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Showing content with the highest reputation on 04/15/2019 in all areas

  1. Alright, there was already a recent proposal to nerf it. This isn't the same, so please read my proposal carefully before bashing it to hell and back. What is Telescience? Telescience is a Science mechanism that allows teleportation to and from a telepad to any given coordinates. If this sounds overpowered, that's because it is. For this reason, it requires a lot of math and is absent from Science roundstart, as a balance mechanism. My proposal is that it is still overpowered, and should be removed, as the core concept of it is fairly flawed. External Programs As Telescience is mostly mathematical, it is possible for someone to create a spreadsheet or external program that does the math for you. In fact, this actually did happen on /tg/. "But Tar," you say, "You're being a clown right now. Just ban external programs!" Well yes, this could be done, and kind of already is thanks to the metagaming ban, except this would also ban scientific calculators. You know. The intended method of using telescience. Unless someone writes down the math on an ingame sheet of paper or something, we can't very well go around bwoinking people saying "HOW DID YOU FIGURE OUT THE DIFFERENTIALS LAWBREAKING SCUM?". Legitimate Uses There aren't really that many legitimate uses for telescience. Basically just things like looting the armory, teleporting bombs into the AI core, teleporting bombs elsewhere... Unless the AI is malfunctioning, there's not that many reasons for non-antags to actually use telescience. It's a solution without a problem. I'm not sure if space loot is randomized (I've never gone exploring space before), but if it isn't then that's also a problem because you can essentially use telescience to get space loot without any effort. Furthermore, there also isn't a real way to counter telescience. A traitor scientist armed with the math (or maybe one of those external programs) and the willpower to build a telescience set (which isn't that hard, it's just a telepad or two and a computer last time I checked) can snap their fingers and wipe out anything with practically no effort. Can Telescience Be Saved? Yes, Telescience is very overpowered. This is why it has been given it's downsides. Making it very hard has already been tried, and as I have shown, that won't necessarily work. There aren't that many other ways to nerf it. You could, perhaps, make it frustratingly random, but then no one would use it and you might as well just remove it. In conclusion, telescience is very easily exploited, is difficult to balance due to the very nature of it, has no real reason to be used by nonantags, and the main balancer (math) can be worked around. For this reason, I am requesting that the telescience machines be made unavailable for building by the crew. Thank you for reading.
    2 points
  2. Let me guess, you were the AI that had Complete control of the station and was antagging rather hard, locking down the station, threatening miners and command staff and someone barely managed to get a GPS on the core so that they could use the Station Objective BSA to blast you since we couldn't get close. I get the whole "This doesn't seem fair" concept as I had my own rant against double-eswords and syndicate hardsuits being neigh invincible, but telescience without a GPS requires a TON of math that isn't exactly grade school. In addition, only a number of people have the resources to even set up such. If anything, adding a tiny amount of randomization as a possibility might balance this out but for the most part, telescience is only rarely used offensively and doesn't ever seem to be a problem since it was taken away as a department within science.
    2 points
  3. Add support for surgery, healing brute and burn, broken bones, for mobs such as Xenomorphs, Space Bears, and other creatures that can be made in Xenobio.
    1 point
  4. Are you asking for surgery to work on them in particular? If so, that's probably not possible, because it would require changing them from simple_animal type mobs to full carbon mobs, which is undesirable for various reasons. Are you just asking for a way to heal them? If so, that's probably doable technically (all it would require is say, brute/burn patches to work on them).
    1 point
  5. Blob was spawned in the Russian Gateway, and it left a message for them. The Russians promptly nuked it out of existence.
    1 point
  6. Good in theory. In practice it means changing them from "simple mobs" to "carbon mobs" which is actually a hell of a lot of work for coding and all kinds of issues. It'd mean we'd need to make a unique type of race (like humans, vox, slimes, etc) for each thing. Xenos actually already have that - but the xenobio ones are specifically simple mobs, to stop a huge amount of really powerful things that can be done with them by xenobio (organ harvesting, etc).
    1 point
  7. Completely agree here, there seems to be way too much RNG involved when handling combat scenarios. I've been in cases when I was constantly whaled on by FOUR cultists, three with burning tomes, and one with a sword, which had removed my heart and lungs. My entire health doll was red. I was still able to stand because I didn't roll for shock. This feels incredibly unrealistic in many aspects. Another case is I have been hammered by a holoparasite as an officer, fairly recently too, while on fire, for about a minute straight. Rolling shock despite being in constant negative health seems too be too inconsistent or unrealistic. This is one of my key dislikes to the "Newcrit". I'll just refer to my previous statement, the amount of scenarios people have been in, bombing runs, fires, slash-fests.. people should have died in these scenarios but because of the lack of damage cap and reliability on braindeath is very high, it just really don't work for most antagonists sadly. This is a huge issue here that one core job is made redundant due to recipe removals and restocking of medvendors. All chemistry is in the current form is a Strange Reagent shop or Cryoxadone Cabin, don't really need much else apart from maybe Mitochloride. Vendors need a drastic nerf in my honest opinion. As much time and effort that is put into "NewCrit", I don't think it fits in a mediumRP server. The previous health and crit system was perfect in my honest opinion, simple but effective and gets the job done.
    1 point
  8. I like the RNG, i think it lower the skill ceiling, and makes for more interesting stories.
    1 point
  9. Having played a bit more and thought about it. From the normal crew perspective (security and antags mostly) 1. The RNG needs to go or at least be reduced. People can stand up at random or just die instantly. This makes the game feel unfair and random. Which it is. 2. Have a set damage threshold at which point people die guaranteed. Once again. People won't die or go down, making it extremely annoying if you unload a full clip into somebody and they keep happily walking around disarming you. 3. The system is still quite incompatible with the existing systems. Take no breath from genetics. Unless it changed without me seeing it. You will be immune to most damage that the new crit system does. Take self resp and mind restoration from virology. These make it so that people stand up even more. Even though they are far over the -200 health mark. I know how genetics is dealth with and I don't want virology to undergo this fate as well. From medbays perspective: 1. Chemistry is quite useless due to the fact that the vendors are stocked to the brim with meds. Reducing the amount of stuff in there will help make chemistry relevant again. Although this would also mean that medbay is heavily reliant on chemistry. Even more so than before new crit and such. Other than that I don't know. The system mostly feels as extra annoying steps mostly for all sides. It doesn't work with the existing systems and changing them requires a lot of work and will most likely lead to a nerf or worse... removal of stuff without adding new features. My to go to thing would still be revert but well that won't happen. And fixing the points above here would just mean going back to old crit but with heart attacks being more common.
    1 point
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