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Carver

Lore Writers
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Everything posted by Carver

  1. Lacks the chemistry recipes, but, still handy to know about.
  2. During the switch from 2014 Baycode to what we have at the present, a good deal of things were lost that I would like to see returned for enterprising bartenders (and chemists). Specifically, a good deal of recipes from here: https://github.com/Aurorastation/Aurora/blob/master/code/modules/reagents/Chemistry-Recipes.dm Two examples, Mint Julep (Water + Whiskey + Ice) Philodexphid (Cryptobiolin + Impedrezene + Mercury) I do not have much else to state, this suggestion is to merely request the return of these lost little dandies that a few good bartenders/chemists may miss.
  3. This. As for 'evading the big creature', guess what, real mice don't actually go near humans in the first place. Animal sees bigger animal in vicinity, it runs immediately. Ergo, don't want to be stomped, stop going near people.
  4. Carver

    ID pictures

    +1 for all of this except Faction, because your affiliations/employers wouldn't likely end up on an identification card, especially an employee's access card for NanoTrasen.
  5. Please have it as a verb and not a header activation. Those are genuinely terrible and when I click them they always activate the wrong one, and this isn't something you ever want to activate by accident.
  6. +1 I like all of these, but you seem to have misspelt Plasma.
  7. Carver

    Three Strike Rule

    What's dumb is that you're more able to do things with a hand bitten off than two in handcuffs but that's another debate entirely.
  8. Can we also port the armour changes that completely change how armour code works and better balances them as a whole? As well as effectively the entire traitor gear repertoire (Which includes a full of set of combat armour for a fairly pricey sum). Can we just overall port everything from their nice code and be done with it so we're not still basically a year behind everyone else?
  9. Larger battery thing is a terrible idea due to the existence of mounted energy guns/laser cannons for them.
  10. Carver

    Three Strike Rule

    Not before you adminhelp, surely. This is where the line between IC crimein' and OOC rulebreaking exists I think. Why would I adminhelp over a mechanic in the game made to get out of cuffs? It's an IC issue easily solved by a straitjacket, of which there is no escape.
  11. Carver

    Three Strike Rule

    Disliked, unsubcribed, unfollowed, unfriended, blocked, -1, hidden. There's already a system where if they go over 60 minutes in time from a single arrest they're tossed into perma. If they're being repeat-offenders, extend their time each sentence. If they're being pains even in the brig, apply a straitjacket or leave them cuffed. If they're trying to bite their hand off, send them to Medical for attempted suicide. There's a number of ways to ruin their day and make people who are there only to be a shithead just log off because they can't get their kicks, but adding systems that punish legitimate arpee-criminals this painfully will only make modes like cult/rev even more of a pain for the group antags... Or they'll just be more ready to kill you, which is more likely. That's another side effect I foresee from this, things escalating much faster.
  12. Considering the time of year, is this necessarily a bad thing?
  13. Noone uses mousetraps because mice meta to avoid them. You have to hide them under tables to have them get any use.
  14. ERT having a clear counter isn't a bad thing, necessarily. If you lack said tool then ERT is almost unstoppable since their armour is high-end, and their weapons are as well. They're the round-ending force of the station utilizing the NanoTrasen flavour of lots of high-value top-of-the-line energy-based technology. Because why would NT equip their best with anything less? The antagonists are meant to have flexibility due to their skirmishing natures, but they also have a lack of any real allies and a much more limited supply of the more powerful tools, such as only one hardsuit for Nukies and very few decent ranged weapons for Heisters. Antagonists are built around countering the station's forces via underhanded tactics, and you being EMPed is just one of those.
  15. Really really long rounds aren't beneficial because cryo doesn't completely reset gear that has been used, misplaced, or generally destroyed in the line of work. Ex: Detective ammo, latex gloves for medical (I hope you dirty people are throwing those away after each surgery), webbing for engineers, pretty much all security officer equipment (I don't know how people lose it all so easily), uniforms for the various departments, HUDs, and so on. Cargo would need a massive expansion in orderables if you want the station going more than 4-5 hours on anything non-extended.
  16. I've made it my express goal in SS13 to kill every single mouse I happen across on sight. Mice are disgusting and you shouldn't be keeping them as pets unless you're Samantha Mason. It certainly doesn't help a majority of mice 'players' further the reputation of mice as annoying little shits who try and fuck with you like an imprisoned greytider fucks with the warden.
  17. The one that has you 'working' before the round starts because a majority of players can't do full eight-hour rounds unless they happen to be unemployed IRL.
  18. I think you are. I've been playing SS13 since 2009 and HRP on Bay12 since 2012 and the game has definitely been changing for the better; richer backstory being developed, better in-game mechanics for allowing roleplay. Any degrading in the quality of RP happens in a small subset (server), over a short period of time (months or a year) and has well defined causes. Meh. I just remember a good bunch of lads who had the best of times, didn't get salty over IC shenanigans, could both enjoy humour and completely serious RP as necessary. But everyone seems so sensitive now over the smallest shit and willing to tear each other's throats out the moment someone offends them.
  19. This is still one of the better suggestions, have it a heal-over-time and reserve the insta-heal for nanopaste.
  20. I truly don't see it as possible to have HRP within SS13. This is a game that resets it's scenario every 2-3 hours, even less so on other servers, and can't stand under the weight of longer rounds. It's a whodunnit murder simulator based out of an atmospheric simulator that has been repurposed as a rather makeshift roleplaying platform and happens to be loaded to the brim with underage teens and overly dramatic furries. Don't get me wrong, I would love to see HRP, but it would be exceptionally difficult to squeeze such out of this platform. As it stands I try to build characters to appeal to all groupings, with flavour texts and full records but still able to appreciate the good humour of a banana-slipping clown or the odd traitor named Ben Garrison, and just adjust based on what seems to be most suitable for the crowd. Though I have gotten lazy as of late, since full flavour texts take a good 20-40 minutes to do (And records with that damnable format of mine even longer). Maybe I'm just jaded, maybe I have a point, I can't say I care too much as this game as a whole has been on a never-ending downward slide in quality for years.
  21. We have nanopaste already which shouldn't fall under the limitation. I'm still completely for the removal of the "no tool self-heal", people can still opt not to for IC reasons for such, but another good example for it synthetic nuke ops are at a massive disadvantage compared to their teammates who can pack a load of combat meds to patch themselves up under cover. Nuke ops do not have access to the /single/ item in the game that enables it despite being the most technologically advanced antag there is.
  22. I demand a Silver Shroud preset image.
  23. This is the most flawed train of thought I've ever seen. This sentence alone just shows how not to design a mode.
  24. People don't go out of their way for casual RP and nonessential things I'd argue that if you put the bar there, the area will still be dead, and so will the bar. What you neglect is the bar is so deeply ingrained in SS13 "culture" as a central hub for bored assistants looking to get drunk, bored officers looking to chat up bored doctors, and as a solid place to just go half-AFK. The bar will never be dead as long as it has it's alcohol, and will often always be seen as the major 'civilian area' for people to gather. People already go out of their way to make the bar active even when there is no bartender, as one might note when Engineers or the HoP/Captain take up manning the counter.
  25. This won't make people go to the chef, it'll just make even more prone to stealing donut boxes. People don't go to the chef because, A: There's no chef (Or the chef fucked off) B: Why bother walking over when there are closer sources of food (Donuts, Sugar dispensers, Vending Machines) C: They're busy or their head forbids them from going on breaks (Most HoS players) D: They're going to be there a total of 10 seconds anyways because you immediately fill up on two slices of pizza as though your character has the stomach of a toddler The only way the chef is getting any business is if he merges with the bar, ex: Goon's diner mapping style where they share a counter.
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