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Everything posted by Carver
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This level of hostility in a lighthearted thread is just absolutely uncalled for.
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There's already laptops in Baycode, exceptionally useful for people with console-centric jobs who want to work outside of their office. They don't really add anything 'new' though, they just add a mobile option to what's already present. Whilst giving them a built-in chatroom feature might be a bitch (Though seeing people's custom usernames would be amusing), I can't imagine a notepad-esque feature w/ printing would be anything difficult or unrealistic.
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Because having to visit medbay every ten minutes for the 5 brute after a dude threw a pen at you is such a fun and immersive experience.
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I could only see this being accepted if there was a way to limit the amount of times a mode can be played per period of time. Say, one silly clown round a week/month. Otherwise would make a great April Fool's Day event.
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AI Radio while intellicarded and without wireless
Carver replied to Lady_of_Ravens's topic in Archive
E-mag can always do with more niche functions vs tech. Neat idea. -
As long as we keep Christmas and Easter messages on their appropriate dates, s'all good.
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You're spending TCs to get a task done right and efficient, and paperwork manipulation is an incredibly rare/risky form of subterfuge as is, considering how most people verbally contact/ask their upper command about anything that seems off. I really wouldn't add limitations for something that niche.
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Theoretically they should because I've blocked batons with the double bladed variant, but, that variant might have some extra special snowflake shield code. Or it's just a rare proc with blocking, which wouldn't surprise me. If the latter it should honestly get buffed to make actually somewhat viable duelling weapons. Another neat buff would be adding the ability to combine them for the double-bladed variant, since the TC cost (8) balances out the strength of the weapon. Along with the fact it embeds every few swings and is worthless unless you actively use both hands, dedicating yourself to melee effectively.
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"Negative effects" are entirely subjective, though. It's the consistent "bad seed wasted slot" behaviour that does absolutely nothing of value, doesn't even cause chaos or add any kind of slightly lasting roleplay that leaves the round as extended. Atleast with Round B, people have a threat to rally against, they're encouraged to work together to stop Group B. When Jane McTraitor rolls up, gets caught in fifteen minutes trying to beat some guy up or steal the hand teleporter, and then just leaves immediately once they're searched and Security finds a revolver and e-mag on them, that just adds a bit of marginal mess for people for 1/5th of the round and then it's extended. Since it resets every week/month, Jane has something to learn and improve on. Maybe next time they don't order gear immediately, and get farther. Maybe next time they plan out something a bit more complex, think ahead. Maybe next time they stay instead of leaving and potentially get released with an implant on good behaviour, or have a chance to break out.
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They ahelp either then, or later. (Later would likely require a higher degree of scrutiny) If they crash, contact an admin, if they just straight up leave with no notice, then why are they rolling for a 'slot' that requires a good bit of dedicated time? Telling from the existence of the roundstart logout report, there's already a system that detects when people leave before a certain time threshold. Make it an hour or two for antags after which leaving is not punished, and if you haven't done anything in an hour or two.. Well, that's some inefficient use of time but atleast you stuck around. I'd say it's worth as much as any other system suggested, and an automated system with a minimal amount of added staff moderation is certainly more fair than leaving it up to a minimum-effort high-penalty player input.
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Wait, why is it the specific fact that antags don't cryo or ahelp when leaving that's an issue? Half of the 'bad antags' are the sort who get the role and leave in 20 minutes when they fuck up. Cut down on them, discourage the 'leaving' behaviour, you encourage them to get things done. Now if you try and police how they play the role or add community bias in, then, you'll never have a fair system. If you discourage the blatantly bad behaviour, you have a start.
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Add cryosleepers in communal or PM an admin to have them "nullify"/reset the punishment, problem solved. It's when antags leave w/o cryoing/PMing that's the biiiig issue. Plus this communal is far more forgiving on the "no RP" aspect than old perma was.
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As I mentioned, fairest system possible would be a system that punishes the people who log out/ragequit (This potentially includes people who ghost when alive and outside of a cryo storage sleeper as antag) when things don't go their way as antag. An automated system, resets each week (month?), a little option for admins to reset things for a person when they give a fairly legitimate reason for their logout (To distinguish ragequitters from people who had to go). The more 'ragequits' you accumulate, the lower your chances of rolling an antagonist slot. This avoids the issue of "What is a good antag" and community bias, whilst solving the worst of the bunch, the people who get caught in 10 minutes and just leave instead of sticking to generate RP. It also punishes antags who die early and leave instead of opting to stay around incase of potential cloning, borging, respawning as a different character, etc. Maybe have an hour/two hour passing point at which the "log out" punishment isn't applied. But, let's be fair, if you were an antagonist you should've generally been planning to stay the whole round anyways, if you really have to go, inform an admin, they can replace you (And with this system they can null the 'punishment'). For conversion-based antag rounds like mutiny/rev/cult? Have the logout punishment non-existent for dead/cryoing and non-starting (That is, converted) antags.
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I disagree with weighting antags based purely on two factors: A) Everyone interprets a 'Good Antag' in a different way. B) There's jack shit to stop someone from just piling negative votes on someone they dislike, and asking their friends to do the same. Admin/staff votes would still be plagued by A. If anything, just weight antags by how often they log out and stay logged out during a round they come up as antag, and reset this every week (Whilst giving admins a button to manually reset this for the people who genuinely had to go, if it matters). At the very least you can just filter the majority of serial ragequitters who start shit, get hit brigged, and leave immediately; whilst only MILDLY punishing people who leave for RL nonsense.
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Let there be a toggle setting in preferences or something for people who already know the dangers. That waiver is more likely to kill at times than to help.
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You can also just put the labcoat in a satchel and fiddle with it from there to fix the "ghost inventory bar" bug, same thing happens w/ the Detective's coats.
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Just have this on repeat and you're gucci.
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Just make their durability like lockers/crates currently are, providing excellent cover but if you shoot them enough they break.
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I'll miss you.
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My favourite weapon. It's a link because the screenshot is too big for the forums which mysteriously lack an auto-resize. http://i.imgur.com/88632GD.jpg
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As long as it's within the player's right to refuse cyborgification (As in, not against the rules to ghost and opt out if someone decides they're going to borg you), because some people (Myself included) would rather be straight up executed/stuck in perma/ghosted than be forced to become a borg.
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Jack basically summed up why this doesn't work. You're trying to add 'realism' to cut down on powergame, but all you do is encourage even worse powergame than before.
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What's that smell? (Smell descriptions and other dirty stuf)
Carver replied to Killerhurtz's topic in Archive
Smell flavour text so I can adequately stink up a room or bombard every lizard's nose with my body odour/perfume/cologne/MUSK/cigarette smoke residue when? -
In my days of SS13 I've learned you shouldn't touch your keyboard whatsoever when trying to uncuff/unbuckle. Even just talking is risky.