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should slimepeople remain enabled

Posted: Mon Mar 18, 2024 8:57 am
by iamgoofball
the last headmin term yolo-enabled slimepeople right before handing the reigns over, should they stay enabled?

maintainer and headcoder opinions:
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Re: should slimepeople remain enabled

Posted: Mon Mar 18, 2024 10:15 am
by Justice12354
Slimepeople will soon be disabled by the current Headmin Term, but they're first taking care of other stuff (which I got no clue about honestly). Don't worry about it bc they will not be permanent

Re: should slimepeople remain enabled

Posted: Mon Mar 18, 2024 11:34 am
by dendydoom
just so no one gets their hopes up it is extremely unlikely they will stay enabled in their current state.

we have no control over if someone wants to take ownership of them and develop them into something unique that could work as a roundstart race.

oranges mentioned that writing a design doc would be a good first step for this, and i personally think that using the time now while they're enabled could be a good opportunity to get a feel for what sort of niche they could fill.

Re: should slimepeople remain enabled

Posted: Mon Mar 18, 2024 1:00 pm
by Cheshify
The intent was a last second shitpost and not something to be done for an extended period of time. Leaking my own message in admin channels, I actively advised headmins to turn it off soon into the term.

Re: should slimepeople remain enabled

Posted: Mon Mar 18, 2024 1:26 pm
by DATAxPUNGED
I think they have the potential to be a fun race. They fill a certain niche that isn't seen in other species

Re: should slimepeople remain enabled

Posted: Mon Mar 18, 2024 3:31 pm
by Vekter
Leave them in, it's funnier this way.

Re: should slimepeople remain enabled

Posted: Mon Mar 18, 2024 6:55 pm
by DrAmazing343
A lot of people are quite enjoying them; +1 to disabling, reworking, then possibly reenabling down the line. That does, however, hinge upon someone being determined enough to do so. Full steam ahead for one of those crazy bastards, but for now? Disable, yeah.

Re: should slimepeople remain enabled

Posted: Mon Mar 18, 2024 7:41 pm
by BonChoi
I don't like slimepeople as a race and I think they should be disabled.

These things should not be reenabled before fish people are created by coders but that's more of a code issue.

2024 is the year of the fish people.

Re: should slimepeople remain enabled

Posted: Mon Mar 18, 2024 9:58 pm
by Higgin
Vekter wrote: Mon Mar 18, 2024 3:31 pm Leave them in, it's funnier this way.

Re: should slimepeople remain enabled

Posted: Mon Mar 18, 2024 10:15 pm
by zergking
Leave them on. In fact, add more non human races, to use to ban people form the server once people start posting TND """MEMES"""

Re: should slimepeople remain enabled

Posted: Mon Mar 18, 2024 11:23 pm
by carshalash
I liked my slime. They dont seem busted.

Re: should slimepeople remain enabled

Posted: Tue Mar 19, 2024 12:11 am
by conrad
I haven't played Jizbo yet leave it in.

Re: should slimepeople remain enabled

Posted: Tue Mar 19, 2024 1:22 am
by RedBaronFlyer
Cheshify wrote: Mon Mar 18, 2024 1:00 pm The intent was a last second shitpost and not something to be done for an extended period of time. Leaking my own message in admin channels, I actively advised headmins to turn it off soon into the term.
You know what they say, nothing is as permanent as temporary.

Re: should slimepeople remain enabled

Posted: Tue Mar 19, 2024 6:19 am
by TheRex9001
They shouldn't. The race isnt meant to be enabled roundstart and its very dull compared to other non-humans.

Re: should slimepeople remain enabled

Posted: Tue Mar 19, 2024 8:21 am
by Sightld2
TheRex9001 wrote: Tue Mar 19, 2024 6:19 am They shouldn't. The race isnt meant to be enabled roundstart and its very dull compared to other non-humans.
Ok I get code arguments but like, really? Dull compared to Moths and Felinids? (love them both btw)

Re: should slimepeople remain enabled

Posted: Tue Mar 19, 2024 10:29 am
by TheRex9001
Sightld2 wrote: Tue Mar 19, 2024 8:21 am
TheRex9001 wrote: Tue Mar 19, 2024 6:19 am They shouldn't. The race isnt meant to be enabled roundstart and its very dull compared to other non-humans.
Ok I get code arguments but like, really? Dull compared to Moths and Felinids? (love them both btw)
I think they look more dull than moths, and they dont feel very inspired (Tbf I forgot about felinids but Yeah they are also dull)

Re: should slimepeople remain enabled

Posted: Tue Mar 19, 2024 1:03 pm
by Not-Dorsidarf
replace humans with slimepeople for a month. This will greatly enhance roleplay. I have foreseen it.

Re: should slimepeople remain enabled

Posted: Tue Mar 19, 2024 4:10 pm
by confused rock
If we still have catgirls, then it can't really get worse than that. therefore, slimepeople are fine. If ur balls are already on fire it won't be any worse if u dip them in sulfuric acid, so to speak.

Re: should slimepeople remain enabled

Posted: Tue Mar 19, 2024 4:42 pm
by Vekter
confused rock wrote: Tue Mar 19, 2024 4:10 pm If we still have catgirls, then it can't really get worse than that. therefore, slimepeople are fine. If ur balls are already on fire it won't be any worse if u dip them in sulfuric acid, so to speak.
DAE hate catgirls?!?!!?!!?!?! :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil:

Re: should slimepeople remain enabled

Posted: Tue Mar 19, 2024 9:01 pm
by datorangebottle
I think we already have multiple alien races that can pass as human while wearing the right clothes. As much as I like slimepeople, we do not need another.
Though I halfway want to keep them in just for the inevitable "ban virology from spreading infectious beneficial viruses" policy thread as one or two virologists continually release The Virus That Is Supposedly Beneficial But Kills Slimepeople Because It Heals Toxin Damage.

They're more mechanically interesting than the Felinids(slightly more bulliable humans), at least.

Edit: oh, that thread already got made. I'm behind the times, it seems.

Re: should slimepeople remain enabled

Posted: Wed Mar 20, 2024 2:51 am
by conrad
I played Jizbo. Remove'em.

Re: should slimepeople remain enabled

Posted: Wed Mar 20, 2024 4:59 am
by TheBibleMelts
let. my. people. slime.

Re: should slimepeople remain enabled

Posted: Wed Mar 20, 2024 12:05 pm
by TheFinalPotato
I do not like ripping unique content from parts of the game and throwing it into roundstart. Shouldn't have been done.

Re: should slimepeople remain enabled

Posted: Thu Mar 21, 2024 12:14 am
by carshalash
TheFinalPotato wrote: Wed Mar 20, 2024 12:05 pm I do not like ripping unique content from parts of the game and throwing it into roundstart. Shouldn't have been done.
Unfortunately, too much of the game is locked behind one of the most antisocial roles. This is one of the more reasonable of the slime/jelly roles so it would be nice to see it included as a round start thing in some way so that it could be actually utilized.

Re: should slimepeople remain enabled

Posted: Thu Mar 21, 2024 3:54 pm
by britgrenadier1
carshalash wrote: Thu Mar 21, 2024 12:14 am
TheFinalPotato wrote: Wed Mar 20, 2024 12:05 pm I do not like ripping unique content from parts of the game and throwing it into roundstart. Shouldn't have been done.
Unfortunately, too much of the game is locked behind one of the most antisocial roles. This is one of the more reasonable of the slime/jelly roles so it would be nice to see it included as a round start thing in some way so that it could be actually utilized.
Seconded. We have a lot of features that are locked behind niche stuff so you never see it. Let the people slime

Re: should slimepeople remain enabled

Posted: Fri Mar 22, 2024 6:03 am
by MooCow12
Slime people being enabled as a round start species is the equivalent of pod people being enabled as a round start species

Slime people are resistant to xenobio slime shenanigans
Pod people are resistant to botanist shenanigans

A xenobiologist releases slimes, slime people wont get attacked unless the xenobiologist uses a crossbreed that makes them rabbid which will cause them to attack the xenobiologist aswell.

A botanist releases tomatoes, kudzu, whatever as an antag, those things wont attack pod people

So we essentially have a round start species that thrives when a specific job is antag because they are neigh immune to that antag's shenanigans.


TLDR: Slime person being a round start race is just as bad if not worse for departmental balance than having pod people as a round start race and would only encourage buffs to those departments that involve not being as reliant on species interactions since thats how they scale into the round

Re: should slimepeople remain enabled

Posted: Fri Mar 22, 2024 1:18 pm
by RedBaronFlyer
I have literally never seen a xenobiologist release slimes to attack the crew, but I get some of your arguments.

Re: should slimepeople remain enabled

Posted: Sat Mar 23, 2024 6:59 pm
by MooCow12
RedBaronFlyer wrote: Fri Mar 22, 2024 1:18 pm I have literally never seen a xenobiologist release slimes to attack the crew, but I get some of your arguments.
Ive done it a few times and murderboned with it but that was before printed extinguishers wern't preloaded with water.

It hasn't reached the meta yet but it should be 100000x more effective to release slimes that were triggered by a red extract with blood than it was in the past provided that you destroy a few water tanks and subvert the borgs since loaded fire extinguishers are now a limited resource.

Which means its a viable strategy that a round start race counters in such a way that its very similar to pod people countering kudzu/plant/bee-based weapons or monsters.



I forgot who i did it with, i think it was paris konuts? anyway another tot and me shared code words on coms, i turned him into a slime person and released a shit ton of slimes and he ended up dragging one in the hallway to stun people then desword them, then went and got another slime with a stun ready to go, we ended up killing off most of the server and hijacking the shuttle i think.

Re: should slimepeople remain enabled

Posted: Tue Apr 02, 2024 5:44 pm
by dragomagol
There is a current design document for their redesign, but we fully intend on disabling them as they are now. If/When the document is implemented and merged, we can revisit enabling them in the future.