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Carver

Lore Writers
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Everything posted by Carver

  1. I’d hope we could keep the fancy AI for Greimorians and Guard Dogs. The former only exist on ship and away sites, the latter are useless without the AI buff.
  2. Would this include the Sol calibers and the more esoteric Frontier/NKA/whatever else calibers? My concern is only ship standard rounds being produceable. I understand if weird Elyran cardox versions of coalition calibers or some kind of funky phoron round isn't produceable outside of science, and if more normal yet niche stuff like haywire/incendiary shells remain as uplink and cargo orderables only.
  3. I understand that, but Miners do have webbing, and it's rather important storage for key items like their GPS and medical supplies. They really shouldn't be giving up that space.
  4. 1. The Intrepid was originally under Command's jurisdiction, on release of NBT only Command could access the Expedition Locker that was within the cockpit and held those shotguns. They weren't originally intended for xenoarch whatsoever, and I'm rather certain xenoarch wouldn't get them when they get their own shuttle. 2. Xenoarchs shouldn't really be in danger very often either given they're intended to be in similar conditions to miners, as mechanically their goal is near the same - try to find something of note within rocks, typically artifacts or some strange anomaly. To that effect I'd be in support of xenoarchs getting access to KAs if they don't have them already, though ideally a version that functions to crumble rocks without crumbling the 'artifact boulders' within. Machetes are not needed by miners. They have zero reason to carry them, and it is a waste of inventory space that should be dedicated to actual mining equipment (i.e. pickaxes, drills, bags, emergency medical supplies, etc.). I do agree simple mobs are overtuned, though! I'd quite support a nerf to those if another PR or suggestion is produced, mining really shouldn't be dangermax given (I'd hope) we're not trying to emulate lavaland or goon mining. I'd hope we also just axe the Romanovich mobs entirely from overmap zones where they're inappropriate, but I understand that's not as simple as adjusting damage values.
  5. I don't have too much to say other than that I hope all rounds will be produceable in some form; let there be blueprints for the autolathe if need be that can be acquired via uplink or other sources. It's a major dislike of mine that we're introducing new weapons that may very likely find their way into antagonist hands (faction crates, for example) but may be seen as quite worse because they can't realistically resupply themselves even with preparation, pushing them toward the more mundane weapons using older calibres that have near-identical functionality.
  6. Per the title, it's really weird to see these ancient threads necro'd with dismissals or whatever. Every single one of them was made in the context of a map we haven't used in 1 1/2 years, so a lot of their original points aren't really valid anymore. Let's look at two "recent" examples; the suggestion to remove the spare ID was in a time when the bridge was a vestigial area of the map that nobody but the Captain and antags used, and the suggestion to remove the barista and second bartender slot was in a time where we had 1 bar counter that was shared between 2 people and themed as nothing but a plain bar. It may also be discouraging for people who wish to make a thread on a matter who've seen an ancient, outdated thread of a similar subject be dismissed. Once more looking back to the thread on the spare, you can make some very fine arguments to have it removed or replaced on the current map; but none of those arguments would have been presented in that now-dismissed thread created nearly a third of a decade ago. If you attempt to make a thread on it now, what's the risk of someone linking that ancient piece of shit and going 'we talked about this already (three years ago)'? Final point, it'd clear up the suggestions forum. Ancient threads with ideas that have either probably been implemented in the years since, were relevant to some mechanic that may no longer exist or a map/gameplay 'meta' that hasn't been around for a long time aren't really going to offer much of anything to anyone.
  7. A terrible gun is still a gun and you can fairly easily kill someone with them, not every antagonist has an uplink anyways. Again, miners are miners, not some crack shot salvage team who need weapons. Better to axe the Romanovich-exclusive mobs. As for xenoarch having them, that’s only a side effect of xenoarch effectively stealing away the Intrepid for themselves by lack of their own shuttle - those shotguns are meant for full expeditions to dangerous sites (the ones filled with dozens of carp, hivebots and other Dungeon-tier threats you’re meant to take on with a crew of 4-5+ people) not casual asteroid visits. Why is that PR adding machetes as well? Miners already have a strong melee in pickaxes, that reinforce the job they’re supposed to be doing. They have no reason, absolutely whatsoever, to have machetes.
  8. Personally I'd just hope to see the mobs made less common, it's a bit silly that seemingly every other asteroid in the spur is infested with wacky ass organic life that is hostile to everything else despite seeming to subsist on.. Radiation? Minerals? My biggest reason for being against the shotguns is them being used on away sites. Miners should be mining, not looting.
  9. This is different from the suggestion to add a residential checkpoint, thus why I made a separate thread, the scope of this is solely for the third deck docking arms. Per the title, add shuttered checkpoints to the third deck docking arms that can be manned by Security (or accessed by any Command in emergency). Give the 'office' side of the checkpoint doors to both sides so that visitors with appropriate access (CCIA and other SCC types) aren't impaired if someone forgets to raise the shutters for them. There's no reason that anyone who docks on the Horizon should have free access to the whole ship, and in lieu of docking codes this would suffice. Antagonists and more unsavoury responders and guests could brute-force through the doors if need be, potentially leaving a trail that someone was there for the Investigator. A final point, it would provide a logical parity with the checkpoint for the auxiliary hangar and the checkpoint for the arrivals/merchant dock - why are only half of the docks capable of having oversight? Where would it make sense to put these? Well, there's a lounge on the starboard/west side that's never used, and on the port/east side there's a weird relaxation spot next to the upper brig that also is never used. They don't need security gear lockers, or anything besides wall-buttons and likely a security computer, so a 2x2 room should be well sufficient without being any sort of truly invasive restructuring or expansion.
  10. I'd disagree with that being a terrible idea, mercs and similar can simply go into space or enter illegally if they want to circumvent docking arm checkpoints. No one should be able to just freely enter the ship from official docking points without Command oversight, it's why the Auxiliary Hangar has a checkpoint and the Arrivals Dock (that only the Merchant uses). If anything, it's a rather great idea! Returning to the topic, I can't really approve of any kind of lift checkpoint after some thought. Even if it excluded shutters, as it well should, it doesn't terribly add anything: I don't want to be hassled when I'm trying to leave the round, under any circumstance; and there's no particular reason to check people coming up from their residence to work.
  11. I took far too long to pinpoint a good time to get these screenshots, relevant as of the current time of posting: Curiosities: The auto-generated name field correctly displays the apostrophe, the conversion from direct record doesn't. I used the same keyboard to write these records as I had used to type out the character's name when making him.
  12. I do rather like the idea of a wholesale shift to being fungi, as a non-whitelistee it can be hard to justify a character’s dislike of dionae because they just don’t especially hit a lot of ‘horror notes’ that one would assume a species with such terrifying traits like memory theft and blood consumption to bear. A shift to fungi does a lot for this, because people go from a mental idea of ‘cutesy wood roaches and ents’ to ‘resident evil 7’ and other creepier forms of media that fungi are more typically utilized in. Overall, this is a fantastic proposal and I have only good things to say about the implementation as proposed in the document.
  13. My only concern is anyone trying to gatekeep people leaving the round in any form.
  14. No one is going to especially care that John Doe, non-player character, was mutilated. There’s as much attachment to John Doe as a protohuman (and protohuman based gimmicks usually lose their shock once people realize it wasn’t a player).
  15. We have protohumans for this in operations, surgeons shouldn’t be practicing on the corpses of crew.
  16. I’m supportive of this solely on the basis of the second shuttle so that one xenoarch isn’t hogging the only real shuttle on the Horizon all the time - especially if it means Command can regain primary oversight of the Intrepid. Maybe Mining can be moved into this as well, while as others have said the manufacturing elements of Science get merged into Operations?
  17. I've rarely seen anyone with so consistent of a passion for this game over the years as Botanist, most would be thoroughly jaded after as long as he's been around but he's still kicking about with good takes. While I don't agree with everything you've said or done prior, the majority of what you have outlined here is truly refreshing and I'd be excited to see you carry out some of these promises (particularly human language debayification, dear Lord I've been waiting years for that). The only questions I could have are regarding that aforementioned language rework, but if it's under the wraps I'd much rather let you cook. +1 for whatever it's worth!
  18. I had this issue on the records for a Tajara I play, but I haven't read his records in-game in about a month. I'll try to get a screenshot at some point this weekend to verify if it persists.
  19. To that effect, a security armoury being locked in operations isn’t exactly logical.
  20. Gameplay. I don’t have much other than that to say.
  21. I’d hope Lore isn’t integrated, it’s really too large to maintain in its breadth even if you did cut the fat (meme channels, art channels). I don’t know if the main cord would port the ‘interested’ roles as well, though I would hope so.
  22. It just occurred to me that this also makes Rev trivially stacked in favour of the Revs. Oh and Cult too.
  23. I’d rather just go old school and keep the armoury where it is, but lessen the stock of high end gear to encourage Security ordering from Operations. As it stands, there’s no reason these days to really order from Ops as Sec unless you want to use the shotguns. To me, the heart of Operations isn’t being a warehouse (in fact that’s one of the contemporary aspects I rather hate), it’s ordering things via the cargo shuttle. We should be encouraging more of that.
  24. Just make the unbranded selectable and refluff it to an NT brand or something less silly-sounding than 'unbranded' imo.
  25. This is one of the most flawed arguments I've seen repeated and I wish people would stop using it, I don't sit down ready to dedicate 2+ hours of my time with the intent to die and then roll several different characters when each one demands an entirely different mindset and playstyle.
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