so. Also in part because it adds a little more encouragement for Xenoarch/Anomalists to interact with the non-mining portion of Cargo. Though either way, very interesting idea.
  6. Let people just choose their unit of measurement and have the game automatically translate it to both. Personally I'd also prefer just entering height/weight in character set-up over having to type it in every time someone measures or what not.
  7. I really don't want to die from RNG just because the game's retarded hunger mechanics insist that you must eat three to four cheeseburgers every 2 hours. It's also not particularly difficult to eat food in real life as fast as you can in-game, I've finished entire meals in under a minute (often under 30 seconds) because I don't care for wasting time when eating. So, as mentioned in the above reply, if this happens either heavily nerf or remove hunger.
  8. This just sounds like it'd encourage people to return to the classic decapitate/incinerate days, if one removes the ability to contain them. The ideal answer otherwise is either lock them in a room where they can't see anyone or physically escape which is good fun, keep them permanently drugged which is equally fun, remove all their non-head limbs and continue to do so if they somehow manage to regenerate them, or all of the above.
  9. Force me into being an antag in this way and I'd just cryo when I join a round and end up being a changeling/vampire/traitor. Bravo, your system proceeds to have an even worse effect.
  10. So long as it ICly doesn't lock out the possibility, I'd be less bothered about such a mechanical implementation. I just don't want to see some smarmy jackass going 'no u can't b dat no mo' over LOOC to the people who wish to put it in their records that they're under contract from 'insert X random small company'.
  11. It doesn't mechanically harm the idea of the topic to simply retain the 'Other' option that lets you type in a name, and simply make it so using that option doesn't grant anything specific or lock anything specific.
  12. I would argue the freedom offered so far is a good thing, though I agree with locking pre-existing contractor factions into roles. But letting John Doe bullshit up a small little medical, mining or security contractor company harms no one at all. If you stick people too far into pre-defined backgrounds, then it just gets boring and people won't give half a shit about the lore regardless.
  13. It's one of the only ambient sounds I did like when I had them on. I turned off ambience mostly for the awful music (elevator, jukebox, the dorf fort mining music).
  14. We already have wheelchairs, no harm in having neckbraces available for the general people as well. I doubt the nugget greytider with no limbs is going to be any less immersion-breaking if he wears a neckbrace as well.
  15. A majority of loadout items and mechanical 'features' serve no general function in this game. I wouldn't discount what would be an entirely harmless change.
  16. My only issue with these is I'd imagine most heavy industrial tools would have safeties so they couldn't be readily used on a person. I'd argue only have them usable outside of specific situations with either very visible, illegal modifications; or if we're going a little more sci-fi bullshit in exchange for more balanced limitations let e-mags disable the safeties (by claiming they're electronic or something even tho rl tool safeties generally aren't). Otherwise, I can't approve of just giving engineers easy access to better weapons than Security and most Scientists can get their hands on readily.
  17. I like the idea of more mutilation and creative surgical applications. Customization doesn't impact my opinion as I don't play or give a shit about species with tails. +1
  18. I've always considered the ease at which lungs pop in unrealistic situations to be an absolute meme, so, +1.
  19. The Star Trek reference is great and isn't terribly out of place. No reason to really change it, but I wouldn't be averse to alt titles if they were well done. Also stop using that font it's impossible to fucking read it.
  20. A good idea, nothing else to really say about it.
  21. The downside of healing RP is a good majority of present medical players really don't give a shit about providing it, they have an 'in and out' mindset when it comes to patients. They'd just forget about you in the recovery room or patient ward.
  22. Keep radio usage, it's nice to be able to make hostages or prisoners talk over it. Otherwise you'll need to chokehold the hostage every time you want them properly speaking over a headset.
  23. In regard to the right, the outlines feel harder to discern and it somewhat visually clutters it as a result. The shirt on the right looks like someone's been sweating in it which is fairly unappealing, the pants look alright, I have no opinion on the belt. But as a whole, I prefer the shading of the left and the clearer difference in colour contrast. That one pixel 'missing' from the inward lower sleeves on the left is due to gloves/hands as well, as the hand sprite starts from there. It shouldn't be covered.
  24. By not changing what doesn't need to be changed in the first place? I don't believe most of the present uniforms are in need of an update, particularly in regard to Security which had it's uniforms updated a couple years ago. I also don't care for the 'poofy knees' on a lot of the other proposed uniforms, as I guarantee they're going to clip with something if not just look ugly on their own. As it goes, I do like the med-sci uniforms, but everything else feels like a downgrade to me. We don't need to replace every sprite in the game on a whim. Quick edit: I'd suggest implementing the med-sci uniforms as alternate uniforms in the lockers/loadouts. Variety is nice.
  25. That variety. Stripping away the other options in exchange for a, in my opinion, downgraded version of the present navy blue.
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