Plasma_Panda wrote:shit coders are really fucking hellbent on turning the server into a "balanced" video game completely instead of any kind of roleplaying space station simulation
there is no problem to be corrected here. if anything, dragging someone in or near crit OR dead should tear open their wounds just so we see more usage of bodybags and stretchers and stop thinking of blood trails that start at arrivals and end at escape as a common sight.
I'm not sure there's a sentence in that last part, but yes, without fail, there will be at least one blood trail starting at arrivals and ending at escape.
Dezz, I'm not sure exactly where you're getting this fixation on "well antags just won't ever drag bodies again" thing. Its like you'd have us believe that because they move slower and can't just turbo off with the body that they're going to have to resort to just minibombing everyone they kill (impractical and no less round-permanent than chucking them out an airlock.) Slowing drag to a reasonable rate (slower than normal runspeed) would both function to make it practical to catch somebody dragging a body around (which should make sense in even the most basic sense) and cuts down on the hyperzine fueled wackyraces that are drag-fu combat.
Devaluing of medics: Was addressed back on page 1. As a medic player, I don't want you bringing people to medbay for treatment when I can (and do) treat people where they fall. I've spent more rounds chasing dying people being dragged away down a hallway than I've had people summon me to wounded people. That's a problem. Shit, with our current medical system of "anyone can do it but most people still can't figure it out" these same people dragracing off with wounded people are entirely likely to still bypass the doctors who (for whatever reason) camp out in medbay just to dump literally anyone into cryo (or worse, leave them sitting at the medbay doors to die.) I've seen people who didn't even bother to check if the person they were dragging off was actually dead or alive and just rushed them straight off to cloning while they gasped and a medic was chasing behind them. I shouldn't need to elaborate why that's bad gameplay and frustrating to boot.
Mining: I play mining a ton also and I would suffer not at all if this were added. Its almost like mining is attached to cargo, which is attached to an underused and very robust mailing system. Why drag a locker (which WILL be pushed out of your hands by at least 5 people before you get to science) full of materials when I could just as well turn 180 degrees from the smelter, wrap that locker and mail that shit to science? Also, seriously, nobody uses ore boxes anyway. They're big clunky vision obscuring objects that just get in the way. You can carry all the ores you could possibly want from a given trip in two satchels and you're done. There are no "supplies" to drag around short of a mining bot and even those are tracked and mostly autonomous (medibots are also wheeled so that's another non-issue.
Combat dragging: This complaint would only make sense in a situation where dragging was actually removed. It SHOULD be difficult to move people large distances while in a firefight. It makes wounding people a viable option over completely killing them on the spot. It also takes some of the annoyance out of shooting somebody up only to see them disappear around a corner as soon as you put them down because some random guy saw them fall over and drag raced them off and down another hallway. I already discussed this in some detail previously. If we really wanted to dickwave about miltac here, a dead person is one casualty. A wounded person is 3-4 (the person wounded, the 1-2 people dragging them away and the 3rd/4th treating their wounds.
Faster while standing, slower while "resting" - Seems only confusing to you. A bound and controlled person is easier to move while they are standing than when they are laying down. That's just physics. Also, the idea that "they're resisting!" while cuffed and bound (the lack of specific detail, visually, of everything occurring on a sprite or to a sprite not withstanding is not a reason to assume the worst in any case and if it did I'll ask for the full animation of all machine assembly jobs) is non-sensical to me and assumes that the means by which the officers are binding the prisoner are somehow liberal enough to afford them a means to "pull away" while making it impossible to push past that same person who is bound.
Cargo: Anyone who has spent 5 minutes in cargo knows you ~push~ crates, you don't drag them.
soulgamer wrote:Oh and to the >Dragging people at speed should tear them up
You might have an argument if the station wasn't covered in tiles that are so smooth they become impossible to walk on if they are wet. Think about it. We have fucking teflon floors.
I get the impression he meant "tear you up vitally" which makes sense because if you're dragging around a person who is wounded, they're going to suffer more or greater injuries than somebody left in place. There's a reason you're not supposed to move injured people unless you're a properly trained doctor/emt in RL cases. Moving somebody improperly will fuck them up.