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Repairing bomb damage no longer a real option.

Posted: Fri Jul 08, 2016 4:28 pm
by firecage
These days, people trying to repair bomb damage almost never happens anymore, even when it is a single bomb somewhere. These days people just tend to instantly call the shuttle, partly due to construction(and thus repairing) just taking so much longer these days, and also because the air just drains to fast from areas, along with the heat and pressure, making it even more work. So the shuttle gets called so fast after even a single bomb because people won't repair it. On the flip side, people won't repair it, since someone is just going to call the shuttle anyway.

So what would be the best option to remedy this situation?

Re: Repairing bomb damage no longer a real option.

Posted: Fri Jul 08, 2016 4:56 pm
by Armhulen
You're not wrong. RCD needs a better way to get ammo and ammo needs to fit in my pockets dammit

Re: Repairing bomb damage no longer a real option.

Posted: Fri Jul 08, 2016 5:07 pm
by Lumbermancer
I'm pretty sure you can fill up RCD at the ground zero, using rods, metal tiles and shit.

Re: Repairing bomb damage no longer a real option.

Posted: Fri Jul 08, 2016 5:09 pm
by Armhulen
Lumbermancer wrote:I'm pretty sure you can fill up RCD at the ground zero, using rods, metal tiles and shit.
funny story, i looked at the small things that help out thread literally right after posting it. useful, but the ammo should totally fit in pockets.

Re: Repairing bomb damage no longer a real option.

Posted: Fri Jul 08, 2016 5:25 pm
by ChangelingRain
It's actually easier to repair bomb damage now that, for the most part, pipes remain undamaged, the station blueprints show where all the pipes are supposed to be, and grilles and other things protected by windows remain undamaged.

Re: Repairing bomb damage no longer a real option.

Posted: Fri Jul 08, 2016 5:27 pm
by Aloraydrel
It would be nice if engineer mesons showed the station blueprint vision. Or a cheap science upgrade goggles

Re: Repairing bomb damage no longer a real option.

Posted: Fri Jul 08, 2016 5:55 pm
by John_Oxford
RCD's now have matter cartridge clusters which completely fills them back up apon use, these fit in backpacks only, but the RCD's capacity is upgraded to 500 units.

The tool vendor now dispenses 60 matter cartridges, and 20 cartridge clusters. Normal cartridges now fit in your pockets and in boxes (tiny item)

A additonial experimental RCD, that spawns in the CE's locker, starts with 1500 units and has no construct delay, it also has modes for piping to.

All engineering mesons are now replaced with the scanner goggles the CE gets, and now have 4 modes, Meson, T-ray, Blueprint, and Off

Metal rods can now be made into coils of girders, which when you throw in a direction of space tiles, unwinds and places down girders untill it runs out.

Along with metal grenades, engineering recieves a box of floor tile grenades, which places down tileless floors on girders, and tiles onto tileless floors.

There are now four engineering hardsuits, which all spawn with jetpack upgrades at round start.

All of the oxygen tanks in the storage in engineering are filled all the way up (1013kpa)

RnD can research bluespace RCD's, which allows you to place walls anywhere that you can see (eyesight only, cameras not allowed) These have no click delay and contain 2000 units.

In engineering secure storage, there are 4 devices called "Power Nets" which when placed apon a APC link, will fill out where all of the wires used to be, but completely drains the power of the APC. This doesnt destroy the device or the APC.


There is now a new engineering job, called the foreman, which is Engineer+1, he is loyalty implanted and directly reports to the CE.

He recieves a normal brown hardsuit, but it has additional yellow stripes along the arm and down the center of the helmet, the helmet of which has two lights, similiar to how the mining hardsuit is.

Spawns with a industrial RCD that has 1000 units and a faster construction time in his locker.
Spawns with 3 MCC's in his locker
Acts as the middle ground between the engineers and the CE. Still counted as a mini-head (QM, Warden)

Re: Repairing bomb damage no longer a real option.

Posted: Fri Jul 08, 2016 6:47 pm
by Anonmare
I don't like the idea of RCDs being extremely common since it's basically an all-access ID. If you're smart you ca decon an airlock and put up a copy of the door you just deconstructed - without anyone the wiser. Plus it's easy as fuck to reload now since it converts metal and glass into matter units.
CE has enough experimental toys already in my opinion - they get superior no-slips that counteract gravity without slowdown, a fire-proof and near-perfect radiation-proof hardsuit, the blue prints (Which are required to make 'new' areas on the station and not just re-classify existing ones like construction permits) and the head of staff standard telebaton, flash and generic security access.

I'd rather existing construction techniques were improved more. Or hell, make floorbots a viable means of sealing breaches now that they get infinite tiles.

Re: Repairing bomb damage no longer a real option.

Posted: Fri Jul 08, 2016 9:34 pm
by Scott
Cables and pipes don't break under floors and walls anymore, so you have no excuse.

Re: Repairing bomb damage no longer a real option.

Posted: Fri Jul 08, 2016 10:10 pm
by Incoming
CEs need to grow a backbone and recall the shuttle when their engineers have started to sealed up a hole that got the shuttle called.

Re: Repairing bomb damage no longer a real option.

Posted: Fri Jul 08, 2016 10:56 pm
by MrStonedOne
Its funny, as we make rebuilding from explosions easier, people just get lazier.

I remember rebuilding from hand, no suit, coffee in one hand, rods or tiles in the other.

Fucking bunch of "hugbox" coddled noobs.

Re: Repairing bomb damage no longer a real option.

Posted: Fri Jul 08, 2016 11:03 pm
by Lumbermancer
Why would I spend 10 minutes rebuilding a room to perfection if shuttle will be called before I'm even done?

Re: Repairing bomb damage no longer a real option.

Posted: Fri Jul 08, 2016 11:04 pm
by Zilenan91
It's more fun to just leave than to repair a breach.

Re: Repairing bomb damage no longer a real option.

Posted: Fri Jul 08, 2016 11:10 pm
by Saegrimr
How am I supposed to roll for my chance at the grief lottery if the shuttle isn't called immediately?

Re: Repairing bomb damage no longer a real option.

Posted: Fri Jul 08, 2016 11:35 pm
by Raven776
Hull breach repairs happen all the time on basil.

At least when I'm online because I'm always first to the scene. I even spent 15 minutes as an antag fixing a hole in the station and trying to patch up the distro loop just so I could flood the station with plasma afterwards.

Re: Repairing bomb damage no longer a real option.

Posted: Fri Jul 08, 2016 11:35 pm
by Jacough
I'd rather existing construction techniques were improved more. Or hell, make floorbots a viable means of sealing breaches now that they get infinite tiles.
Breach bot: similar construction method to floorbots only you use an RCD instead of an arm. If it's near a breach it'll automatically move to it and quickly patch it up. It'll only lay down the base floors though so as not to cover up broken pipes. If you had one of these, a floor bot, and an engineer I'd imagine breaches would be patched up in no time.

Re: Repairing bomb damage no longer a real option.

Posted: Sat Jul 09, 2016 2:55 am
by Alex Crimson
The air gets sucked out way too fast now. What ups with that? Ive seen a one-tile breach cause the deaths of people on the other side of the hallway.

The Floor Tile Grenade would probably be a good idea. Along with maybe some kind of breach announcer for the Engineering channel, or do they already have something like that?

Re: Repairing bomb damage no longer a real option.

Posted: Sat Jul 09, 2016 3:57 am
by Anonmare
Alex Crimson wrote:Along with maybe some kind of breach announcer for the Engineering channel, or do they already have something like that?
Yeah it's called the AI

Re: Repairing bomb damage no longer a real option.

Posted: Sat Jul 09, 2016 5:03 am
by Incomptinence
So are engineers meant to just be carrying an rcd and a pack of cartridges at all times now?

I dunno if in effect it makes up for crippling commonly available hand construction to push engineering god department even further with their magic wall wands.

Re: Repairing bomb damage no longer a real option.

Posted: Sat Jul 09, 2016 5:41 am
by Gun Hog
Jacough wrote:
I'd rather existing construction techniques were improved more. Or hell, make floorbots a viable means of sealing breaches now that they get infinite tiles.
Breach bot: similar construction method to floorbots only you use an RCD instead of an arm. If it's near a breach it'll automatically move to it and quickly patch it up. It'll only lay down the base floors though so as not to cover up broken pipes. If you had one of these, a floor bot, and an engineer I'd imagine breaches would be patched up in no time.
You know that :tile:s have a hull plating only mode, yes?

Re: Repairing bomb damage no longer a real option.

Posted: Sat Jul 09, 2016 6:52 am
by Zilenan91
I know paradise made it so metal foam grenades put metal foam floors over all breaches. That would be a nice change to have here.

Re: Repairing bomb damage no longer a real option.

Posted: Sat Jul 09, 2016 9:51 am
by DemonFiren
This, ten thousand times this.

Re: Repairing bomb damage no longer a real option.

Posted: Sat Jul 09, 2016 11:18 am
by Whoisthere
You can repair a maxcap bomb breach in five minutes along with APC and wire and pipe damage and all if you vaguely remember where everything is supposed to go.

Longer if you need to rebuild machines because then you have to walk to RnD and ask for boards and parts and they don't fit in your backpack and you have to make multiple walks and wait while the RnD or cargo make the parts and then they run out of materials or acid and you can't get acid because the medbay was bombed or the chemists are dead or were the ones who bombed medbay or whatever. IMO this is the biggest hassle. Maybe if engineering got its own lathe or parts warehouse or whatever it'd be easier but I dunno.

There's just zero point in repairing breaches if no-one's going to use the fixed area anyway due to all machines being broken.

Not to mention there's little point in fixing it OOC, aside from some dopamine kick if you still have your glands and reward system functioning properly (which I doubt since we're talking about ss13 audience). You gain literally nothing from a completely fixed breach, as an engineer. So I guess people just won't bother no matter how easy it is. Or maybe they're intimidated by the seemingly-unfixable hole. Or maybe it's just boring and tedious and if there was a jury-rigging system in place (make a cryo tube out of a canister, pAI, and a space heater) it'd be more creative and fun. I dunno.

Re: Repairing bomb damage no longer a real option.

Posted: Sat Jul 09, 2016 11:43 am
by Lumbermancer
Extend shuttle refueling to FORTY MINUTES. What could go wrong.

Re: Repairing bomb damage no longer a real option.

Posted: Sat Jul 09, 2016 12:31 pm
by InsaneHyena
> Singulo and goofball are loose roundstart, because engineering jobs attract morons
> Can't call the shuttle for 40 minutes
> By the time we can, there's nobody to call it.

Re: Repairing bomb damage no longer a real option.

Posted: Sat Jul 09, 2016 12:41 pm
by Incomptinence
Shuttle auto calls if all ways to call it are destroyed.

Re: Repairing bomb damage no longer a real option.

Posted: Sat Jul 09, 2016 12:48 pm
by DemonFiren
>everyone dead
>one console somehow survived

Re: Repairing bomb damage no longer a real option.

Posted: Sat Jul 09, 2016 12:53 pm
by Lumbermancer
InsaneHyena wrote:> Singulo and goofball are loose roundstart, because engineering jobs attract morons
> Can't call the shuttle for 40 minutes
> By the time we can, there's nobody to call it.
And that shall be the end of SS13. A husk devoid of life floating in space for all eternity.

Re: Repairing bomb damage no longer a real option.

Posted: Sat Jul 09, 2016 2:03 pm
by Incomptinence
DemonFiren wrote:>everyone dead
>one console somehow survived
We used to have the game restart when everyone was dead.

They took that out I think.

Besides even with 99% of the crew dead restart votes don't pass so I suppose we enjoy it.

Re: Repairing bomb damage no longer a real option.

Posted: Sat Jul 09, 2016 2:26 pm
by Saegrimr
Incomptinence wrote:
DemonFiren wrote:>everyone dead
>one console somehow survived
We used to have the game restart when everyone was dead.

They took that out I think.

Besides even with 99% of the crew dead restart votes don't pass so I suppose we enjoy it.
Even if a restart vote passed or an admin force restarted, there would be that one faggot to make a complaint thread saying his round was ruined because he was off in space rebuilding the white ship.

Re: Repairing bomb damage no longer a real option.

Posted: Sat Jul 09, 2016 5:24 pm
by MrStonedOne
Alex Crimson wrote:The air gets sucked out way too fast now. What ups with that?
This is how it was always supposed to be, however atmos processes only as fast as it can with idle cpu. I fixed a bug recently that caused all of lavaland to be in the active turfs lists, so basically all of lavaland was processing in atmos as active turfs for no reason. Now that I fixed that atmos is able to process at 2 times a second like it's suppose to rather then get overloaded trying to process all of lavaland.

Re: Repairing bomb damage no longer a real option.

Posted: Sat Jul 09, 2016 5:29 pm
by Saegrimr
MrStonedOne wrote:Now that I fixed that atmos is able to process at 2 times a second like it's suppose to rather then get overloaded trying to process all of lavaland.
The real gift here is now Atmos techs have an actual job. If you do nothing, distro line gets emptied out.
If you set up distro properly or (utilize the tons of massive air tanks scattered across the station as an assistant), distro will be able to support it and you can set fixed rooms to refill at 3x rate from air alarms.

Re: Repairing bomb damage no longer a real option.

Posted: Sun Jul 10, 2016 9:42 pm
by oranges
I don't remember a time when it was ever a real option, it always required a supportive captain and the crew pitching in along with eva being opened.

Re: Repairing bomb damage no longer a real option.

Posted: Sun Jul 10, 2016 9:48 pm
by Incomptinence
Well it somehow became even less of an option due to construction and atmos ~*#realizmz#*~ overriding sensibility and game play and screwing said non engineering crew that would join in.

Re: Repairing bomb damage no longer a real option.

Posted: Sun Jul 10, 2016 9:54 pm
by oranges
Are you honestly arguing that the slow "never affects the round in any way" atmos is better than the current atmos? Because son, that is ridiculous.

Re: Repairing bomb damage no longer a real option.

Posted: Sun Jul 10, 2016 10:46 pm
by Incomptinence
For round duration? Definitely worse. Similar deal with when they made the singularity faster.

Re: Repairing bomb damage no longer a real option.

Posted: Sun Jul 10, 2016 10:48 pm
by Saegrimr
"New" singulo is a fucking treasure, you watch your mouth.

Re: Repairing bomb damage no longer a real option.

Posted: Sun Jul 10, 2016 10:48 pm
by oranges
Before it was actually speed up the atmos system may as well have not existed at all, at least now it interacts with the round in a way that is meaningful and makes it worth the time spent book-keeping on it.

Re: Repairing bomb damage no longer a real option.

Posted: Sun Jul 10, 2016 11:17 pm
by onleavedontatme
There is no reason to fix the station because the station serves no gameplay purpose other than as a highly destructable arena.

Re: Repairing bomb damage no longer a real option.

Posted: Mon Jul 11, 2016 2:49 am
by Raven776
Kor wrote:There is no reason to fix the station because the station serves no gameplay purpose other than as a highly destructable arena.
B-but my autism...

Re: Repairing bomb damage no longer a real option.

Posted: Tue Jul 12, 2016 11:09 am
by Lumbermancer
Kor wrote:There is no reason to fix the station because the station serves no gameplay purpose other than as a highly destructable arena.
We should add more stuff to the lava planet in that case.

Re: Repairing bomb damage no longer a real option.

Posted: Tue Jul 12, 2016 7:01 pm
by BeeSting12
Pretty much what Saeg said. People COULD repair it, but they may as well get another chance at the grief lottery right?

Re: Repairing bomb damage no longer a real option.

Posted: Wed Jul 13, 2016 6:32 pm
by onleavedontatme
Lumbermancer wrote:
Kor wrote:There is no reason to fix the station because the station serves no gameplay purpose other than as a highly destructable arena.
We should add more stuff to the lava planet in that case.
Lavaland is a good example of people having fun doing their job/working against PVE elements instead of standing about waiting to lynch antags, yes.

Re: Repairing bomb damage no longer a real option.

Posted: Wed Jul 13, 2016 7:02 pm
by Lumbermancer
So how do we fix it? Remove all modes but extended?

Re: Repairing bomb damage no longer a real option.

Posted: Wed Jul 13, 2016 10:39 pm
by firecage
Well, we can remove the singularity and add a counter to the Tesla to disable a rogue Tesla. We can also make revert the chances to construction which made it painfully slow.

Re: Repairing bomb damage no longer a real option.

Posted: Wed Jul 13, 2016 11:11 pm
by Screemonster
firecage wrote:remove the singularity
Image

Re: Repairing bomb damage no longer a real option.

Posted: Thu Jul 14, 2016 12:47 am
by AnonymousNow
Why don't we just FORCE longer rounds? That would solve so many of the problems with the game in its current state. So, so many.

Re: Repairing bomb damage no longer a real option.

Posted: Thu Jul 14, 2016 4:45 am
by Gamarr
There's issues with this, in part, because of player/crew reaction. Like a plague outbreak, people don't react smartly. The virus ends up being released because people can't stay in one place five minutes and quarantine breaks; people constantly open firelocks and spread infernos or vacuums. Red flashing lights?! Whats that mean? There are radios, people often and do report where there is damage.

yes, the places do vacate of air rather badly now, and with more robust explosions it seems from the syndicate bombs from uplinks, even fully repairing is a lengthy and usually pointless endeavor.

To that end, however, repairs shouldn't be even ABOUT 'rebuilding' the room into whatever it was. It's about filling the breach so the station can keep going without suffocating. Seal the gap; if medbay lobby has a hole in it, put up walls/grills and make people enter from teleporter-side. Maintain integrity as best you can as fast as you cannot restore it. Scientists and such will do that on their own if they can, that's pretty much their job. We have multiple vacant offices even on boxstation.