Bottom post of the previous page:
life happenscedarbridge wrote:Goof you promised!iamgoofball wrote:I'll PR this tonight
Bottom post of the previous page:
life happenscedarbridge wrote:Goof you promised!iamgoofball wrote:I'll PR this tonight
Life is overratediamgoofball wrote:life happenscedarbridge wrote:Goof you promised!iamgoofball wrote:I'll PR this tonight
Life is strangeLuke Cox wrote:Life is overratediamgoofball wrote:life happenscedarbridge wrote:Goof you promised!iamgoofball wrote:I'll PR this tonight
Life is TumblrArmhulen wrote:Life is strangeLuke Cox wrote:Life is overratediamgoofball wrote:life happenscedarbridge wrote:Goof you promised!iamgoofball wrote:I'll PR this tonight
Super Aggro Crag wrote: The best shitpost youll ever be responsible for will be your obituary.
Quality debate brought to you by ColonicAcid wrote:imagine having this little empathy
do you have autism bud? does your brain not see these people as humans? are they just a faceless statistic to you?
It's the most used department on the station.Luke Cox wrote:useless department.
Roughly as much fun as dismemberment.Gun Hog wrote:How fun will this new system be for the patients? How are you going to balance this such that the overall net change in "fun" (as "fun" is abstract, it cannot be objectively measured) is positive? Specifically, will your medical changes create enough "fun" for Medical Doctor and 'ghetto' doctor players to offset the loss in "fun" experienced by the players outside the medical department? Input from both Medical and Security players would be more important here as they are the most affected groups.
Luke Cox wrote:People were fine with the chemistry and medical system before goofchem. Cargo is widely regarded as the most shallow and useless department (why do you think QM is the least played head?) and people have been clamoring for a rework for ages. Unlike goofchem, there is demand for this.
>medical is rather boringShadowDimentio wrote:Medical is rather boring, but making damage extremely annoying to heal with the high action expected on TG won't mesh well.
That's the problem. They won't accept anything that changes the norm.cedarbridge wrote:>medical is rather boringShadowDimentio wrote:Medical is rather boring, but making damage extremely annoying to heal with the high action expected on TG won't mesh well.
>propose to make medical less boring
>but muh action combat simulator
You can either complain that medical is boring or propose a way to make it less boring. This, as proposed, does exactly that.
Its as was discussed though, this is a pretty needed change that's been a long time coming. Players are entirely too used to self-service, push button medical and it severely hurts game depth while robbing away design space.iamgoofball wrote:That's the problem. They won't accept anything that changes the norm.cedarbridge wrote:>medical is rather boringShadowDimentio wrote:Medical is rather boring, but making damage extremely annoying to heal with the high action expected on TG won't mesh well.
>propose to make medical less boring
>but muh action combat simulator
You can either complain that medical is boring or propose a way to make it less boring. This, as proposed, does exactly that.
And I'm not wasting another 3 months of my spare time coding something because forum warriors bitched for it and then have those same forum warriors bitch about it existing get it closed. Maybe someday.cedarbridge wrote:Its as was discussed though, this is a pretty needed change that's been a long time coming. Players are entirely too used to self-service, push button medical and it severely hurts game depth while robbing away design space.iamgoofball wrote:That's the problem. They won't accept anything that changes the norm.cedarbridge wrote:>medical is rather boringShadowDimentio wrote:Medical is rather boring, but making damage extremely annoying to heal with the high action expected on TG won't mesh well.
>propose to make medical less boring
>but muh action combat simulator
You can either complain that medical is boring or propose a way to make it less boring. This, as proposed, does exactly that.
Limey wrote:its too late.
Don't waste your time, man.Qbopper wrote:If goof won't do the rework proposed in the doc I will (maybe, time dependent) learn SS13 coding (I have BYOND experience but never fucked with SS13) and try and do this
Once I finish what I'm working on now anyways
I'm well aware of the changes required, I never said it would be easy/I'd do it any time soon - I have programming experience beyond BYOND (heh) so I'm not some starry eyed noob believing I can redo an entire system in a day or twoiamgoofball wrote:Don't waste your time, man.Qbopper wrote:If goof won't do the rework proposed in the doc I will (maybe, time dependent) learn SS13 coding (I have BYOND experience but never fucked with SS13) and try and do this
Once I finish what I'm working on now anyways
The amount of coding needed for this is not a beginner's task. You have to rework the entirety of how damage works.
You'll just code it all and then admins will throw a shitfit because lol cant bandaid everything and the players will whine because autism is known to cause problems with accepting change.
Limey wrote:its too late.
Limey wrote:its too late.
Selfquote, just to highlight and re-iterate if the design doc goes through, there's still a MASSIVE shortage of surgical work to be doing since robotics parts outclasses whatever natural organ harvesting we can do, and unless you are veering on removing organisms like alien larva, you may as well depower surgery because the RP & tense doctor = patient thing is gone and lost.FantasticFwoosh wrote:> Suggestive resolution - Fixing internal injuries via surgery as opposed to just spamming chemicals for critical condition wounds should be firstmost without blatently going all baymed on them with actually simulating injuries.
> Go into red critical damage = reduce all chem effectiveness by half making chems expensive to drink a lot of and slow recovery compared to getting fixed on surgery table. More about stabilising the damage you have rather than repairing yourself to full by chugging cocktails of different healing chems at critical/severe health.
It's not supposed to be fun for the patient. Don't get hurt so you don't have to deal with treating injuries. The goal here is to make wounds have some real consequences.Gun Hog wrote:How fun will this new system be for the patients? How are you going to balance this such that the overall net change in "fun" (as "fun" is abstract, it cannot be objectively measured) is positive? Specifically, will your medical changes create enough "fun" for Medical Doctor and 'ghetto' doctor players to offset the loss in "fun" experienced by the players outside the medical department? Input from both Medical and Security players would be more important here as they are the most affected groups.
Robotics augs are already countered by the ready access to emp and ion weapons. I have no problem with keeping the current suite of robotics augs and maybe including other interesting utility augments later on. We need more Deus Ex memes tbh.FantasticFwoosh wrote:Selfquote, just to highlight and re-iterate if the design doc goes through, there's still a MASSIVE shortage of surgical work to be doing since robotics parts outclasses whatever natural organ harvesting we can do, and unless you are veering on removing organisms like alien larva, you may as well depower surgery because the RP & tense doctor = patient thing is gone and lost.FantasticFwoosh wrote:> Suggestive resolution - Fixing internal injuries via surgery as opposed to just spamming chemicals for critical condition wounds should be firstmost without blatently going all baymed on them with actually simulating injuries.
> Go into red critical damage = reduce all chem effectiveness by half making chems expensive to drink a lot of and slow recovery compared to getting fixed on surgery table. More about stabilising the damage you have rather than repairing yourself to full by chugging cocktails of different healing chems at critical/severe health.
> We should steer away from robotic implants or add negative reprecussions to being augged or otherwise having a augg part forcefully merged onto your body
Walking into bay territory of broken bones there, I've already mentioned a system where surgey would be standard for treating (if you've played CM server/bay you know its a absolute pain in the ass to walk around creaking with bones in a self destructive manner, and getting hurt from as much as a fly touching you)Luke Cox wrote:I'm thinking that surgeries for more mundane wounds (deep cuts, broken bones, etc.) should be really simple, maybe 2-3 steps with each step having a high chance of success done off an operating table.
Wizards already have strong options for healing and such aggressive mobility/damage options that I don't think their inability to stay 100% with stolen medkits is going to be the turning point.FantasticFwoosh wrote:But that's not CM model, CM model is just baymed with the broken bones. My surgical method would synergise with cryo statis & existing epi-pen stablisiation so they are atleast not dying immediately over you while you conduct non-specific (brute - internal damage, blood loss - internal bleeding, just two types) damage. If you got burnt then i guess you look like a cooked ham but can synthflesh it up like normal.
> By work here you mean there's so many meta-players that actually relying on a doctor to fix superheavy/critical damage efficiently is so culturally unacceptable as opposed to healing from 0 to full heath by stealing a entire medical first aid kit = FIRST AID KIT FOR SMALL/MEDIUM WOUNDS. The metaplayer alternative would be to shoot up with adrenaline/endraphine or miners salve so you can press on like nothing happened.
> Miners particularly it would be important since you are going to need some time out for your miner buddy to properly do some ghetto work on the mining pod if a goliath REALLY screws up your insides like a tin of spaghetti-o's.
Mark my words the metaplayers are going to fight medbay changes that feature convenience heal all or 'just dump to heal' to the very end. This medical change also nerfs antagonists like wizards from living forever off stolen medic kits & ointments.
This is my fault
Limey wrote:its too late.
Goof said he wasn't interested in making it, but remies post has given me hopeoranges wrote:Is this going anywhere? the proposed document was suprisingly agreeable.
Limey wrote:its too late.
the doom and gloom "its just going to get reverted anyway" that you encouraged kinda killed the one volunteer we had for the overall project.oranges wrote:Is this going anywhere? the proposed document was suprisingly agreeable.
Limey wrote:its too late.
I'm also going to take a look at this one. Literally only ever coded something once before (and didn't PR it) but conceptually this shouldn't be TOO hard.Remie Richards wrote:I'd like to try my hand at the dynamic surgery events thing.
Even have a first pass implementation in my head.
I'm a bit busy (MultiZ, Femsprites tool) but I'll get to it if nobody beats me (to it? or actually beats me? dun dun!)
Goof gets way more shit than he deserves imo. He makes an honest effort to make new, interesting content and he's always honest about his intentions. If a PR is shit, just close it and explain why.Qbopper wrote:I don't think it's a good idea to have that mentality towards anyone, even goof
It doesn't help anyone improve and it doesn't address why "it'll get reverted anyways", it just makes people double down
You ever used the surgery system?cedarbridge wrote:I'm also going to take a look at this one. Literally only ever coded something once before (and didn't PR it) but conceptually this shouldn't be TOO hard.Remie Richards wrote:I'd like to try my hand at the dynamic surgery events thing.
Even have a first pass implementation in my head.
I'm a bit busy (MultiZ, Femsprites tool) but I'll get to it if nobody beats me (to it? or actually beats me? dun dun!)
Yes, too straight forward with the right tools and helpful intent to actually indent any kind of technical skill other than memory, the use of sterilizine to raise effective chance. Perhaps if surgery tools were made just slightly less reliable for clean surgery,if there were more kinds of injuries *COUGH*COUGH* fixing generic internal damage induced at mandatory red critical levels etc.Remie Richards wrote:You ever used the surgery system?FantasticFwoosh wrote:But that's not CM model, CM model is just baymed with the broken bones. My surgical method would synergise with cryo statis & existing epi-pen stablisiation so they are atleast not dying immediately over you while you conduct non-specific (brute - internal damage, blood loss - internal bleeding, just two types) damage. If you got burnt then i guess you look like a cooked ham but can synthflesh it up like normal.
Snip ~ Talking about how medkits can heal your presumably only external wounds from 0 to full with enough medication spamming, as well as how 'convenient' it is just to pile chems into people so they metabolise and heal ALL internal & external injuries unrealistically.
Snip ~ Miners insides being reduced to goop from strong mob attacks, deliberately endorsing use of adrenaline to keep them moving
Snip ~ Wiznerds stealing medkits nerf here
It's fairly straight forward.
I dont see what dynamic events actually details at all, i was looking and talking about the actual thread title to being on content. A link to the DM would be helpful please for convenience and to show others what you're talking about. (i might have seen it but i was focusing on something else while cruising through there)Remie Richards wrote:Yes, so why do you think we're adding dynamic events to surgeries?
There's also a nice //todo in the surgery folder with some good ideas.
Code: Select all
//TODO
//specific steps for some surgeries (fluff text)
//R&D researching new surgeries (especially for non-humans)
//more interesting failure options
//randomised complications //Remie note: this is basically the "dynamic events" that cedar wants.
//more surgeries!
//add a probability modifier for the state of the surgeon- health, twitching, etc. blindness, god forbid.
//helper for converting a zone_sel.selecting to body part (for damage) //Remie note: this is done, no idea why the comment still exists.
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