Plasmamen Unfinished and neglected.
Posted: Thu Aug 11, 2016 1:17 am
I've recently taken to the concept of the plasmamen, and I've noticed a disturbing lack of care for them, I can live with that if it's a community choice, but from what I've seen, it's more or less wilfull ignorance for new features that are damning them entirely, rather than just a ingame punishment for snowflaking, which I could accept.
Let's look at the pros and cons for a moment:
Pros
Snowflake race.
Can set yourself on fire without reagents at cost to yourself healthwise.
Edit: cannot get viruses, helpful or not
Cons
-You breathe plasma, the (hopefully) least abundant atmosphere on station
-You take double damage from burns (From my dicking around, this seems to include cold, as that causes burn damage correct me if I'm wrong though) this includes being set on fire, lasers, welders etc etc
-You move slow, even slower if you wear anything that gives you slowdown.
-you start with ONE plasmatank, and you cannot put it in your pocket, and an emergency internals box that can kill you because it's not plasma.
-Silicons don't need to obey you, because you aren't human
-No head roles, or authority of any kind
-RP racism, because it's funny, which is fine, but it's still a con
-there are extra steps to clone you, which means it's much MUCH less likely to occur, if you die as a plasmaman, give up, it's not gonna happen
-Flash resistance, seems like a perk right? but no, it works like a loyalty implant in revolution rounds, extra step be damned, you just die, especially with double damage from being on fire, so it's very low odds anyone will remove hood, convert, apply burn cream and then help you stand up.
-Oh, and you catch fire from oxygen rich environments IE the whole station.I add this as an afterthought on purpose.
Pretty big list of negatives just to play a different race don't you think?
I think so, but I'm pretty sure that's 'as intended' but there are a few minor things I still would like to see adressed, I've already reported them as issues, but I'd like to hear a bit from the community, and soapbox a little more in hopes that some kindly coder sees my perspective and corrects them.
I feel that the starting plasmaman plasma tanks should fit in the pocket, it already fits the belt, and that can be useful, but holy shit it's so much nicer for you to be able to wear it in your pocket, also, the armor slot, just like any normal tank.
Furthermore, I've identified two bugs that haven't seemed to have garnered much attention as follows :
https://github.com/tgstation/tgstation/issues/19724 the telegulag murders plasmapeople, by igniting them by removing their suit, and internals.
https://github.com/tgstation/tgstation/issues/19774 When wearing hardsuits, plasmamen don't take damage from being on fire, but stay ignited forever, no matter the steps taken to prevent it, making you a walking disaster catching your comrades on fire indefinitely.
I'm not asking for a lot here, just 3 little things removed from the massive con list to make the situation more liveable.
Let's look at the pros and cons for a moment:
Pros
Snowflake race.
Can set yourself on fire without reagents at cost to yourself healthwise.
Edit: cannot get viruses, helpful or not
Cons
-You breathe plasma, the (hopefully) least abundant atmosphere on station
-You take double damage from burns (From my dicking around, this seems to include cold, as that causes burn damage correct me if I'm wrong though) this includes being set on fire, lasers, welders etc etc
-You move slow, even slower if you wear anything that gives you slowdown.
-you start with ONE plasmatank, and you cannot put it in your pocket, and an emergency internals box that can kill you because it's not plasma.
-Silicons don't need to obey you, because you aren't human
-No head roles, or authority of any kind
-RP racism, because it's funny, which is fine, but it's still a con
-there are extra steps to clone you, which means it's much MUCH less likely to occur, if you die as a plasmaman, give up, it's not gonna happen
-Flash resistance, seems like a perk right? but no, it works like a loyalty implant in revolution rounds, extra step be damned, you just die, especially with double damage from being on fire, so it's very low odds anyone will remove hood, convert, apply burn cream and then help you stand up.
-Oh, and you catch fire from oxygen rich environments IE the whole station.I add this as an afterthought on purpose.
Pretty big list of negatives just to play a different race don't you think?
I think so, but I'm pretty sure that's 'as intended' but there are a few minor things I still would like to see adressed, I've already reported them as issues, but I'd like to hear a bit from the community, and soapbox a little more in hopes that some kindly coder sees my perspective and corrects them.
I feel that the starting plasmaman plasma tanks should fit in the pocket, it already fits the belt, and that can be useful, but holy shit it's so much nicer for you to be able to wear it in your pocket, also, the armor slot, just like any normal tank.
Furthermore, I've identified two bugs that haven't seemed to have garnered much attention as follows :
https://github.com/tgstation/tgstation/issues/19724 the telegulag murders plasmapeople, by igniting them by removing their suit, and internals.
https://github.com/tgstation/tgstation/issues/19774 When wearing hardsuits, plasmamen don't take damage from being on fire, but stay ignited forever, no matter the steps taken to prevent it, making you a walking disaster catching your comrades on fire indefinitely.
I'm not asking for a lot here, just 3 little things removed from the massive con list to make the situation more liveable.