Disable Meteors

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CDranzer
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Disable Meteors

Post by CDranzer » #552277

Meteor storms don't create any interesting gameplay. The only gameplay they do create is a tedious slog for engineers who rightfully don't want to spend the better part of an hour fixing half of the station's outer perimeter. About the only thing it serves to do is inspire a shuttle call because nobody wants to play on a half demolished station. It might make for an interesting challenge if the entire system of station repairs were to be overhauled, but until the coders want to tackle that problem, all they serve to do is bring shifts to an abrupt halt, or at the very least a limping crawl.
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Re: Disable Meteors

Post by wesoda25 » #552284

hoes mad
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Re: Disable Meteors

Post by CDranzer » #552287

Of course I'm fucking mad
Why the fuck would I not be mad when halfway through a generally decent shift the RNG rolls an unmitigatable Fuck The Station for the 90th time that day
Further more what kind of drooling imbecile is actually going to come in and try and argue that this is somehow a good thing because the only way their dick gets hard is if they're kicked in the face whenever they go to take a shit in the morning
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Re: Disable Meteors

Post by Dr_bee » #552292

what are the current timers for meteor rolling right now? They might be too quick to be enabled for picking, if the goal is to shoot for hour long rounds.
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Re: Disable Meteors

Post by PKPenguin321 » #552297

build a meteor shield
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Re: Disable Meteors

Post by NoxVS » #552300

PKPenguin321 wrote:build a meteor shield
meteor shields only show up 1/3 of the time (excluding extended) and are often not built because its a boring process that doesn't even cover the entire station
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Re: Disable Meteors

Post by cacogen » #552303

Just reduce the amount of meteors and their devastation.
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Re: Disable Meteors

Post by PKPenguin321 » #552306

NoxVS wrote:
PKPenguin321 wrote:build a meteor shield
meteor shields only show up 1/3 of the time (excluding extended) and are often not built because its a boring process that doesn't even cover the entire station
you could also actually build grilles/walls to shield you from meteors
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Re: Disable Meteors

Post by NikNakFlak » #552309

PKPenguin321 wrote:
NoxVS wrote:
PKPenguin321 wrote:build a meteor shield
meteor shields only show up 1/3 of the time (excluding extended) and are often not built because its a boring process that doesn't even cover the entire station
you could also actually build grilles/walls to shield you from meteors
good joke pkpenguin
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Re: Disable Meteors

Post by PKPenguin321 » #552311

NikNakFlak wrote:
PKPenguin321 wrote:
NoxVS wrote:
PKPenguin321 wrote:build a meteor shield
meteor shields only show up 1/3 of the time (excluding extended) and are often not built because its a boring process that doesn't even cover the entire station
you could also actually build grilles/walls to shield you from meteors
good joke pkpenguin
if there are maps that do it with some degree of success i dont see why a proactive engineer can't
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Re: Disable Meteors

Post by Tlaltecuhtli » #552315

meteors are there to end stale rounds, like blob, aliens, etc
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Re: Disable Meteors

Post by confused rock » #552352

While I'd like meteors even if they were just bad for everyone ever, they're not. antagonists exist. I have distinct memories of a meteor busting me out of perma allowing me to bust into the armory and then as I was about to kill the warden another meteor hit me in the face and it was funny. The only use this thread has is in clarifying the low value of ranzer's opinions.
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CDranzer
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Re: Disable Meteors

Post by CDranzer » #552357

cacogen wrote:Just reduce the amount of meteors and their devastation.
This is probably a good idea - Honestly, a single large meteor that hits somewhere random and that's basically like an external bombing that you have 10 seconds warning for would actually be something almost interesting. Unfortunately, that would fall within the purview of coders, and they're not exactly known for their expedience.
Tlaltecuhtli wrote:meteors are there to end stale rounds, like blob, aliens, etc
The problem is that it's exceedingly hard to arbitrate what constitutes a "stale round" using code alone. As a way for admins to flush out a 2 hour greenshift that's not really going anywhere, sure, but it's far too chaotic and unmanageable for a dice roll.
confused rock wrote:While I'd like meteors even if they were just bad for everyone ever, they're not. antagonists exist. I have distinct memories of a meteor busting me out of perma allowing me to bust into the armory and then as I was about to kill the warden another meteor hit me in the face and it was funny. The only use this thread has is in clarifying the low value of ranzer's opinions.
One, antagonists are hardly constrained when it comes to escape options.
Two, if you've managed to get yourself caught and brigged, bringing the round to a premature end so that you can get your greentext in spite of your defeat is a shitty tradeoff for basically everybody but you, and you're not that important.
Three, I think I was one of the few people defending you when you got banned for nuking Kat Green's arms, so calling my opinions "low value" says more about you than it does about me.
Four, my name is CDranzer, as in C. Dranzer, as in Cross Dranzer, as in the Attack Ring of the Dranzer V2 Beyblade.
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Re: Disable Meteors

Post by Flatulent » #552365

don’t try to stunbaton meteors and you will be fine

being killed by one is rare
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Re: Disable Meteors

Post by skoglol » #552397

Meteor storms should cause a lot of meteors to come in from a single general direction, not all over like current. Makes them more devastating locally, but also a lot easier to focus repairs.
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Tamaguen
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Re: Disable Meteors

Post by Tamaguen » #552399

Meteor storms are important for admins who are sick of the current round and want to make it end.
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Re: Disable Meteors

Post by cacogen » #552402

>stunbaton meteors
should be able to hit them with a baseball bat to send them to bagil
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Re: Disable Meteors

Post by Mickyan » #552407

skoglol wrote:Meteor storms should cause a lot of meteors to come in from a single general direction, not all over like current. Makes them more devastating locally, but also a lot easier to focus repairs.
This would be good on top of an early warning announcement so you can actually react and prepare for it
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Re: Disable Meteors

Post by oranges » #552413

wesoda25 wrote:hoes mad
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Re: Disable Meteors

Post by Screemonster » #552415

Tlaltecuhtli wrote:meteors are there to end stale rounds, like blob, aliens, etc
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but for reals though just slap some grilles up around the place a few tiles away from the hull
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Re: Disable Meteors

Post by cacogen » #552440

no
technokek wrote:Cannot prove this so just belive me if when say this
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Re: Disable Meteors

Post by Shaps-cloud » #552442

Tamaguen wrote:Meteor storms are important for admins who are sick of the current round and want to make it end.
Based
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Re: Disable Meteors

Post by Coconutwarrior97 » #552454

Honestly, my personal opinion, I like the chaos meteors bring, coordinating with fellow engineers to run across the station and toss foam grenades while making sure to prioritize high traffic areas is something I enjoy. God bless atmos fans.
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Re: Disable Meteors

Post by CDranzer » #552457

oranges wrote:
wesoda25 wrote:hoes mad
Oranges this forum is for admins and players
Of which you are neither
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Re: Disable Meteors

Post by oranges » #552492

admins and players both work and play in my game
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Re: Disable Meteors

Post by feem » #552503

As an engineer and medical main, meteors can be both the most annoying AND the most satisfying and interesting thing that happens in a given shift. At the same time.

Keep.
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Re: Disable Meteors

Post by confused rock » #552539

CDranzer wrote:Words, words, words.
You are wrong
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Re: Disable Meteors

Post by SumFaggotPlayTester » #553316

Seems like a better solution would be for an early warning detection that can be researched & built by engineering along with removing met shields as a station goal & making them something engineering can build every round; with a decent material cost of course. But they seem fine as it already is. A little chaos for chaos sake can be a good thing; that and gives an excuse to rebuild the maint bar into something bigger than spess Wally World.
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Re: Disable Meteors

Post by peoplearestrange » #553637

honestly I do think the random event of meteor storms is too frequent.
I don't know if random events are truly random or if they are weighted. If its true random then *shrug*, but if its weighted, such a station devastating event probably needs toning down. Specially because it only enables a small section of the crew into action (i.e. Silicons and engineers), the rest of the crew have to suffer.
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Re: Disable Meteors

Post by feem » #553641

peoplearestrange wrote: Specially because it only enables a small section of the crew into action (i.e. Silicons and engineers), the rest of the crew have to suffer.
This is a good point. Virology, xenobiology, and sec are always hardest hit by this, too, and then basically have to wait their turn to get back online.

If there's weighting it should be toned down. I haven't looked at the code so I don't know how much there is, but I don't know if this is something that can be done with policy/config, it may need to be a PR/balance decision.
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Re: Disable Meteors

Post by Not-Dorsidarf » #553903

peoplearestrange wrote:honestly I do think the random event of meteor storms is too frequent.
I don't know if random events are truly random or if they are weighted. If its true random then *shrug*, but if its weighted, such a station devastating event probably needs toning down. Specially because it only enables a small section of the crew into action (i.e. Silicons and engineers), the rest of the crew have to suffer.
All events are heavily weighted
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Re: Disable Meteors

Post by Arianya » #553910

also certain events (including Catastrophic Meteors) are time gated - for example Xenos can't spawn normally unless 40 minutes have passed. There are lesser meteor waves that can spawn earlier but they tend to mostly be a danger to solars or make hull breaches as opposed to cratering entire departments.

That said, the round has to end at some point, and Meteors is one of the ways it can be pushed to end.

Also my memory may be failing me but I'm pretty sure event weights and timegating is purely code sided - don't believe it has a config unless I'm really blanking.
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Re: Disable Meteors

Post by saprasam » #554423

consider the following: meteors end rounds so people can play the spacegame faster instead of waiting 2 hours
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Re: Disable Meteors

Post by Shadowflame909 » #554436

Rounds over 2 hours deserve to end so I think we should increase the chance of meteors the longer the round goes on. 4+ is just spam meteors like it's meteors mode.
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Re: Disable Meteors

Post by Coconutwarrior97 » #557691

We have no interest in disabling the meteor event.

Headmin votes:
Coconutwarrior97: Do not disable.
Phuzzylodgik: Do not disable.
TWATICUS: Do not disable.
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