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Carver

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Everything posted by Carver

  1. Makes sense to have. There're literally zero ways this could be problematic.
  2. I'd certainly like to see the line-cap be enough to fit the Star Spangled Banner.
  3. If it does increased organ damage, for the love of God please exclude the brain so people stop aiming for the Goddamned head.
  4. Probably not what you had in mind, but, I'd like a client-side toggle to not to see the LOOC of people on the other side of walls. Specifically a toggle.
  5. This is a thing on other servers, where loadout and job item previews are a separate toggle.
  6. Those vending machines need to die in a hole and never come back. No perspective change on the rest of the sprites will fix how ugly they are when stacked vertically. I personally prefer the old perspective, since it's steadily becoming rarer as the years go on, but I wouldn't terribly hate a change so long as those ugly vending machines go away and we keep the current perfectly fine ones.
  7. Prison pocket being the racial advantage of humans would be rather hilarious, but having to search even more stuff gets grating. +1 to more shit in boots.
  8. On a more serious note, this idea is both terrible in it's understanding and attempted implementation of mechanical changes. 'Disarm' is not a 'lol steal shit' intent, it's a defensive intent primarily used by Security to put up a fight without accidentally braining someone with the baton. Demanding the player fight solely on Harm intent is asking for more people to die, and this idea of 'run into someone and X might happen' is the most meme-tier shit I have ever seen suggested. These are something I'd expect on a gimmicky antag item on /tg/, not a basic mechanic that would ruin not only what little flow there is to this abysmal combat system, but make generally going about the station during any emergency entirely unbearable. Enjoy watching an entire Cult charge themselves down. Enjoy watching Security steal each other's batons by accident.
  9. Note that these are viewed from a slight bit up and to the right. OP's are viewed from the front and a bit above. The perspective shift would make the vending machines look a tad flat. Wouldn't be hard to solve by just replicating the angle of the original sprites, in regards to any of them that aren't more or less used as a wall (Being that the medical one is so huge it doesn't matter that much).
  10. Ah yes, the battle of running at each other repeatedly to win the fight.
  11. It's a nice unified aesthetic, but I'm too nostalgic for old/classical spritework. The perspective also feels a more than a little weird, like they're meant to be built into a wall instead of beside the wall, which would look pretty bad in some areas (those 3 vending machines between medical and security come to mind, or basically any place a vending machine isn't against a northern wall).
  12. No organ should be mechanically useless but the appendix, really. So I like the idea, particularly with Kaed's suggestion of making removal of it far less immediately lethal.
  13. Agreed on all your points, but especially these. People are generally far too harsh and expectant in regards to the chosen playstyle of other people's characters.
  14. I quite like this idea. The concept of ambushing a head in their office always struck me as dumb, and there's very little stopping you from shooting Captain McGee in the head if you realize he pressed the button anyways. It reinforces a very key point, don't break into a guy's office when he's in there. Stealth is encouraged in this regard and targeting the Captain in his home should be a suicidal endeavor.
  15. Carver

    Turrets Buffs

    I love the idea of refitting turrets, but I wouldn't call it a 'buff'. The thread title felt a tad misleading, as I'd half-expected 'buff damage/accuracy/armour piercing by x'. Good ideas overall in the OP. Though I may suggest that turrets equipped with mech weapons would consume more energy to keep powered, with particularly nasty weapons draining power like a bitch if they fire for extended periods.
  16. This would be the correct way to solve any immediate issues with what shouldn't be limited resources, such as iron. Not sure why such a thing was changed in the first place. I honestly wouldn't mind seeing disabilities tied to prescriptions so people actually have a legitimate reason. Ex: Chronic Pain disabilities for specific body regions (lower back, eyes, head, etc.) with varying tiers of 'ouch'. Probably a bit annoying to do mechanically in regards to how many would be needed, though, unless they were very generalized (not limited to specific body parts).
  17. The main reason you give lethals to the Detective is so every antagonist with a chip on their shoulder can't kill the investigative team easily, and actually is at risk for attempting to do so. What would be better would simply be policing the shitheels that use it poorly (i.e. validhunting when there are capable Officers who should be doing that, or neglecting their job in favour of validhunting when it's unnecessary). Don't punish the role, punish the idiots.
  18. An interesting idea. At the very least it could be something that Security could order from Supply, since weapon variety never hurts in that regard. What would the fire rate be, in regards to how click-spammy one could be with the semi-auto?
  19. I wouldn't call them terrible. Nostalgia has a charm of it's own, and there are simply some things that will never be experienced again. Cherish the past, hold it high as a standard for the future. If a moment in the future exceeds it for you, then you know you're in a golden era.
  20. To say there's no switch is absolutely wrong. Rather there have been multiple switches over the years, with everyone recalling a different period from when they'd joined/actively played/etc. I've seen a great many events that ultimately impacted things for better or worse; generally a change in management, maps or a group of people simply moving on and being replaced. Before these events, things often stagnate and that's when people notice the worst of their own cultures and what they had bred. It's in this stagnation that people often simply leave. As many have probably learned over the years, you can't really prevent the switch. No matter how hard a server tries, even the most exclusive/anti-change group will eventually experience some manner of event (And often die out, in the case of particularly exclusive groups/servers). Best you can do is roll with the punches and keep changing things up in regards to keeping the server interesting and active, to minimize stagnation (This requires very active and inventive administration or antagonists, you'll never find the latter these days).
  21. This is also a major factor worth pointing out, ties in to my 'attitude/culture' bulletpoint. A good deal of people care very little about the gameplay and see this as a medium for escapist fantasies (aka dating sim). It's incredibly detrimental yet entirely unavoidable due to the nature of a continuous roleplay setting.
  22. You're entirely right in seeing it. The reasons for the shift are a multitude of factors that can be summed up briefly. Map design impacting the natural flow of the gameplay, whether overly large z-levels, too many z-levels (station should never have more than one), or even just the general layout of a station and how the departments themselves are designed. The attitude/culture of both playerbase and administration affecting the attitude of new players, for better or worse. As well as the attitude/culture of new players potentially clashing with the old. This is the dominant reason for these shifts in a majority of RP servers, the 'new player experience' of 4+ years ago is nothing like that of today. Changes in mechanics (or setting) affecting the flow of gameplay, similarly to map design. This is most immediately seen in how massive adjustments to Medical/Security produce an immediate change in playstyle in these departments, as further pressure is added to said departments. tl;dr: New people, new attitudes, new (poorly designed) maps, new game. This affects every server.
  23. This is a very sensible suggestion. Nothing else to really be said on it, it's a solid idea.
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