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Fox McCloud

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Posts posted by Fox McCloud

  1. Quote

    you see Yuko Nagasaki Hitliadid Nothiwrona was born on Sol and was abused by her father until the age of 16 at which she developed karate skills and chopped his head off, she got promoted to the grand admiral ranking on sight by NT and now copes with depression.

     

    Goofball is great.

    • Like 2
  2. Most engines invariably become set up and forget--even the most "intensive" care engines are usually optimized for low/no maintenance (supermatter) by the players.

     

    Mostly because no one wants to sit around doing absolutely nothing but stare at a sprite changing every now and again and pushing a button or two every 10-15 minutes, and nothing more.

     

     

  3. On 3/15/2017 at 4:57 PM, Da Dman234 said:

    All changing chemistry is going to do is make it more difficult for new players, I really don't see it having an impact on powergamers/validhunters, other than taking up a slightly longer amount of time. I can tell you it would probably take a day at most to tweak the PDF file I have of the best combinations, and the same can be said for pretty much any competent science player. So, if you're gonna nerf it you're gonna have to do so hard, and probably redo ALL the chems, or else you're probably going to see very little, if any effect.

    That being said, it'd be cool if chem felt more sciency rather than "Push button for chems lel"

    This summarizes things quite nicely.

     

    Adding additional complexity to a system for the sake of complexity isn't a good thing. As a matter of fact, it just makes a system harder to learn, more inaccessible, and more time consuming. Take old botany for instance--it had a lot of complexity for complexity's sake....and very few people actually mastered it. With new botany, there's a lot more people playing it and generating far more interesting strategies of how to use botany on-station.

     

    Adding more equipment with no difference in result is just adding a time sink and additional button presses for "realism". That's not a good thing. Take the addition of the chemistry heater. Yes, it was a realistic addition, but it wasn't added just for this purpose. It was added to create more depth and gameplay for chemistry itself--namely the addition of temperature. This added completely new interactions that didn't previously exist and would make the chemist have to engage in more actual gameplay than he did before (adjusting recipes for said temperature).

     

    Systems are best when condensed to their purist form. Yes, this means they can be simplistic at times, but that's not necessarily a bad thing--cutting to the core gameplay of an action/system makes things far more approachable and easy to understand; it also makes balancing easier and cuts down on frustrations.

  4.  

    It's very meta-y; smart players have been using this for literally years to be able to tell if someone has a stolen headset (admittedly, there's easy ways around that, in some circumstances), but yeah, you shouldn't be able to tell which headset a person has by looking at an icon.

     

    a security headset having extra ear protection would have zero impacts on the quality of the radio sound.;

     

    Text size/font choice is a much better way of expressing qualities in sound than an icon.

     

  5.  

    Botany can do so much now, with all the "injection" and "squishing" effects, that it makes me question if this is what this server needs

     

    Injection, squishing, smoke, bluespace teleporting, and most of the other traits all existed with old botany.

     

    The difference is, new botany isn't so esoteric, difficult to understand, or overly-complex, so more people are playing it now and learning how to properly utilize botany, on the whole.

     

    There are new features, for sure, in addition to some new interactions, but for the most part--it's just more accessible and presented a lot better to the player.

     

  6. Progress bars are hidden specifically to prevent people from intentionally knowing to interrupt (ie: stealth handcuffing/unbuckling/etc). As pointed out by a few here--this is, unfortunately, likely to lead to more harm than good.

  7.  

    Incidentally, I'm actually of a mind that Plasmamen are a little too powerful in their current state, and this is from someone who does have a consistent Plasmaman character. Having a default, non-negotiable EVA suit with light armor at round start, is incredibly useful - notwithstanding bonuses over a regular EVA softsuit such as: no noticeable encumbrance in pressurized environments, the fact that medical treatments can be applied through the suit, etc.

     

    To be frank, I'd almost go as far as suggest that Plasmamen don't have a unique vulnerability compared to other species: Unlike vox and slimes, plasmamen are still cloneable if medbay is skilled enough, the Plasmaman suit provides protection against diseases and certain chemical gasses, and they don't have a true "Achilles heel" in combat situations - other than the fact that the plasmasuit itself can be removed, which hardly matters as if someone can keep you down for long enough to remove your helmet or airtank, that probably means the player would have died as any other species in the same situation.

     

    Again, I feel like I cannot stress enough how much of a bonus it is to get a lightweight, complimentary EVA suit at round start. When areas of the station are being bombed, a virus is going around, a xenomorph nest has been spotted, or a situation calls for fucking off into space as an antag - or for an officer to go into EVA to chase an antag, every second counts when it comes to distributing EVA suits - and there are never enough hardsuits or softsuits for everyone. Being a plasmaman is like having a VIP pass to survive a vast majority of threats that everyone else on the server is forced to take seriously.

     

    It's worth pointing out, in addition to this, they also lack blood and are more resistant to fire than normal races (odd for something so flammable).

     

  8.  

    A note on mutating.

     

    Radium does heavy health damage to the plant, directly, and causes toxins both--it's not ideal, at all, for mutating, but it'll do in a pinch.

     

    if you mutate berries into glowberries you can get uranium---uranium deals less health damage and causes less toxin build up in plants and is about as effective as radium for mutating plants; if you're serious about avoiding chemistry for mutagen, then I'd attempt to mutate glowberries sooner, rather than later.

     

  9.  

    Try saying that when you get dragged into medbay twice in the same round, and when they do finally haul you off to robotics, they are confused by the surgery that they have to do to multiple body parts.

    Then they have to make new parts for the ones you lost.

    That said maybe a simple emergency tool in said box might be better

    [spoilertext]This is why I insist that people that talk smack about muh robots plays them. General statement.

    REEEEEEEEEEEEEEEEEEEEEEEEEEEE[/spoilertext]

     

    Knowledge problems are entirely separate from balance problems. Likewise, the way to solve knowledge problems isn't to buff IPCs in some way as compensation to that; it's to attempt to resolve the knowledge issue to begin with. Giving them cable coil and welding tools isn't going to do anything to resolve this knowledge problem; if they're badly injured or hurt, you're still going to have the same exact issues when you go to medbay/robotics.

     

    Balancing around lack of knowledge of something isn't a good idea and generally leads to bad results; I need only point out the number of super-secret chems on Goon that had to be altered or removed once they became public knowledge. It would be similar here---you give IPCs a welder and cable coil as "compensation" for the fact that people have poor knowledge to fix them---that knowledge gets filled...now IPCs suddenly have the free ability to repair themselves, from round-start, for literally no reason at all.

     

    Lastly, humanoid mobs don't have epipens because medical bay sucks and might not know how to treat them. They have them specifically to help them out in a really really niche scenario or situation; there isn't something of this nature that exists for IPCs;

     

    Still most of the community agrees with this, and this thing will assist IPCs it won`t be such a big thing but it`s going to be really helpful in some common cases... just to heal your arm/leg to prevent you from getting to the point of no return or as a temporary healing...

     

    Then they can do what literally every single other person has to do---to deal with damage; get the appropriate healing supplies to deal with the issue. Every single crewmember has to go out of their way to find healing supplies; IPCs shouldn't be any different.

     

  10.  

    Everyone else gets an epipen that really only helps them out if they're extremely severely damaged; it's largely just for keeping yourself or your fellow crewman stable.

     

    Giving IPCs cable coils and welders, at round start, would be like giving every single crewmembers a frew advanced trauma kit and advance burn kit.

     

    There's really no needs for this; IPCs are already ridiculously easy to repair.

     

  11.  

    +100 to this

     

    I've wanted this for eons. I know there's the whole "just mute OOC yourself" argument, but this invariably leads to missing out on relevant information when it is discussed because you have OOC muted.

     

    Goonstation and CM have this both, and it helps people focus on the round more, cuts down on IC in OOC, and prevents it from being used as a chat program.

     

    We have an army of mentors, already, to answer questions people have, and we have a public easy-to-access Discord if you want to chat it up with people.

     

    I will say that we should have one caveat though; LOOC should still function, even with OOC muted.

     

  12.  

    How in the world does any sharp weapon stick in the wound when used in melee combat? The very nature of the weapon and its functionality strongly suggests that it wouldn't do this.

     

    Some thrown weapons? Yes, it makes sense, but not for melee combat.

     

     

    Also, it's annoying as hell for a traitor who's killing someone only to randomly proc "[weapon] sticks in the wound!" and he's completed screwed over because of it (this happened all the time with eswords and was a huge reason no one ever got them in 2013).

     

  13.  

    The purpose of posting it was to give ideas, demonstrate the idea has been kicked around elsewhere, and show a different potential way of handling it (and what that looks like).

     

    Kasp brings up an excellent point though; we already really have this, with Goonchat highlighting. It's even more obvious with that, since it highlights the text---you can even specify color.

     

  14.  

    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.

     

    You're completely misrepresenting my intentions here and prejudging where I was going with my statements.

     

    The fact is, some misinformation was given in the first post; this was corrected---additionally, some strengths and weaknesses, both, were not included in the original post or being discussed. It's intellectually dishonest to not include every strength and weakness when discussing a species, its balance, and what it has/doesn't; this goes for any species, and not just IPC. I'd be just as pedantic if something like claw sharpening was non-aesthetic and no one bothered including that as a strength for the races that actually have claws.

     

  15.  

    and I think it`s easy to code too,

     

    Just a personal irk here. Don't go around stating how easy something is to code until you've actually bothered submitting a PR to the Github tat does more than just changes a few numbers on existing code here and there---It's like telling your car mechanic "Oh, it'll be easy to fix, it's just the transmission".

     

    The kneejerk reaction you're going to get from some coders is "well, if it's so easy, then why don't you just go ahead and submit the feature yourself--afterall, it's easy".

     

  16.  

    Aim code was horrendous, to say the least, and it generated a lot of one-sided scenarios.

     

    It was at its worst when lasers and tasers were both beams and hitscan--so there was literally no dodging---and if someone got a target painted on you, then everything hit from then on out (minus RNG of "missing narrowly").

     

    Having some kind of action button, innate to guns, that allowed you to paint a target (and nothing more) onto someone, then remove it (or it was auto-removed when they move off your screen)? Yeah, that sounds like a pretty good idea, but the traditional aim mode has a lotttt of issues with it, mechanically.

     

     

    the mechanics of it never really encouraged RP either, to be honest---but the target sure as hell did.

     

  17.  

    Allow roboticists to utilize R&D again, now that the phazon isn't really an issue anymore.

     

    I really don't like the idea of expanding more off-station sites or pushing more things off station, regardless of how much IC sense it makes.

     

    It just encourages risk-free antaggy behavior and further entrenches science as being the department that has "everything".

     

    Getting rid of the experimentor's level-altering ability and forcing the ultra-high end research to require things from other departments, I think, is the best option we have for making science more dependent on other departments. Just making science "experimental" is likely to involve RNG and still ultimately lead to the same problem anyway; science will still have all the toys and still will be the isolated department that doesn't have to interact with anyone, ever.

     

    Also, the framework for establishing such a system would be extremely difficult and extremely time-consuming, especially when we can address some of the changes present in current versions of R&D without tossing out all that it currently brings to the table.

     

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