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Singulo 2: Spamlectric boogaloo

Posted: Fri May 29, 2015 6:12 pm
by Not-Dorsidarf
Singularities are now immune to bags of holding.

Not literally, of course, but effectively. I just had some fun on my test server, and was surprised to find I was unable to spawn in bags of holding fast enough to counteract the singularity growing. Totally unable. Each bag causes a 3,7,11 explosion too, so you'd have to hit it from four tiles offscreen, about four times, with no delay.
And that's if it's not eating a department which has lots of loose items to boost it up faster than you can throw bags into it.

Just something that people should know.

Re: Singulo 2: Spamlectric boogaloo

Posted: Fri May 29, 2015 6:13 pm
by EndgamerAzari
ALL DEAD
NO HOPE

Re: Singulo 2: Spamlectric boogaloo

Posted: Fri May 29, 2015 7:35 pm
by TheNightingale
Make a bag of holding turn a singularity, of any size, into a stage one singularity (1x1). If it's already stage one, it destroys the singularity entirely.
As a consequence of this, it also detonates at bombcap.

Re: Singulo 2: Spamlectric boogaloo

Posted: Fri May 29, 2015 8:21 pm
by Celdur
Speaking of singulo. Is anything being done about the field going off for no reason most rounds?

Re: Singulo 2: Spamlectric boogaloo

Posted: Fri May 29, 2015 9:41 pm
by Gun Hog
Buff the BoH to set the singulo to a stage 1 energy level before exploding, the singulo will shrink on the next tick, after which another BoH may be thrown to finish it off.

Re: Singulo 2: Spamlectric boogaloo

Posted: Fri May 29, 2015 9:47 pm
by Stickymayhem
You can reduce the singularity to an immobile 1x1 singularity with about 50 energy left using BoHs. It should fade with time after that as long as it isn't fed.

Re: Singulo 2: Spamlectric boogaloo

Posted: Fri May 29, 2015 11:07 pm
by Incomptinence
Last time I went to holding bomb a singularity I just flung myself into space with two in hand. Hit it by pure chance in space it was still fairly large and mobile and I bought at most 2 minutes for people before it just started snacking again.

Weak sauce man it is faster and nastier after the space mess up unless these bags get buffed hard they are almost totally removed as a counter.

Re: Singulo 2: Spamlectric boogaloo

Posted: Fri May 29, 2015 11:22 pm
by Incoming
Throwing clowns into the maw of a singularity gives a random gain or LOSS of energy, so in theory you could kill one with a lot of luck and a lot of clowns.

Re: Singulo 2: Spamlectric boogaloo

Posted: Fri May 29, 2015 11:33 pm
by Remie Richards
Counter to that, never feed the singularity engineers, as engineers give it a BIG boost to energy, and always a boost.

Re: Singulo 2: Spamlectric boogaloo

Posted: Fri May 29, 2015 11:36 pm
by TheNightingale
Unless that's what you want, of course. If I were Lord Singuloth, I'd want to kill and absorb the entire department.
:g absorbing station

If a singularity eats someone who's wearing a bag of holding on their back, does it count?

Re: Singulo 2: Spamlectric boogaloo

Posted: Fri May 29, 2015 11:49 pm
by Arete
Remie Richards wrote:Counter to that, never feed the singularity engineers, as engineers give it a BIG boost to energy, and always a boost.
New meta: transfer all roundstart engineers to botany or something to keep them far away from the singulo. Staff engineering entirely with clowns.

There is no way that this could go wrong.

Re: Singulo 2: Spamlectric boogaloo

Posted: Sat May 30, 2015 12:04 am
by DemonFiren
Just toss all engineers in the brig. They probably deserved it (OH GOD THEY HAVE TOOLBELTS AND GLOVES! STEAL THEM!)
Or, on Meta, sic them on the construction area to have some S&M fun.

Also, thank you for giving the HoP an excuse to open up a load of clown slots.

Re: Singulo 2: Spamlectric boogaloo

Posted: Sat May 30, 2015 12:23 am
by TheNightingale
I've always wondered how that works, actually. Engineers make the singularity grow bigger... but what makes an Engineer? A roundstart Engineer; someone with an entry on the manifest that reads 'Station Engineer'; a latejoin Engineer? The same thing that heals Security when they eat sprinkles, I'd expect...

Re: Singulo 2: Spamlectric boogaloo

Posted: Sat May 30, 2015 12:54 am
by DemonFiren

Code: Select all

		if((mind.assigned_role == "Station Engineer") || (mind.assigned_role == "Chief Engineer") )
			gain = 100
		if(mind.assigned_role == "Clown")
			gain = rand(-300, 300)
That help you?

Should also be noted that the clown can massively feed a singulo.

Re: Singulo 2: Spamlectric boogaloo

Posted: Sat May 30, 2015 1:46 am
by Incoming
For ultimate optimization, fire entire engineering staff and replace with clowns

Re: Singulo 2: Spamlectric boogaloo

Posted: Sat May 30, 2015 1:49 am
by Remie Richards
Yes, it only counts true engineers with engineering degrees (roundstart/latejoin spawn) Honk.

Re: Singulo 2: Spamlectric boogaloo

Posted: Sat May 30, 2015 2:42 am
by onleavedontatme
I'm just going to make a single back kill the singulo automatically, but up the explosion size so killing the singulo will still cause serious collateral. Maybe this will address some of the concerns that singulo is an automatic round end with no counter.

Unless anyone has any objections that is.

Re: Singulo 2: Spamlectric boogaloo

Posted: Sat May 30, 2015 2:48 am
by lumipharon
We should just replace the roundstart engine with a supermatter engine.

It can still hilariously fuck people over, but it won't literally destroy the station and end the round.

Re: Singulo 2: Spamlectric boogaloo

Posted: Sat May 30, 2015 3:55 am
by Stickymayhem
Kor wrote:I'm just going to make a single back kill the singulo automatically, but up the explosion size so killing the singulo will still cause serious collateral. Maybe this will address some of the concerns that singulo is an automatic round end with no counter.

Unless anyone has any objections that is.
I am object.

One Bag of holding should be required to bring it down one level and destroy a 1x1.

Keeps the tension and difficulty that way. Singuloth should be terrifying and defeating it should be a rare incredibly heroic moment.

Re: Singulo 2: Spamlectric boogaloo

Posted: Sat May 30, 2015 10:06 am
by lumipharon
the problem is that currently it's simply not possible to stop - it moves too fast, and sucks in too much shit.

Re: Singulo 2: Spamlectric boogaloo

Posted: Sat May 30, 2015 10:43 am
by Incomptinence
Stickymayhem wrote: I am object.

One Bag of holding should be required to bring it down one level and destroy a 1x1.

Keeps the tension and difficulty that way. Singuloth should be terrifying and defeating it should be a rare incredibly heroic moment.
That basically is what it does right now anyway.
On the station it sucks shit too fast and in empty space even running into the thing is blind luck and probably lethal without a jetpack.

Re: Singulo 2: Spamlectric boogaloo

Posted: Sat May 30, 2015 10:56 am
by Not-Dorsidarf
It's generally along the lines of stage 5 -> stage 3 -> stage 1 -> dead
Except that it keeps sanicing around eating everything in sight during this process, so you have to throw many, many bags of holding, one after the other (Or the giant explosion will throw the others away), without missing, from well off-screen.

Re: Singulo 2: Spamlectric boogaloo

Posted: Sat May 30, 2015 11:38 am
by TheNightingale
Stage 5 + Bag of Holding = Stage 1 + explosion, which will probably knock the wearer down and drag them into the singularity, causing stage two. Honk.
Stage 1 + Bag of Holding = It's gone + EXPLOSION.

Re: Singulo 2: Spamlectric boogaloo

Posted: Sat May 30, 2015 12:27 pm
by DemonFiren
Make a BoH disappear any singularity with that certain weak farting noise that you'd expect from space-time coming down from its high.

Re: Singulo 2: Spamlectric boogaloo

Posted: Sat May 30, 2015 1:52 pm
by Incomptinence
Let bags of holding be combined with batteries into singularity containers that can't be thrown due to I dunno magic physics. Trap the singularity inside same strength as long as the battery lasts (moderate drain plz) allow the singularity to be transfered between singularity holders in a cosmic game of hot potato to try and get it off the Z level or if you are a dirty tator anti hero you can just hide it somewhere to get loose once the battery runs out. How do they work? I dunno spess megick.

Can be mech mounted to RP being the Iron Giant and probably get in and out to the deed slightly safely as your mech eats the singulo, cannot be dismounted.

Re: Singulo 2: Spamlectric boogaloo

Posted: Sat May 30, 2015 3:33 pm
by DemonFiren
Cannot be dismounted as long as a singulo is inside, you mean.

Re: Singulo 2: Spamlectric boogaloo

Posted: Sat May 30, 2015 8:50 pm
by firecage
A vote that the Bag of Holding should just instantly destroy a singularity, even with a massive explosion. Simple because the Singularity itself is often a round ender. The singularity can start eating the station VERY early into the round, earliest I have seen was it being released and eating the station in 3 minutes. Science can make singularities anywhere on the station. The singularity engine is VERY easy to sabotage. Its easy for it to accidentally escape, either by neglect or something going wrong.

So, yah. BoH should take it out in one hit, since this effectively ruins rounds quickly, and can fuck over antags easily. I actually wouldn't mind just moving over to Supermatter.

Re: Singulo 2: Spamlectric boogaloo

Posted: Sat May 30, 2015 9:16 pm
by DemonFiren
How about, the BoH takes any singularity out in one hit, but the bang scales with singulo level. A S5 drops a bombcap explosion and supermatter-style radiation wave (minus tripping balls, though.)

Re: Singulo 2: Spamlectric boogaloo

Posted: Sun May 31, 2015 2:41 am
by PKPenguin321
Incomptinence wrote:Let bags of holding be combined with batteries into singularity containers that can't be thrown due to I dunno magic physics. Trap the singularity inside same strength as long as the battery lasts (moderate drain plz) allow the singularity to be transfered between singularity holders in a cosmic game of hot potato to try and get it off the Z level or if you are a dirty tator anti hero you can just hide it somewhere to get loose once the battery runs out. How do they work? I dunno spess megick.

Can be mech mounted to RP being the Iron Giant and probably get in and out to the deed slightly safely as your mech eats the singulo, cannot be dismounted.
ghostbusters but singularity?

Re: Singulo 2: Spamlectric boogaloo

Posted: Sun May 31, 2015 7:42 am
by lumipharon
This lag is truly awful.

Had a 70 player round today, singulo got loose while an ert an nuke team were on station, fps went to 1 frame every 10 seconds.

It was so shit we managed to restart via vote.

Please just replace it with a supermatter engine, they can still fuck shit up, but don't LAG shit up while they're doing it.

Re: Singulo 2: Spamlectric boogaloo

Posted: Sun May 31, 2015 8:15 am
by imblyings
The odd thing was, we had a brief period of time when the singulo getting loose would create almost no extra lag at all but it then changed again to cause massive lag.

Re: Singulo 2: Spamlectric boogaloo

Posted: Sun May 31, 2015 9:32 am
by Remie Richards
it was the addition of the singulo sucking things in via them literally throw()ing themselves at it, throw() is fairly cheap but for every atom in view doing it at once? it's expensive.

Re: Singulo 2: Spamlectric boogaloo

Posted: Sun May 31, 2015 9:57 am
by PKPenguin321
...then change it back?
i mean, i'm all for the throwing feature but if it causes issues that severe then it shouldn't be in the game to begin with