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Agux909 wrote:Timonk wrote:This is why we make fun of Manuel
Woah bravo there sir, post of the month you saved the thread. I feel overwhelmed by the echo of unlimited wisdom and usefulness sprouting from you post. Every Manuel player now feels embarrased to exist because of your much NEEDED wise words, you sure teached'em all, you genius, IQ lord.
Screemonster wrote:how the fuck are you supposed to RP with a grille
CPTANT wrote:It's good for the game. Higher stakes, less fake hope of being revived.
I am not sure if the other methods of revival should stay in the game.
FloranOtten wrote:CPTANT wrote:It's good for the game. Higher stakes, less fake hope of being revived.
I am not sure if the other methods of revival should stay in the game.
If we're removing all revival, we need to change escalation, antags and weapons massively. At the moment, a traitor can murderbone easily, an assistant can kill you for minor shit and any monkey can craft a shotgun that can kill in seconds. Imagine if revival didn't exist at all, and a nukeops team showed up with an LMG.
Screemonster wrote:how the fuck are you supposed to RP with a grille
Agux909 wrote:Timonk wrote:This is why we make fun of Manuel
Woah bravo there sir, post of the month you saved the thread. I feel overwhelmed by the echo of unlimited wisdom and usefulness sprouting from you post. Every Manuel player now feels embarrased to exist because of your much NEEDED wise words, you sure teached'em all, you genius, IQ lord.
confused rock wrote:I’d say we have github for this but everything is marked as oranges dislikes this and it’s annoying.
I still see no logical reason to remove the code entirely.
Screemonster wrote:how the fuck are you supposed to RP with a grille
Reyn wrote:If someone happens to die for whatever reason, it's now permanent. Meaning no getting out of death. Meaning people will be fucking stuck waiting in the fucking ghost mode, salting in deadchat
confused rock wrote:Only god can judge a comment as bullshit.
oranges wrote:the justification is given in the PR if you had read any of the walls of text
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
oranges wrote:the justification is given in the PR if you had read any of the walls of text
Suspicious wrote:As someone who's played SS13 since the inception of /tg/, asking for zero input whatsoever from the community when putting this pull up (why the hell did I find out about this on Reddit)
deedubya wrote:Suspicious wrote:As someone who's played SS13 since the inception of /tg/, asking for zero input whatsoever from the community when putting this pull up (why the hell did I find out about this on Reddit)
If you found out about this change through reddit and just made a tg account today, none of the changes or content made on tg are aimed at you.
deedubya wrote:Suspicious wrote:As someone who's played SS13 since the inception of /tg/, asking for zero input whatsoever from the community when putting this pull up (why the hell did I find out about this on Reddit)
If you found out about this change through reddit and just made a tg account today, none of the changes or content made on tg are aimed at you.
Screemonster wrote:how the fuck are you supposed to RP with a grille
Shadowflame909 wrote:Yeah this PR breaks everything the rules have been built on for the past decade
I think a quick fix would be the headmins porting the roleplaying rules where they generally expect everyone to be a nicer person so they dont die brutally.
Its literally just that simple.
Noka wrote:deedubya wrote:Suspicious wrote:As someone who's played SS13 since the inception of /tg/, asking for zero input whatsoever from the community when putting this pull up (why the hell did I find out about this on Reddit)
If you found out about this change through reddit and just made a tg account today, none of the changes or content made on tg are aimed at you.
you know that there can be people who play on the server and who express opinions outside of the forums right
i also think it's disrespectful to ask for feedback, take feedback, then decide the feedback was because of a reddit post (it was) so it shouldn't be considered unless posters are willing to jump through more hoops to post in the forums...
Kingtrin wrote:Noka wrote:deedubya wrote:Suspicious wrote:As someone who's played SS13 since the inception of /tg/, asking for zero input whatsoever from the community when putting this pull up (why the hell did I find out about this on Reddit)
If you found out about this change through reddit and just made a tg account today, none of the changes or content made on tg are aimed at you.
you know that there can be people who play on the server and who express opinions outside of the forums right
i also think it's disrespectful to ask for feedback, take feedback, then decide the feedback was because of a reddit post (it was) so it shouldn't be considered unless posters are willing to jump through more hoops to post in the forums...
In all fairness to deedubya he has a point because people from other communities will regularily come and complain about a recent change to the code or the rules even though they literally aren't affected. There is a certain level of hostility to 'outsiders' (however the hell you want to define them) because any significant change requires a good understanding of context and its really fucking annoying having people with no awareness of context, or even a level of investment in the servers codebase, coming in and giving their 2 cents. This makes it harder to get a sense for what people actually think of a change, but it's certainly not insurmountable.
On this particular topic you can be quite certain many people from outside communities went in on the github thread and commented/voted as well. There isn't anything necessarily evil about their intentions, but it does distort perception and can also very easily result in a discussion running in circles or being derailed.
Having an increased number of cloning pods during emergencies sounds like a great idea. However there is one aspect I would add. If you've ever done botany you know that Ambrosia Gaia is a pain in the ass to keep alive, you have to water it, give it fertilizer, and remove weeds and pests constantly. I would add the same thing to cloning. If you for example had to manage the cloning pods instead of "kill and clone" or "scan and forget" it would actually make cloning more involved. Increase cloning times and ensure that there are several factors met.
1: Ensure that the cloning pods have sufficient synthflesh to clone. Failure to do so will halt cloning and delay the process.
2: Ensure the cloning pods have sufficient saline levels. If the fluid levels are not balanced it could result in a botched clone.
3: Ensure the pods have sufficient power. I imagine it takes a lot of power to create a human being from scratch.
I believe the addition of two elements to successfully clone a person and having to balance these three factors should help balance cloning sufficiently. This could then be further smoothed by having the factors indicated by lights much like botany trays. If the proportions are out of balance then the indicators will go off, allowing medical staff to notice and correct it. If the cloning fails then it will provide a notice over the medical channel so that staff will know that the cloning failed and why.
In summary if you do the aforementioned things I believe it will be a much needed breath of life into medical rather than just tearing it all out and ignoring the already glaring issues in the department.
The_Silver_Nuke wrote:I posted the following comment in the git, but due to a slightly different audience and the wall of text that is now the comment section I feel that it is able to contribute to the discussion in a helpful way and would like to share it:Having an increased number of cloning pods during emergencies sounds like a great idea. However there is one aspect I would add. If you've ever done botany you know that Ambrosia Gaia is a pain in the ass to keep alive, you have to water it, give it fertilizer, and remove weeds and pests constantly. I would add the same thing to cloning. If you for example had to manage the cloning pods instead of "kill and clone" or "scan and forget" it would actually make cloning more involved. Increase cloning times and ensure that there are several factors met.
1: Ensure that the cloning pods have sufficient synthflesh to clone. Failure to do so will halt cloning and delay the process.
2: Ensure the cloning pods have sufficient saline levels. If the fluid levels are not balanced it could result in a botched clone.
3: Ensure the pods have sufficient power. I imagine it takes a lot of power to create a human being from scratch.
I believe the addition of two elements to successfully clone a person and having to balance these three factors should help balance cloning sufficiently. This could then be further smoothed by having the factors indicated by lights much like botany trays. If the proportions are out of balance then the indicators will go off, allowing medical staff to notice and correct it. If the cloning fails then it will provide a notice over the medical channel so that staff will know that the cloning failed and why.
In summary if you do the aforementioned things I believe it will be a much needed breath of life into medical rather than just tearing it all out and ignoring the already glaring issues in the department.
terbs wrote:Some of these arguments were the same when they removed the thermal goggles. It turned out to be the right move, kill genetics, for more high stakes spacemans, it has been 10 years put the dog down.
oranges wrote:somehow this thread is even lower quality than the github pr
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