Bottom post of the previous page:
1: This doesn't scale well, and more cloners solve most of this issue. Even if we scale up cost, materials are pretty much free after miners come back.The_Silver_Nuke wrote: Now if we summarize the feedback given by players and observers alike, filtering out all the flame and non contributing feedback, there have been the following suggestions:
1. Make cloning longer.
2. Make cloning locked at round start and unlockable via techweb.
3. Have cloning require a cost of some sort, preferably synthflesh.
4. Make cloning a person require management through some form of simple interaction.
5. Have cloning pods require a rare resources cost to reduce scaleability.
6. Ensure that if a person is husked you cannot clone despite debraining.
7. Remove cloning but keep the experimental cloner.
*8. Delay removal until medical is better equipped or antags have been nerfed to be less murderbone capable.
*9. Add more rules to crack down on murderboning.
10. Add a transition period where content is removed piecemeal instead of all at once.
11. Add cloning memory loss.
*12. Add a respawn system that triggers after a set period of time, ideally 30 minutes.
13. Make cloning skill based
*14. Hold an official poll.
2: Been a proponent for this for the longest time, but it isnt a great idea. Techwebs aren't well enough balanced for it, and there are currently several ways of completing techwebs way earlier than intended. The worst cases sees techwebs done between 10-15 minutes into the round. Medical is also a very short line of research, and it would just require jumbling it in with "the rest" of lategame tech.
3: Chemicals are free, this is effectively not a cost. Also doesn't solve the issue of apply tons of magic chem, cure any ailment.
4: This is like requiring doctors to revive people, but without the gameplay aspect of it. We already have interactions through the rest of the medical system.
5: See 1. Materials are essentially free.
6: This one doesnt make sense. Husks isnt the main reason cloning should go.
7: Probably not, it requires a fair bit of dead code to keep in. If anything, a very simplified version as most of the cloner code is pointless here. This isn't something I am willing to commit to doing at this point though, maybe once removal is in.
8: We are making some improvements where we see the existing systems lacking, but we wont be able to find all the issues before testing. This is a move to at least test removal, and get a better feel for how if looks like.
9: This is mainly an admin issue, but the general goal of increasing average round time may include adjustments.
10: We are only getting rid of one thing, cloning. Imo, its not enough to warrant a piecemeal removal.
11: Policy issue. Also pretty unfun, there are servers that do this already.
12: Respawn is a bit shit, and would become an admin issue. Some people already cant even behave as posibrains and ghost roles, imagine if respawn was on.
13: Or, we could make revival skill based. By removing cloning. Gotchas aside, see 4.