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If you could switch/bring back one mechanic. What would it be?

Posted: Wed Mar 23, 2022 7:02 am
by Highway Routine
Some Mechanics should be brought back, like nanites. Some should be switched over from other servers, like asteroid mining.

What's your choice?

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Wed Mar 23, 2022 7:39 am
by Indie-ana Jones
I don't agree with either of those statements you made but if I had to pick something to bring back it would be old xenobiology. No consoles or slime grinders, just you, hostile mobs that can and will breach containment and try to kill you unless properly handled, some monkey cubes, and a fire estinguisher. Modern xenobio makes the process entirely risk-free by having the player never directly get their hands dirty during the slime ranching process, and I think that was a massive step backwards for the job. It used to be one of the most dangerous jobs outside up there with sec and mining, but it just isn't anymore and it was all to support crossbreeds, which suck.

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Wed Mar 23, 2022 9:40 am
by Shadowflame909
Cloning

Being out of the game and waiting in ghost chat just isnt fun! Especially after we linger onto longer rounds.

Cloning should just degenerate you over and over, until your just a cronenberg no more useful then an MMI.

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Wed Mar 23, 2022 11:53 am
by Pandarsenic
Lord Singuloth.

Supermatter delaminations are generally a joke unless someone deliberately uses an advanced strategy to... make Singuloth or a Tesloose.

The engine is too safe and easy.

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Wed Mar 23, 2022 12:17 pm
by WineAllWine
I maintain that removing cloning was the best change to ever happen to the game.

I'd probably want to remove fermichem? I'm a smoothbrain and it's too complicated for me.

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Wed Mar 23, 2022 2:20 pm
by chocolate_bickie
I would like the original chem names back.

Even if new chem was needed there was no reason to change the name of just about every chemical, especially ones that have generally the same purpose.

Libital could have kept the name Bicardine.

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Wed Mar 23, 2022 2:34 pm
by Farquaar
chocolate_bickie wrote: Wed Mar 23, 2022 2:20 pm I would like the original chem names back.

Even if new chem was needed there was no reason to change the name of just about every chemical, especially ones that have generally the same purpose.

Libital could have kept the name Bicardine.
Oh yeah, I would love to have the old chemical names back. I understand that CobbyChems were intended to be this funky naming system where you're supposedly able to tell what damage type is healed based on the suffix, but the names themselves are just bad. They don't sound like chemical names at all (like seriously, what kind of suffix is "-uri" for a medicine?)
WineAllWine wrote: Wed Mar 23, 2022 12:17 pm I'd probably want to remove fermichem? I'm a smoothbrain and it's too complicated for me.
I don't mind fermichem. It makes chemistry less braindead than it used to be.

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Wed Mar 23, 2022 4:45 pm
by Stickymayhem
There was a period where you could blow people's limbs off very easily, a couple of well placed shots and they lose a leg. Smack em with a fire axe a couple times and they're disembowled. It unironically was the best time for combat because it made it extremely visceral, you had to adapt to changing situations quickly (You just lost a leg no more running time to stand your ground) and most importantly it made lethal weapons as dangerous and viable as stun weapons. Sure a baton puts someone down for a few seconds but a fireaxe can take someone's leg off and now they're slow until they get to medbay.

It was really fun I miss it

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Wed Mar 23, 2022 5:51 pm
by Capsandi
I miss slowmos. Watching fires creep into rooms while spacemen crowd around the disposals can to escape wasn't very realistic but was more cinematic than a door opening and the room turning purple.

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Wed Mar 23, 2022 5:58 pm
by iain0
I was going to say old radiation sickness (not irradiation). Or when explosions used to be progressive and you could do the "flee the exploding death star" moment running away from explosions.

But actually I got swayed by chem too, it's the most impactful change to my rounds and just added a level of tedium and RSI to stuff, once you've solved the "maths of averages" and written down your recipe.

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Wed Mar 23, 2022 8:16 pm
by datorangebottle
Old botany. Or nanites. Either. I haven't been able to get anything cool working with new botany and it's frustrating. And I miss my nanites, which were removed for reasons despite the entire virology system having those same issues.

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Thu Mar 24, 2022 12:27 am
by Helios
I had a soft spot for Gang Wars.
In terms of mechanics, old vent crawling. Where atmos couldn't mess with the settings to kill monkeys vent crawling

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Thu Mar 24, 2022 8:23 pm
by Itseasytosee2me
Hive mind :(

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Thu Mar 24, 2022 8:57 pm
by CoffeeDragon16
GLORF!

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Thu Mar 24, 2022 10:44 pm
by Cobby
Farquaar wrote: Wed Mar 23, 2022 2:34 pm
chocolate_bickie wrote: Wed Mar 23, 2022 2:20 pm I would like the original chem names back.

Even if new chem was needed there was no reason to change the name of just about every chemical, especially ones that have generally the same purpose.

Libital could have kept the name Bicardine.
Oh yeah, I would love to have the old chemical names back. I understand that CobbyChems were intended to be this funky naming system where you're supposedly able to tell what damage type is healed based on the suffix, but the names themselves are just bad. They don't sound like chemical names at all (like seriously, what kind of suffix is "-uri" for a medicine?)
WineAllWine wrote: Wed Mar 23, 2022 12:17 pm I'd probably want to remove fermichem? I'm a smoothbrain and it's too complicated for me.
I don't mind fermichem. It makes chemistry less braindead than it used to be.
i got pushback from having suffixes that were reminiscent of real world medicine suffixes (and as such they would think said medicine would do something similar to those suffixes) so I tried to sci-fi-ify it and it seemed like it was never ending for people's satisfaction so I offered people to change the names (no one took my offer) if they retained the premise of the naming scheme and just did a bit of both making no one happy (which people still cringe about).

The name had to be changed though because other places werent using cobbychem so it seemed almost malicious to have it the same name and give it a lot of different functionalities players werent accustomed to, especially during when the chems were actually changing (maybe not so much now).

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Thu Mar 24, 2022 11:05 pm
by chocolate_bickie
Cobby wrote: Thu Mar 24, 2022 10:44 pm
Farquaar wrote: Wed Mar 23, 2022 2:34 pm
chocolate_bickie wrote: Wed Mar 23, 2022 2:20 pm I would like the original chem names back.

Even if new chem was needed there was no reason to change the name of just about every chemical, especially ones that have generally the same purpose.

Libital could have kept the name Bicardine.
Oh yeah, I would love to have the old chemical names back. I understand that CobbyChems were intended to be this funky naming system where you're supposedly able to tell what damage type is healed based on the suffix, but the names themselves are just bad. They don't sound like chemical names at all (like seriously, what kind of suffix is "-uri" for a medicine?)
WineAllWine wrote: Wed Mar 23, 2022 12:17 pm I'd probably want to remove fermichem? I'm a smoothbrain and it's too complicated for me.
I don't mind fermichem. It makes chemistry less braindead than it used to be.
i got pushback from having suffixes that were reminiscent of real world medicine suffixes (and as such they would think said medicine would do something similar to those suffixes) so I tried to sci-fi-ify it and it seemed like it was never ending for people's satisfaction so I offered people to change the names (no one took my offer) if they retained the premise of the naming scheme and just did a bit of both making no one happy (which people still cringe about).

The name had to be changed though because other places werent using cobbychem so it seemed almost malicious to have it the same name and give it a lot of different functionalities players werent accustomed to, especially during when the chems were actually changing (maybe not so much now).
Ah, that makes sense. Thanks for explaining.

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Fri Mar 25, 2022 2:32 am
by Farquaar
Cobby wrote: Thu Mar 24, 2022 10:44 pm I offered people to change the names (no one took my offer)
Legit? Because I drafted an excel document with alternative names/suffixes years ago, but I recall a time where I voiced concern about the suffixes on the github and got my comment hidden by maintainers so I figured that questioning the new names was off-limits.

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Fri Mar 25, 2022 3:50 am
by iwishforducks
i miss space adap and thermal vision (yes i know it exists but its soooooo bad)

i miss the big list of bounties cargo had

i miss tesla and singulord because cargo could sell that shit for cash and it was cool as fuck watching that when i barely knew how to switch hands

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Fri Mar 25, 2022 6:51 pm
by Cobby
Farquaar wrote: Fri Mar 25, 2022 2:32 am
Cobby wrote: Thu Mar 24, 2022 10:44 pm I offered people to change the names (no one took my offer)
Legit? Because I drafted an excel document with alternative names/suffixes years ago, but I recall a time where I voiced concern about the suffixes on the github and got my comment hidden by maintainers so I figured that questioning the new names was off-limits.
The only restriction i had and still have is that you keep the naming convention (that is you make all the meds of a specific class share a suffix/prefix), it does not have to be the current one.

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Fri Mar 25, 2022 6:57 pm
by Farquaar
Cobby wrote: Fri Mar 25, 2022 6:51 pm The only restriction i had and still have is that you keep the naming convention (that is you make all the meds of a specific class share a suffix/prefix), it does not have to be the current one.
Cool.

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Fri Mar 25, 2022 9:31 pm
by JusticeGoat
What about those brain bugs that could infest you and either help or be a pain in the ass?

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Sat Mar 26, 2022 2:36 am
by Kendrickorium
T

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Re: If you could switch/bring back one mechanic. What would it be?

Posted: Sat Mar 26, 2022 2:43 am
by Farquaar
Kendrickorium wrote: Sat Mar 26, 2022 2:36 am T

A

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R

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Nothing said “THE LAW” quite like a good taser zap

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Sat Mar 26, 2022 8:24 am
by Anuv
Clock cult.

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Sat Mar 26, 2022 2:51 pm
by Qbmax32
Anuv wrote: Sat Mar 26, 2022 8:24 amClock cult.

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Sun Mar 27, 2022 2:01 am
by Kendrickorium
Anuv wrote: Sat Mar 26, 2022 8:24 amClock cult.
surprised this hasnt been said yet

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Sun Mar 27, 2022 3:57 am
by PKPenguin321
Kendrickorium wrote: Sun Mar 27, 2022 2:01 am
Anuv wrote: Sat Mar 26, 2022 8:24 amClock cult.
surprised this hasnt been said yet
bc it sucked lol
now gangs on the other hand...

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Sun Mar 27, 2022 10:39 am
by Time-Green
Honestly shadowling has a special place in my heart for being genuinely terrifying to play as and against. The end-game also just let you gib everyone

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Sun Mar 27, 2022 12:09 pm
by PKPenguin321
Time-Green wrote: Sun Mar 27, 2022 10:39 am Honestly shadowling has a special place in my heart for being genuinely terrifying to play as and against. The end-game also just let you gib everyone
honestly yes it was pretty cool. the crew NEEDING to move in pairs because of thralls having things like stun stares innately and having light/dark work as defacto territory markings was very neat and gave it some pretty unique gameplay. iirc it was removed because the guy that made it wanted to give it a rework from the ground up but then he never did and it just kind of died. sad

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Sun Mar 27, 2022 3:38 pm
by Itseasytosee2me
We should have more antags that can just instantly murder people. The faint veneer of balance that antags have is really just instagibbing with extra steps.

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Wed Mar 30, 2022 8:09 am
by Jonathan Gupta
Itseasytosee2me wrote: Sun Mar 27, 2022 3:38 pm We should have more antags that can just instantly murder people. The faint veneer of balance that antags have is really just instagibbing with extra steps.
thats called regular gibbing, also known as killing.

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Sat Apr 02, 2022 2:22 pm
by terranaut
stun combat
singularity
clock cult

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Sat Apr 02, 2022 4:44 pm
by Bawhoppennn
Singularity

it's the only removal I think was only a negative with no upsides

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Sat Apr 02, 2022 10:07 pm
by Kel
Pandarsenic wrote: Lord Singuloth.
iwishforducks wrote: singulord
terranaut wrote: singularity
Bawhoppennn wrote: Singularity
not much truly brought together a group of people like a singuloose. some of the most fun moments for me were those struggles to survive against all odds with a rag-tag group of people. everyone using the tools they had to get access to escape routes or equipment, the escape pod pile in (where an opportunistic traitor that was previously working with everyone may decide its time for a murder spree), the dramatic space-walks-of-faith where you just had to HOPE there was somewhere to land on the other side, the moments where someone gets paralyzed by the singulo and all we can do is watch as they get sucked in... i miss it.

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Sun Apr 03, 2022 1:05 am
by Farquaar
It's been a long time since the singulo got removed and I still haven't seen any notable "power economy" balance updates since. Why'd we remove it if it wasn't so we could balance the engine?

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Sun Apr 03, 2022 4:22 am
by ArcaneDefence
People still haven't created an idea that motivates someone enough to actually put the effort into making station power a nonbinary situation.
If the argument is that singularities aren't occurring often enough we could probably just reduce the amount of gas required to start one to try and bring that experience forward a little more without stepping on any design space

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Mon Apr 04, 2022 2:26 am
by PKPenguin321
Farquaar wrote: Sun Apr 03, 2022 1:05 am It's been a long time since the singulo got removed and I still haven't seen any notable "power economy" balance updates since. Why'd we remove it if it wasn't so we could balance the engine?
Well you see, uhhhhhhhhhhhhhhhhh, engineering is now uhhhhhhhhhhhhhhhhhhhhhhhhhh, more... fun? I think? Because they don't just have to follow the engine setup guide on the wiki at roundstart and then forget about it-- oh wait they still do that... Well you see the SM is more mechanically complex and therefore inherently better even though it's less engaging in literally every aspect outside of "power output number big :)" because Image also the SM screaming that it is being sabotaged for multiple minutes in a row is actually a good thing and more departments should do it! like for example toxins should automatically go "WARNING WARNING BOMB IS BEING MADE IT IS A MAXCAP WARNING WARNING WARNING 12 MINUTES UNTIL BOMB IS DONE" and that is simply better game design because Image

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Mon Apr 04, 2022 5:22 am
by BeeSting12
PKPenguin321 wrote: Sun Mar 27, 2022 3:57 am
Kendrickorium wrote: Sun Mar 27, 2022 2:01 am
Anuv wrote: Sat Mar 26, 2022 8:24 amClock cult.
surprised this hasnt been said yet
bc it sucked lol
now gangs on the other hand...
Gangs before robustin ruined it was pretty fun in small doses honestly. It was always a massive power grab at the beginning for the gang bosses to recruit the people that were meta'd as powergamers. I remember spawning next to someone I was friends with and we both stabbed each other with pens only to find out we were both leaders. My memory's foggy but I'm pretty sure we allied up for the round and steamrolled security. Security with a good team wasn't terrible on gangs, it usually ended in either getting steamrolled or the opposite happening and having concentration camps in cargo with a "special deconversion" room outside of the AI's cameras for the gang bosses. I vaguely remember playing a round where we had like 10 people bucklecuffed in line for implants, was pretty funny.

I think what that version of gangs did well was keeping it pretty simple compared to cult, and especially compared to clock cult and Robustin gangs. As a regular member, your job is to spray walls and kill people without a G next to them. Leaders were more important but still simple goals. Whereas clock cult felt like playing a game within a game, and that honestly wasn't fun to me. I feel like gamemodes should work on utilizing ss13's existing mechanics, like revolution and traitor do. Someone who is innately resourceful with the station's items can succeed in those modes without knowing much else. In clock cult, you have to understand the meta which changed weekly. Even in blood cult/gangs you could succeed without knowing much of the antag's mechanics.

However I also see the appeal of clock cult to those who have spent 2000+ hours and have learned everything there is to learn. For them, it's a fun new system that brings life into the game whereas for a lot of other people it's just a bunch of complicated mechanics to learn for a shitty cult clone.

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Mon Apr 04, 2022 4:44 pm
by Qbmax32
i will never not laugh at robustin not being able to figure out how to deal with security's place in gangs so he just made sec blow up round start if it was gangs.

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Mon Apr 04, 2022 5:43 pm
by Critawakets
Trekchem. Somehow the balancing was better in every way than our current chemistry system.

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Mon Apr 04, 2022 5:54 pm
by Topham
Lord Singulo also. SM engine used to be an ambitious engineering project because of its complexity and power output potential, and it made it especially threatening when you started hearing delam warnings since you know the engine was built with an RCD and duct tape, not built with the station. Plus, Singulo honestly became like a tongue in cheek near-religious icon, and having people bicker about it versus the Tesla was wonderful. :singulo:

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Thu Apr 07, 2022 4:18 am
by PKPenguin321
Critawakets wrote: Mon Apr 04, 2022 5:43 pm Trekchem. Somehow the balancing was better in every way than our current chemistry system.
to be fair to it it was fun in a lot of ways but it really really wasn't balanced at all
polychem grenades? very high potential for !FUN!, but holy shit they were not balanced at all
stacking 1000u of every healing chem into your own body and achieving effective immortality? ehhhhhh that was pretty lame

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Thu Apr 07, 2022 4:25 am
by Shadowflame909
All Fermi Chem did was make recipes inaccurate

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Thu Apr 07, 2022 8:35 am
by toemas
i would revert gasmask blindness cone

Re: If you could switch/bring back one mechanic. What would it be?

Posted: Thu Apr 07, 2022 9:38 am
by Jonathan Gupta