Jump to content

Let`s Talk About IPCs (Integrated Paper-Positronic Chassis)


Recommended Posts

Posted (edited)

 

IPCs (Integrated Paper-Positronic Chassis)

 

 

  Reveal hidden contents

 

IPCflag.gifIPC.pngConsider the following questions when posting your Suggestions: IPC.pngIPCflag.gif

 

  • - Explain your Suggestion.

    - What capabilities do they get?

    - Potential for Antagonists.

    - How much does this change affect the round?

    - How much does this change affect the race?

    - Is it followed by a Nerf/Buff?

 

 

Note: Take in Mind what is up there and that a Buff doesn`t always come with a Nerf.

 

Edited by Guest
Posted

 

OH&S and death are both blatantly incorrect these days.

 

They're also immune to toxin and clone damage, don't suffer from pain, they lack blood, immune to insta-death decaps....have immunity to most chemicals (with a few exceptions, like acid), and they can't utilize DNA manipulation.

 

Posted (edited)

 

  Fox McCloud said:

They're also immune to toxin and clone damage, don't suffer from pain, they lack blood, immune to insta-death decaps....have immunity to most chemicals (with a few exceptions, like acid), and they can't utilize DNA manipulation.

 

As someone that absolutely loves IPCs and plays the everloving shit out of them here and even on a few other servers, let me break this down:

 

-Toxin damage = Residue damage, granted this can only come via the form of the two IPC drugs that currently exist.

 

-Clone damage is resolved with organics in about two minutes with cryoxadone + cryopod, which most chemists usually make at the start of each round. Not many things outside of the unupgraded cloner at the start of the round cause cloning damage (and science generally tends to go on an upgrade rampage within the first half hour or so, pending supplies from mining.)

 

-Suffering from pain is irrelevant when I can just cut off a leg in three hits [spoilertext]or EMP it[/spoilertext] with a welding tool or metal rod and laugh my ass off as the poor IPC tries to flee, but to no avail as it is now slower than a diona and falls over every three seconds.

 

-Blood on Paradise rarely comes into play, and if it does then you got pretty damn fucked up or you're making bloodborne viruses. Or vampires, but vampires in general need some sort of rework honestly.

 

-Immune to instadeath decaps? Well sure the head can come off but what does it matter when they go blind, lose the ability to speak over the radio, and/ or could be killed/ put into crit by five shots with a laser gun to the chest [spoilertext]or be EMP'd to death immediately[/spoilertext]?

 

-Immunity to most chemicals, but the ones that can effect them can be used to utterly destroy them, with the exception of the two healing chemicals that serve as a yang to the yin caused by IPC drugs (And yes, the IPC drugs can very easily destroy an IPC. Rig a grenade with those and toss it into a crowd- fun for the entire family!)

 

-Can't utilize DNA manipulation? Great, I can't have superpowers. Nobody, not even geneticists, go around giving people defective DNA injections very often, so anything "bad" you could do to someone with one doesn't really apply here.

 

-Death? Depends. Sometimes you get amazing people and they can revive you within 5- 10 minutes, all parts reconstructed. I commend those people, because 7/10 times you get someone that doesn't know what in heck to do with you, or they go extremely slow, or there's just so many parts to repair/ put back on that it takes 3x the time that cloning or defibrillation does. Or all of the above! [spoilertext]That or you were really terrible while alive and literally drunk yourself to death and fucked everything up. I swear I haven't done this.[/spoilertext]

 

Now, when I say this, I mean this respectfully, but I advise you to try the race for yourself a bit, Fox. It's not as amazingly overpowered and Godly as you perceive it. I actually started playing Kei again these past few days, somewhat to remember what differences I get by playing a non-IPC. I gotta say, it's a MUCH brighter story overall for organics.

That said, I enjoy the difficulty that IPCs get in some of these regards. I have always felt that EMPs, however, are a tad ridiculous. Especially considering, say, Revenants, which are merely supposed to be an annoyance, but turn into a murderboning eldritch horror to IPCs every time they come by (although I've been told to ahelp any Revenants I see doing such a thing.). Or the flashlight EMP.

 

What to do with EMPs?

I know Baystation and Polaris have it so IPCs are dealt a decent amount of damage, and knocked out for a bit (much longer than a taser electrode, so finishing off an IPC in this state is a non-issue), when hit with an EMP. They can take about 3-4 direct EMP hits, if memory serves.

Would it be simple to code? Perhaps. I'll take the time to try coding it myself once I'm more settled in, if enough people think that's an alright idea.

 

Edited by Guest
  • Like 1
Posted

 

IPCs in general are in a pretty solid spot.

The one spot I have ever felt they are sort of crazy is the EMP issue.

There should not ever be a point and click solution to an entire race. Even the Diona, arguably the most powerful species in terms of mechanics, don;t die from a single application of plant-b-gone. They're ROYALLY fucked, but they're not immediately "Shit ded lol"

 

EMPs being an anti-IPC weapon, is fine. Makes sense. But a straight 'u ded nao' button is a little bit silly. You could easily have EMPs be the "Sleepy Pen" for IPCs, which would mitigate some of their near immunity to chemicals and give traitors a viable option to subdue them before doing the work.

Or hell just have it do fuck tons of damage, but not an outright death, either one doesn't matter so long as there is ACTUALLY some fucking gameplay involved and not 'i clik mah button so u ded.'

 

Posted

 

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.

 

Posted

 

  dadols said:

(snip)

 

As it is my list, I shall rework it as I currently have seen IPCs and follow the stats with my opinion and experience on how it plays out in game. ( Thank you for the rework you've already done, dadols.

 

 

  Reveal hidden contents

 

Posted

What if the EMP didn't kill you but rather decaps you, with a 20 second stun? Subsequent EMPs would be a stun but no other physical damage. The stun would be enough time for an antag to actually get his hands dirty in a dark maintenance tunnel, but if in public, would provide a possibility that the player will come out of the stun and seek repairs. This also mitigates murderboning revenants a tad.

Posted

 

Mmm no I thing that two emp like for the plant race it take two plant begone to kill l, so do the emp.

 

 

That way the IPC are not over buffed as they can still be stun by the 1st emp the 2nd one after that if still damage will kill them

 

 

 

And here something think on, why not let them eat cables coils and drink welder fuel and by doing that they can regeneration the damage they taken over time, it won't heal the deep wounds but only the most outside still that they can fix on their own, so they can have two paths to do for repairs a over time repair or take time off and fix by hand?

 

Posted

 

  Holyass said:
Mmm no I thing that two emp like for the plant race it take two plant begone to kill l, so do the emp.

 

 

That way the IPC are not over buffed as they can still be stun by the 1st emp the 2nd one after that if still damage will kill them

 

 

 

 

Being able to take 3-4 stuns, one stun alone dealing a considerable amount of damage, and the stun period lasting 10- 15 seconds, doesn't seem to be an issue, or remotely make them overpowered.

 

  Quote

And here something think on, why not let them eat cables coils and drink welder fuel and by doing that they can regeneration the damage they taken over time, it won't heal the deep wounds but only the most outside still that they can fix on their own, so they can have two paths to do for repairs a over time repair or take time off and fix by hand?

 

This doesn't really make sense.

 

Posted

 

Ok let clear things up, you know other player that can eat food to regeneration their health, I was thinking of the same lines for IPC but have them eat cable coils and welder fuel, so they can have a passive way to regeneration the damage that they had taken.

 

And if your looking for a reason, just think they just robots won't they have small nano bots to fix stuff up inside of them? :3

 

Posted

 

  Holyass said:
Ok let clear things up, you know other player that can eat food to regeneration their health, I was thinking of the same lines for IPC but have them eat cable coils and welder fuel, so they can have a passive way to regeneration the damage that they had taken.

 

 

 

We don't need to humanize IPCs.

 

  Quote

And if your looking for a reason, just think they just robots won't they have small nano bots to fix stuff up inside of them? :3

Nanotrasen has nanomachines (nanites?), yes, but they're used in medical injectors used only by high ranking ERT/ deathsquad crews.

IPCs certainly don't have them.

 

Posted

 

IPC really don't need changing. They're in a really good position. I can think of many other races that need attention.

 

I don't mind EMPs killing me instantly, that's part of synthetic life. Also, the limbs popping off is at 30 damage - Two EMPs will cause that.

 

Posted

 

Library_Computer.gifSomeone wrote some really "Smart" Stuff (Spacemanspark,davidchan,Dumbdumn5), Library_Computer.gif

 

  • Thank you to Everyone for Joining this discussion and sharing your ideas;

 

 

Some Problems came out from this and other discussions;

 

 

  • IPCs are too weak against EMPs, the most considerable nerf would be to EMPs dealing few brute/burn damage, and a long stun. Emp.png

    IPCs are too weak against everything, lowering the overall damage bonus should be an option to consider, I think 125~130% looks better than 150%.

    IPCs have an overall less chance to roll antag.

    IPCs require more personalization.

    IPCs require more chems.

    IPCs are not easy to fix.*

 

 

 

*IPCs are not easy to fix :

  Reveal hidden contents

 

 

P.S IPCs are still gonna be weak compared to other races, but they`re gonna be slightly better overall.

 

-The best way to see if some changes are gonna enchance the overall gameplay is to test those changes in game.

 

Posted

 

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.

 

Posted

 

  davidchan said:
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.

 

I do Agree with everything you said but not, going back to IPC posibrains in their skulls... and removing the radiation immunity.. There`s no need to nerf IPCs everytime a buff gets added.

 

Posted

 

I'd rather posibrains stayed where they are, and radiation to not be touched as well.

Only thing I find out of place is the EMPs.

 

Posted

 

Posibrain inside chest of borgs and ipcs actually make sense from realism perspective. Its easier to make armoured chassis to protect processor from damage as well as fit inside all the secondary modules needed for processor to work properly - coolant, external memory, etc. As we know posibrain is not a small things so it might probably be just impossible to fit it inside head. However we can make head house not just array of sensors but also secondary core designed to work with that sensory input. If its damaged - you will have problems with vision/hearing and maybe even some "bugs" - hallucinations.

 

 

 

http://tvtropes.org/pmwiki/pmwiki.php/M ... essingUnit

 

Posted

 

Some Problems came out from this and other discussions;

 

  •  

    IPCs are too weak against EMPs, the most considerable nerf would be to EMPs dealing few brute/burn damage, and a 15~20 seconds stun. Emp.png

    IPCs are too weak against everything, lowering the overall damage bonus should be an option to consider, I think 125~130% looks better than 150%.

 

 

I think the most relevant ones are these... and I`ve posted my suggestions how to improve the current situation...

 

Posted

 

  Rumiluntti said:
IPC can just fix themselves up by spamming a welder and cable coil, even faster with nanopaste. This is why they take more damage.

15 sec stun from EMP? Basically death but with more mess.

Ipc have damage threehold on chest which when reached make it impossible to repair it at all without surgery. And limbs just fall off. Thats already a downside. So I think ipc should have no damage bonus but have internal part more vulnerble as well as limbs.

 

Stun make it less shitty to die as ipc. Your murderer will have to make some effort to kill you after stun. And if you are NOT alone you have a chance to survive. While for now it does not matter if you are alone or not - you got hit with emp and you are instantly dead. And most of people dont know how to fix ipcs at all.

 

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use