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Making patches not work on corpses

Posted: Thu Aug 13, 2015 11:08 am
by Miauw
https://github.com/tgstation/-tg-station/pull/11182

much-needed change imo, death is literally meaningless right now. if your body is found you're back on your feet in aproximately two femtoseconds. now if traitors want people to stay down a little while longer they have a way to do that.

Re: Making patches not work on corpses

Posted: Thu Aug 13, 2015 2:15 pm
by onleavedontatme
Please buff cloning a bit to compensate. With how slow basic cloning is+the massive brain damage+the need to feast after cryo it takes less time to call the shuttle than to revive more than one or two people.

Whoever added cloning "upgrades" couldn't think of how to make it better so they just ruined the normal machine instead.

Re: Making patches not work on corpses

Posted: Thu Aug 13, 2015 4:08 pm
by Amelius
Kor wrote:Please buff cloning a bit to compensate. With how slow basic cloning is+the massive brain damage+the need to feast after cryo it takes less time to call the shuttle than to revive more than one or two people.

Whoever added cloning "upgrades" couldn't think of how to make it better so they just ruined the normal machine instead.
I'm fairly sure cloning was ALWAYS this slow, and we didn't even have defibs until less than a year ago. There was a long stretch of time when cloning upgrades weren't even a thing even, and it was honestly better for it. Even if base cloning time was extended a bit, there's less of a line since most people just get defibbed, so it's a null factor.

Death SHOULD have consequences. It's really fucking dumb to arduously and carefully kill 10~ people, yet the moment someone discovers the corpses they all resurrect in seconds in medbay from defibbing, or in a minute with no genetic damage in an upgraded cloner. I'm of the opinion that death should be roughly as easy to correct as it is to inflict for an antag, sans discovery time and risks the antag must take accounted for. As-is, that balance has leaned wayyyy far toward the crew/security since defibs were added.

A+ change. Merge it now.

Re: Making patches not work on corpses

Posted: Fri Aug 14, 2015 11:42 am
by Actionb
Amelius wrote:
Kor wrote:Please buff cloning a bit to compensate. With how slow basic cloning is+the massive brain damage+the need to feast after cryo it takes less time to call the shuttle than to revive more than one or two people.

Whoever added cloning "upgrades" couldn't think of how to make it better so they just ruined the normal machine instead.
I'm fairly sure cloning was ALWAYS this slow, and we didn't even have defibs until less than a year ago. There was a long stretch of time when cloning upgrades weren't even a thing even, and it was honestly better for it. Even if base cloning time was extended a bit, there's less of a line since most people just get defibbed, so it's a null factor.
Can we get some code-based truth about this? Was cloning time slowed down or not?
As it is right now, you are in the pod for at least 4 minutes and when you're done, you're <20% health - meaning you need another minute or two in cryo.
It certainly feels slower than before.
Actually, just getting them out of the cloning pod and into cryo ASAP is considerably faster which is a bit silly: you remove the patient out of the machine specifically designed for cloning to put them into a universal healing tube.

I fully endorse the patches change. Revival has become way too cheap.
I mean, you go from being dead to healthy in like 10 seconds with atropine and some healing alone.

Re: Making patches not work on corpses

Posted: Fri Aug 14, 2015 11:59 am
by Falamazeer
A lot of good points here, but I'm worried about blob rounds.
People are gonna be a lot less interested in throwing themselves at it if it means they are done for the round most likely waiting near a stack of other bodies.

Re: Making patches not work on corpses

Posted: Fri Aug 14, 2015 12:25 pm
by Zilenan91
To be honest, nine out of every ten blob rounds in my experience get memed on by maxcaps, so that would be a moot point.

Re: Making patches not work on corpses

Posted: Fri Aug 14, 2015 12:27 pm
by Falamazeer
Over exaggerating.

Re: Making patches not work on corpses

Posted: Fri Aug 14, 2015 1:12 pm
by Miauw
you can still get defibbed if your damage isn't over 180, though.

i may have to figure out timeofdeath-based cloning (20% difference either way), but i can't really wrap my head around the formula to make that work (it's probably pretty simple but aaaa)

Re: Making patches not work on corpses

Posted: Sat Aug 15, 2015 12:15 am
by Jalleo
https://github.com/tgstation/-tg-statio ... 2131/files

Just search code/game/machinery/cloning.dm for the relevant file. Goofball made some changes since but i dont think it changed much at all apart from adding a extra level.

Re: Making patches not work on corpses

Posted: Sat Aug 15, 2015 4:45 am
by Incomptinence
Wouldn't really affect blob since it can't keep attacking dead people to deal enough damage to stop them being defibed anyway. In fact regeneration diseases + chem negating symptom lead to one guy who went braindead when the blob swallowed him popping up alive inside it and just sitting there for the rest of the round, not sure many of the chems can get as heavily countered as lung destroyer though which is gone and was the flavour at that time.

Re: Making patches not work on corpses

Posted: Sat Aug 15, 2015 11:21 am
by Zilenan91
Incomptinence wrote:Wouldn't really affect blob since it can't keep attacking dead people to deal enough damage to stop them being defibed anyway. In fact regeneration diseases + chem negating symptom lead to one guy who went braindead when the blob swallowed him popping up alive inside it and just sitting there for the rest of the round, not sure many of the chems can get as heavily countered as lung destroyer though which is gone and was the flavour at that time.
Realistically the round is gonna be too far gone for one side for the viro to really be able to get regen and stim viruses.

Re: Making patches not work on corpses

Posted: Sun Aug 16, 2015 2:58 am
by newfren
If you get a stalematey blob round where there's actually some back and forth then a good viro should be able to churn out some basic regen/stim diseases by the midgame of the blob fight.