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Everything posted by davidchan
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Cloning memory disorder should be a requirement
davidchan replied to Anticept's topic in Suggestions
Some people still play it as if its a rule, most do not. It died for a reason but it's just one more reason tators and antags destroy bodies and the cloner to prevent retaliation for their actions. -
SS13 already has this. It's called the R-UST engine and baycode laid the foundation for one and /vg/ actually coded it. It's a bit more babysitting but like most SS13 engines it's just scary to new players because if you fuck up the set up bad things happen. Once you learn to use it you can easily set it up to to run 2+ hours with little to no problems, but the MOAR POWA settings do require constant tweaking to prevent making space chernobyl/fukashima. Ultimately it's only a more complicated Supermatter that superheats the air around it, allowing said air to be channeled into a ThermoElectricGenerator (TEG) engine that creates energy based upon the differential between its 'hot' and 'cold' inputs. The R-UST engine itself doesn't produce power that I'm aware of but creates steam for a turbine to run, much like how actual Nuclear Power Plants function today. For me, the path to fixing engineering is as this: 1) Make power mean something. Currently the power needs about 250kW to sustain itself long term, though it's possible to do this under 150kW on less populated stations. Solars produce this much, and the Turbine can as well, with the actual engines both capable of producing up to 2-5 million with default set ups. This ultimately means that the primary job of Engineering, setting up power, is mostly meaningless because once the SMESes have been fully charged 15 minutes in you can just disable the engine and do nothing. Power needs an actual use right now since the only time you notice it is when it's not set up or a cable was cut to APCs. Solution to this? Make a shield generator that needs constant power to maintain and regular meteor/asteroid waves that pound the shields and drain power. Also having thrusters on all sides of the station that can produce thrust, giving us an imaginary orbital map of the station floating somewhere between the planet and asteroid belt that miners go to mine. Changing the orbit could be done to avoid heavy meteor showers or potential events, with a risk reward of the station staying in certain altitudes could decrease cargo shuttle times and affect how quickly people could get to the miner asteroid (I've asked before how difficult it would be to RNG 300x300 small asteroid belt mining maps but never got a reply) and going the reverse could increase these times while reducing the impact of events like radiation belts or meteor showers by drifting closer to the planet's magnetic sphere to shield the station. Traitors could have objectives or options to fully de-orbit the station (sinking it into the upper atmospheres of the Gas Giant it orbits, changing space tiles into plasma tiles and ramping up the pressure outside the station till the windows and walls implode like a sinking submarine) or pushing it into the asteroid belt to ram it into a larger asteroid or just let it get shredded to pieces. These thrusters and shields would both require a lot of power, overloads to equipment could damage or destroy them requiring repairs or replacements while the station is vulnerable. Station equipment in general could just be ramped up in power usage, particularly science who are the most reliant on their machines, but places like Security or Engineering too could use more QOL machines to increase their power usage. A Security Lathe that creates and prints security specific items, for example, or an 'Interrogation Chair' that can be used to zap prisoners to help encourage them to speak, or even the Station/Prison VR network that was talked about. Engineers could use something similar to the bluespace shelters on tg lavaland that allows them to design or set up basic station structures and toss the capsules onto catwalks or space to rapidly create rooms for station expansion. There are dozens of other ideas that could be put to the test as high power consumption items like Orbital Mining Lasers to Power Transmission Beam. We'd ultimately just have to find what the server would get the most use out of and what would be the easiest to implement. Keeping with the current limit to the powernet there could be overlapping power nets to each wing and Engineering would have to determine every round how much power each department/wing was using and adjust from there if we did manage to make it so the station was using 5+ million power every round. Also Carp should ATTACK solar panels on sight, as proper solar panels would be a mirror almost and they should see their reflection and go apeshit like a Betaifsh trying to destroy them, makings even Solar Panels requiring SOME checking from time to time. TL;DR Part 1 decrease the efficiency of power production by making the station consume more power and make more ways to use power. 2) Preventative Maintenance. Currently the only things that fall under this category are the green Space Fungus random events that are generally ignored because it takes for ever for a fungus infected wall to crumble and that rarely does anything because the girder is still in place. Constantly used machines across the station from APCs and Air Alarms to medbay equipment, science or even vending machines should require regular checking up on them to ensure they are operating at 100% and won't break down. Engineers would have to move about the station inspecting and scanning the various objects throughout the shift. Mice and other station rodents chewing on cables or even stress points and cracks showing up on T-Ray scanners that the engineers would have to address quickly or else the station might breach itself without an explosion. Not only would this give engineers shit do like their Science/Medical/Security counterparts on the station, but it would also give most traitor engineers a very good excuse to get into departments and areas they'd otherwise be turned away from to inspect for damage or problems on a regular basis, and if players are more used to seeing engineering in their departments they might actually remember they exist and even go as far to ask for upgrades or layout changes to their work areas (adding/removing walls and doors to create/remove rooms, new machines, ect...) Further more, I feel the equipment in Atmosia should require some babysitting, maybe some ACTUAL filters that require replacing or even various methods of doing this (rapid heating and cooling to kill bacteria/changing gas states, bombarding with radiation, or the current classic filters) with each method having a con/pro compared to the others in terms of power efficiency, change of removing or preventing viral agents from spreading to just what really does happen if a swarmer or mouse crawls through all that radiation? 3)More engineering related events. Shorts or overloads in the powernet, metal stress causing parts of the station to shift, fluctuations in the gravity generator, ect... Currently the only real engineering events are not something engineers can do much about. The Power Outage, while a good event for traitors and a slowdown in the shift doesn't really have anything the engineers can do aside from crowbar open doors to save trapped people before the SMESes finally turn back online. Meteors on the other hand is almost always an instant shuttle because the waves have no lull in them to allow for repairs, they either do minimal damage to part of the station no one cares about (maint or arrivals) or damage someplace vital and instantly get the shuttle called because if an engineer does try to go out and repair while the meteors are still coming they will die and by the time the event passes its unreasonable to assume they'd fix the area before the shuttle comes anyways. The vending machine event is the closest engineers get to being useful on the station since they have the tools to shut down rogue vending machines before they animate but even then, so does pretty much any prepared station crew member. 4)Stop making perpetual energy engines/change the ones we have Currently, the PA is a cool design, admittedly, but its also just spending power to make more power. Tesla and Singularity can both be wired to directly pour energy into the emitters and PA so the power they expend naturally is a pitance compared to what they will continually produced. Engineering barely burns any plasma as is in radiation collectors, and while the PACMANs were once a good and balanced trade of Plasma for power, they serve no point and engineering doesn't use up any resources they can't easily get more of doing their basic job, and the only major limiting factor is how much time they want to spend on set up. Repairs similarly are mostly just dependant on how much metal and glass Cargo is willing to order/miners have collected and if Science didn't steal everything in the ORM before they got there. PA should probably consume Uranium or maybe have lenses that can be fashioned out of Diamonds that wear out over time, emitters needing to be recalibrated or replaced after over use and so on. Just adding an operational cost and regular maintenance intervals would go a long way from making this a non-job into something that engages the player and makes their presence actually useful. Chief Engineer should be one of the hardest jobs on the station requiring them to manage who goes where and guess how much time that job will take, juggling which tasks are most important and pressing at the moment and hoping the crew as a whole doesn't realize how close to imploding on itself the station really is. Presently its a job that facilitated up to 9 people and can be entirely run and managed by one person barring saboteurs or terrible RNG luck with meteors.
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Let`s Talk About IPCs (Integrated Paper-Positronic Chassis)
davidchan replied to dadols's topic in Suggestions
A short term 'fix' to the healing would be fairly easy in concept, though probably a bit more difficult in practice. Having any extra healing from a welder or wiring overflow into other body parts, as in, if an IPC has 10 burn damage distributed across their body, and you wire their chest, 1 wire will be consumed regardless, and this is supposed to heal 5 burn. So the first heal would completely heal the chest and randomly heal other body parts until the left over heal was reduced to 0, and then they could target another damaged body part and continue the process until they were fully healed. This might make Nanopaste actually worth it's steep resource cost as it heals both burn and brute (or last I checked it did) As far as EMPs go, while I am fine with them where they are now, I'd happily trade EMP 1HKOs for EMPs dealing steep damage and force shutting down the IPC (like they do borgs) for 10-15 seconds, and to compensate for this slight buff taking away their radiation immunity and making 'letha'l doses of radiation deal burn damage to the IPC, as we basically all agree they are tinfoil and cardboard tubes and when you put tinfoil in a microwave it burns. I would also fully support going back to IPC posibrains in their skulls and not their chests, but I always thought there was a bit of a charm to having decapped IPCs still be 'active' if immobile, maybe fix it so their heads can only whisper without their body as a primary power source or give them a battery back up in their head that only lasts for a minute or so, meaning they still 'die' if disassembled. Granted, this would mean they'd need a slight buff to prevent their heads from falling off by a random toolboxing as usually happens. And as Dumdum pointed out, IPC limbs breaking is possibly the most annoying and crippling con they have going for them, since they can't self repair these, and unlike broken bones they still can't heal over it and splint the broken limb to allow somewhat activity till they can get someone to surgery them. I really don't know how you'd go about fixing this, but it seems like broken bones aren't a guarantee for organics but for IPCs getting significant damage on any limb immediately renders that limb useless 100% of the time. -
Let`s Talk About IPCs (Integrated Paper-Positronic Chassis)
davidchan replied to dadols's topic in Suggestions
I personally feel that the chem immunity is more of a con than it is a pro, for the same reason 'easy healing' is a total line of crap from anyone who knows what goes into healing IPCs. Losing the ability to process chems means that 99% of medical/average player has no idea how to deal with IPCs, and since chems effect every area of the body at once it is always going to be easier and faster to heal a human/organic than it would be to heal an IPC. This is most apparent if you have an IPC and organic get exposed to space and take that 5-10 burn/brute combo across their entire body. For a human, this can be fixed in a matter of seconds. A synthflesh patch, SS/SP patch(es), sleeper or cryo. For an IPC this is 14 applications of welding and wiring or 7 stacks of nanopaste to get them back to 100%, targeting every area of the body individually. The only two things that heal an entire IPC at once is a hivelord core, good luck getting one of those if you aren't a miner or happen to be really good friends with one willing to spend the points to stabilize a core for you, or an upgraded cyborg charger, only one of which is in public access for all IPCs to use and suit chargers almost never get upgraded meaning you can count on this method of healing about as much as you can count on science to give every department their own personal chem dispenser. Only a handful of science regulars understand you can upgrade chargers, even fewer know what those upgrades do and fewer still care enough to use parts they mass produce anyways to do it. Clone immunity is a none issue since it's standard practice to cryodip clones anyways even if the cloner is upgraded, you'll rarely see a person with clone damage outside of the rare Xenobiologist who got glomped, thanks to the remote Xenobio system though clone damage is even rarer. And this all comes on the side of not being able to use Genetic powers or DNA scramblers to empower themselves and change their identities. Virus immunity comes into the same category as several virus combos are blatantly OP and only balanced by the RNG barrier to acquiring them. IPCs can't self-heal, stimulant inducing space walking viruses like everyone else. As for Radiation, outside of the radiation belt events the only other sources of radiation on the station are genetics, which is of no benefit to them anyways, and the singularity, which will kill them outright via EMP from farther away than an organic would even begin to feel the adverse effects of radiation. Every other source of radiation is so rare and niche (The useless plasma pistol and even more useless Tator Medic analyzer) that even regular players aren't worried about them. -
Improving Jobs: Scientist/Roboticist/Research Director
davidchan replied to Keroman's topic in Suggestions
Scientist: RnD needs to be more proactive. Actual prototyping and use of a various items that can be distributed to the crew/departments. Prototypes have built in 'Data' stats that raise every time they are used/active. Data rises randomly by 1-25% for each use or minute of continuous use for items are always on. Once Data reaches 100%, it can be turned into RnD for analysis and raise research levels (And this might ACTUALLY give the firing range a use to RnD weapons). Making SciChem and Toxins more than just a tator's workshop would be nice as well. Robotics: Not much to add here as a Roboticist can usually keep themselves busy over the course of most rounds, particularly if they have active miners and someone did enough RnD to let them make mechs. The only expansion or improvement I can think of would be to bots. Give Robotics a terminal that allows them to summon bots on the station for maintenance, give bots internal power supplies and micro chargers in mech bay or positioned on the walls throughout the station that bots (and drones) can use to recharge, and add more bots to help in other jobs, like a litter bot that goes about collecting trash items and dumping them in cargo/disposals for sorting and recycling, a gardening bot that automatically checks flowers for weeds and could be upgraded to water plants at regular intervals. RD: Not much to add here, particularly if above methods go through. That said the ability for the RD to have a way to program or upgrade the AI and Cyborgs through ease-of-use/quality-of-life methods such being able to give the borgs night vision, upgrading the AI's tracking and ability to recognize requests, auto scripts that could recognize commands and execute orders based off those commands (If Captain says lockdown, AI could program all doors to bridge and Caps office to shut, bolt and electrify, for example. If Doctor says emergency all doors in 3 tile radius go to emergency access for 15 seconds, ect...) -
This would all be true if the current AI setup didn't render the turrets completely ineffective against raiders because they are located against perimeter walls of the core, making it easy for any intruder or AI slayer with an RCD or ability to rip down R-walls to assault the AI without taking damage. Why does there also need to be a method to taking down the AI without any reasonable detection or counter-play when it's already possible to kill the AI without risking damage to yourself?
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Given how unsecure cargo really is, it's bad idea to incentivise even more people to break into Cargo to nab tools or goodies from their lathe. This would only lead to lathes having access restrictions like the RnD machines or Cargo ordering terminal, which is also bad. That said I do like the idea of raw or recycleable materials being strewn about the station that Cargo/RnD can break down for metal and glass or be exported for points to give assistants something to do, it'd be like harvest moon except your not searching the woods for honeycombs, your scavenging the abandoned parts of the station for goodies. That might even incentivise people to go to the derelict (aka the most underutilized facility in the game) to cannibalize it's systems to make the Cyberaid even better. Increasing hostile mob counts around the derelict could make things interesting, or having an abondoned wing on the station that fills a similar purpose and maybe overrun wtih spiders or other potentially dangerous pests that the crew could either clear out every round or just barricade and seal the wing to keep the !FUN! stuff in there (do I hear reasonable place for a xeno hive?) TL;DR everyone seems to want Cargo to be a trading post but most jobs just don't have anything worth trading. Fix that and and you'd have a good step on the road to an economic system people seem to want so bad.
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He's saying most chems only process at .4u per tick, so you wouldn't OD nearly as fast, but you'd still OD if the doctor was careless and forgot about you.
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I will say that the 'i ded plz nrf' meme only has credence if there is some form of counter play that is viable without severe cases of metagaming. In the case of the AI, what exactly do you suggest they could do to protect themself against bullets fired by an assailant they don't have any means of detecting? You can't just declare something like that without a counterargument or logical means of defending yourself. I.E. if someone says e-sword op you reply disarm intent, banana or bucket of water. These penetrator rounds are about as bad the old syndiborgs that could remotely open and unbolt doors without ever once triggering a core alert, there was no counterplay aside from straight up bolt and depowering every door in the core, which was deemed metagaming/powergaming and not something an AI should do.
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Detomax is shit, but you get what you pay for. In the right conditions they are super deadly, but if you just buy and spam click boom don't expect results to be good. I've had a few funny run ins where a tator dropped their detomax card after a failed attempt of theirs to do syndi things, and having a pretty good guess who it was (they came at me with an esword with no mask on) I picked it up, selected their PDA and boom! Funny part was they were in space and dropped their O2 tank because of it so gg'd no re for them.
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See, that's 5 laws masquerading as one law in my book, and it's just anti-fun. The asshole in me would argue that Silcon's can't be killed because they are not alive, they are shut down. Any law that demands the AI suicide or self-terminate should be considered invalid by policy.
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Shit like this is why AI laws need character limits so people can't text drop entire paragraphs. Imho AI laws should be simple, short sentences to help guide or mold a silicon's behavior.
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Doesn't have to be the entire frame, imo, but some buoys or single tiles spaced 3-5 apart and one on the corners with warning or landing zone signs. Personally I'd prefer to just have hangars.
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Honestly I'd prefer tgs 'Act like an Antag get treated like an Antag' rule in which shitty players who intentionally start shit to try and banbait get their comeuppance. Honestly it seems that much of the bad behavior on paradise seems to stem from that 'You can't hurt me!' despite there being some pretty good justification to send someone to medbay or even the morgue if they repeatedly and constantly harass other players enough to provoke violence.
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My understanding of these weapons sets was that they are to be a low-cost alternative tool, with similar functionality as the Autorifles but entirely minded for stun. In 1 to 1 combat they would be inferior to hybrid tasers as their pershot stamina drain is lower. But having high capacity of darts for each gun, somewhat faster firing speed and ability to carry plentiful amounts of spare ammunition would allow security (or team antags) to utilize them for sustained fights or large scale crowd control when you don't particularly want to kill everyone see. Ideally, these items would have a burst fire and relatively inaccurate firing arc per weapon (similar to how real life nerf guns rarely shoot straight) and either be cheaper per crate and/or come with more weapons and darts per crate. I can definitely see QMs and CTs teams viaing to get these as their nonlethal nature allows them to keep intruders out of cargo while also not falling under the dangerous weapon category making them a low priority for security in terms of crimes and illegal items, possibly even encouraged in shadowling or cult rounds (and rev and gang if those ever return/get ported) when command/security doesn't want to see cargo fall to conversion and start supplying their enemies with guns. And as stated above, these would be a rather niche weapon set perfect for Amber ERTs as they are capable of controlling a situation without causing mass casualties, and given that Security loves to use items associated with ERTs they might go out of their way to get a set like SWAT gear crates that regularly found their way to security despite not being needed on the station at all. tl;dr are these absolutely needed or an answer to a problem on the server? No. Do they add variety, choice and a fun alternative to riot control and team combat? Yes, and so long as they are balanced I feel that's actually what the server needs. These aren't meant to be a buff, they are a side-grade for those that prefer an abundance of firepower without fear of killing bystanders.
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This post needs some Ephedrine and cryodip STAT!
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Kidans have job wide inability to get glasses, not restricted from using specific eyewear or equipment used by one departmental job. They can how ever get implants if science does their job. IPCs weak to EMP is their thing across all fields. It makes sense because robot. Engineering borgs have the exact same flaw. Plasmen not able to replicate the functionality of a hardsuit when their primary choice of clothing is hardsuit? Strawman harder. This has nothing to do with what the other weakness of a species has, this has everything to do with an item feature being with held from one specific group for one specific job. For No Reason.
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I'm really actually not. I was... pretty clear in my other post. If a Plasmaman being "Unable to work on the tesla" due to his suit is a huge problem ,to the point of "Uselessness" Then an IPC engineer being unable to work on the singularity is ALSO "Critical" and should be changed, no? Because it's the same problem. The origins of that problem are not the same. But the end result is "I can't do X because I am Y." Because if one is a problem, then so is the other, and you can't just say "Well THAT one is okay! But this is TOTALLY broken!" when the only difference in the result is how the product was assembled to get there. Except its a racial trait that affects all IPCs and is part of their lore and logic. Tesla protection is part of the engineering loadout. There is no other example of 'this item normally does this, but not for your species' You are simply taking one thing completely out of context to hamper another species? Everyone who is close to the Singularity WILL take damage in some form or another, be it radiation or EMPs, this includes people with prosthetic limbs. X does not equal Y here, and your circle logic that it does isn't making your argument any better or even valid. Except you are. Because IPCs don't get EMP protection as engineers, you feel that Plasmamen shouldn't get Tesla protection, which is ACTUALLY a function of the Engineering hardsuit, because of some half baked reason that it adds variety? It does not add interesting gameplay. It's a poorly guised attempt at hamstringing an entire species. Singularity isn't safe for anyone to work on, everyone either takes Radiation damage OR EMPs. Tesla on the other hand IS safe to work on and less destructive. Why should one species be singled out? That's not interesting gameplay, that's just trying to punish another species because you don't like them. As already stated, Hardsuits and Plasmmen Suits are supposed to be functionally identical. To arbitrarily remove a function of a job related suit from a plasmen suit, for no reason other than because an unrelated and differently balanced species has a weakness to a different part of the job, is not good balance, and just a terrible idea. And yes, it WOULD be a massive buff to IPCs if they got EMP protection from hardsuits, as already stated this affects a broad area of the game and several antags. Changing engineering hardsuits to give IPCs protection against emps would only cause IPCs to regularly steal them, or any antag interested in abusing EMP effects without damaging their own equipment. Tesla bolts aren't utilized by antags and are primarily an engineering concern for that reason. The entire design of the Tesla is to make an engine that was easy to work on and safe to maintain if things get bad but not entirely lost yet. Then why would we make it so that the one species that can't just throw on a hardsuit and run out to fix the problem be the only species not protected by this? You're literally saying it should be better for a moonlighter to steal a hardsuit and run out and fix the problem than the actual engineer because he's a plasmaman. This is infact a Critical change as the OP clearly stated that the engine got loose BECAUSE he was the only one who could respond and could not approach the engine without dying, despite every other piece of information in the game stating that HE SHOULD be able to safely approach. Having an engine release because one species in particular is being denied the basic functionality of their equipment is not balanced, it's not interesting, and it's supported by any form of logic. TL;DR don't take away or withold the basic functions of job specific equipment from species because LUL INTERESTING. Unless you want to see stupid shit like insuls not working for specific races or only humans able to wear gasmasks.
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I don't understand why you are strawmanning so hard with IPCs and EMPS here, Tesla makes EMPs too just in a smaller radius. And even if we take the IPC argument as valid the IPCs are balanced out by their radiation immunity, which the singulo can permastun anyone near contaiment without a suit. If IPCs got emp protection it would also severely nerf every traitor ability and item that creates an EMP. Further more, plasmamen are stuck in the hardsuit they spawn in, so job changes as one are generally discouraged and exceptionally inconvienent, where as any other race can swap uniforms and get the full benefit of their new jobs equipment and hardsuit function. Your argument for taking away basic functionality to the specific gear given to one job so that they can do that job doesn't make any sense, especially when you are trying to use another unrelated race balanced around a specific vulnerability not related to the topic as justification.
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Literally identical to every other engineer on the station?
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Except they don't. Being "Tesla-immune" inside your suit is in no way required for any part of of Engineering, other then a Tesla engine getting loose, which frankly, is not something any race should just be able to go "lolimmune" at just by nature of existing. There is always that fancy singulo engine sitting right there, and the engineering suits DO get Radiation reduction/immunity just like normal hardsuits do. They have an alternative. To say they "need" it to do their job, is a very big exaggeration. If it is a bug/forgotten factoid during a port is probably true, it's almost definitely not intended, but it's something that should not and does not need to be changed, and actually means an alien race in a job slot has to change shit up, has to be taken into consideration and thus changes the game. Something we could use a lot fucking more of. The comparison to IPC was in the fact that, the singulo engine puts off EMPs like no tomorrow and for ages we did not have a Tesla engine to speak of. But the fact that IPC engineers could not go NEAR the engine, didn't really change anything, they got no special treatment. You just had to deal with the fact you weren't as good at engineering as a human, mechanically speaking. The same applies here. Your suit is not Tesla-proof. You just have to work around that. Atmos techs NEED the fire immunity, since fire duty is their only real job right now, and there is no real alternative way to approach a fire then "Put it out." and deal with the heat as you fix the room Security needs the extra padding for antag duty and dealing with shitty greytide. They have no alternative, this is their one job. Miners need the bomb and melee immunity for their encounters with Gibtonite and Xenos. Because while gibtonite can be avoided, Xenos are at every corner. Technically this can be avoided though. Engineers do NOT need to be immune to a rampaging engine that they failed to contain/Was sabotaged. They can just use the OTHER engine. They have a perfectly viable alternative. You're failing to see the logic that this entire thread is about an oversight. There was never an intentional exclusion to Engineer and Chief Engineer Plasmen in terms of tesla bolts. Every other plasmamen suit is identical to the parent job's hardsuit where applicable. It is definitely an equipment requirement for engineers to have Tesla protection, as they are going to be the ones expected to maintain the engine if a meteor strikes containment, sabotage or incompetence could result in containment failure, and if containment does fail it is Engineering's job to get Grounding Rods in place around escape to minimize the damage to crew should Tesla go that direction. And yes, IPCs are still apples and oranges to this discussion. Tesla Protection is part of the Engineering Hardsuit itself when combined with Insulated Gloves. There literally is no item in the game that provides EMP protection, so there is no call for IPCs to get EMP protection. It's in their racial profile to be weak and vulnerable to EMPs, just as Drask are vulnerable to hot temperatures, Vox are vulnerable to Oxygen poisoning and Diona are weak to herbicide and darkness. Tesla vulnerablility is NOT a racial weakness, nor should it be considered one. It is a very specific job hazard and players going into that job have an expectancy that their gear will function on par with those of their colleagues regardless of species. TL;DR IPCs have always been, and always will be Special Snowflakes, do not use them as a standard or an excuse for unreasonably removing or withholding attributes from another species's racial gear.
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Does anyone know how possible it would be to make areas of the station Z level able to randomize during a round? I.E. The station is in an asteroid belt, various sections of the map are smaller asteroid rocks with larger ones where possible without interfering too much with Vox skipjack and nuke ops shuttle. When miners feel they have exhausted the local group of asteroids, they could request engineering activate some thrusters that jumps the station to a new location, randomizing all the asteroid spawns and possibly spawning more mobs or rare unique mobs (rogue combat drones, syndicate viseraters, inactive swarmers, ect...) Mining and Engineering would require some coordination, the thruster firing could drain lots of power or require plasma or some gas mix in a special tank to work. Security may be called upon to help clear out dangerous mob packs or just do regular patrols with the heightened hostile mob spawns posing more of a threat, pod pilot would actually have a friggen job. Medical wouldn't change that much, though they'd better be able to coordinate to rescue wounded miners with their sensors on. Otherwise keep making meds and helping keep the miners at tip top shape. Science and Civilian/Service probably wouldn't notice much different unless thruster firing could destabilize the station some or make everyone fall down as if a shuttle launching. Though an increased chance of hostile mob spawning and more glass exteriors could make for some !FUN! moments of the bridge or chapel suddenly found themselves being swarmed with carp, proactive command/security teams might enlist cargo/engineering to help set up some laser turrets around the station to deal with non-human mobs. This of course would all be reliant on the coders finding a way to randomize asteroids on the station z level mid round without lagging or crashing the server entirely and from my understanding of how byond works thats not likely unless it's very sparse areas.
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Pretty much this. Nobody has exactly lobbied to remove the EMP on the Singulo because of IPC Engineers or Engie borgs, that's just one of the hazards of being that race in that job. This is how it is for Plasma-bros. You're Tesla vulnerable. @Sothangel, they are definitely hardsuits, they give all the perks of a hardsuit and the minor slow down too IIRC. Apples to oranges. IPCs and Borgs have a very specific vulnerability to EMPs, engineering suits do not have any built in protection against this. Plasmen do not have any racial vulnerabilities to electricity or radiation compared to humans, but they suffer here because they weren't given the proper flags on their departmental specific suits and thus can't perform part of their function. By comparison, Plasmen in other roles DO get the benefits their hardsuit wearing co-workers get to include Atmos Tech Plasmen getting Max fire protect (immune to fires in suit) Miners get their 30% melee 50% bomb damage reduction Security gets their 15% damage reduction across the board (save for energy) Nuke ops get their ludicrous damage resists (melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50) This isn't a matter of 'it's a racial debuff', it only applies to one job, and that job actually NEEDS that perk to perform part of its job. This is a case of nobody remembered about plasmen when they ported Tesla and it still hasn't been fixed. I don't even play or have plasmen unlocked and this seems pretty damn stupid to insist it's an intentional flaw of their species.
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Then you have issues with every sprite ever when they inevitably put things in their chest slot. You also now have the issue of "I have no exosuit slot, but have a plasma tank that only fits in the exosuit slot.". And you also remove the one thing that makes the race stand out, which is its iconic suit. Thats why Im actualy AGAINST that idea. But I see nothing against making plasmamen suit staticaly identical to respectful departments hardsuits/spacesuits. Including security one. Its not so OP in sense of armour and plasmamen suit is already spaceproof. Personally I feel that if Plasmamen spawn into specific departmental jobs they should at least get exosuits that allow them to function in those jobs. On the flip side, I actually kind of like the idea of the hardsuit being replaced with a semi-space proof jumpsuit that covers their head and body. Is it at all possible to make a vest/exosuit that functions as internals? I.E. the plasmamen plasma tank would become something like the hazard vest, except it's the plasma tanks of their suit that they need to breathe, said vest could be tooled to different jobs to hold exosuit storage items they might need (flashlight, cuffs, medical items, ect...) it's a pretty rough idea but it reminds me of the old water-cooled IPC space suits from Bay which I thought were pretty neat lore wise even if they were mechanically useless (bay IPCs took burn damage in a vacuum, space suits prevented this)