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Firefighter ripley improvements

Posted: Wed May 28, 2014 1:27 pm
by vorenigga69
These were suggested a long time ago, back on the old forums.

1) Give firefighter ripleys fire alert access, the same as AI and its underlings have.

2) Make it so that firefighter ripleys have a special 'fire response' mode, where their step-speed is reduced to 1.75 (a little faster than odysseus, for reference) and each step consumes 3x normal power. This mode is only available when the station has a fire alert.

Firefighter ripleys cannot get to fires anywhere near as fast as people on foot or even an odysseus with a mech extinguisher can. This is silly given they are supposed to be the dedicated firefighting mech, and given they are the hardest non-combat mech to make, and given that their utility is incredibly situational (and they should thus be good at it.)

Re: Firefighter ripley improvements

Posted: Wed May 28, 2014 1:32 pm
by paprika
What would be the point of building a normal ripley, again?

I honestly think instead of a ripley, the firefighter APLU should just be a reskinned ody. Move speed, extinguishers, fire resistance, plus sleepers for those burn victims.

Re: Firefighter ripley improvements

Posted: Wed May 28, 2014 1:42 pm
by vorenigga69
paprika wrote:What would be the point of building a normal ripley, again?

I honestly think instead of a ripley, the firefighter APLU should just be a reskinned ody. Move speed, extinguishers, fire resistance, plus sleepers for those burn victims.
You don't need to go steal plasteel from engineering or EVA. If you think their construction costs are too similar, that's a different issue, but as it is now firefighters are completely pointless despite being more tedious to make.

It's not a bad idea to combine the firefighter and odysseus roles. A dedicated firefighting mech is kinda dumb when plasma fires hullbreach and burn themselves out, unlike their old persistent selves.

It would be nice to have some atmos tools for firefighters, also, for fixing the molten-hot air or vacuum after a fire's out. Maybe let them interface with gas canisters.

Re: Firefighter ripley improvements

Posted: Wed May 28, 2014 1:44 pm
by paprika
Ripley:
max_temperature = 20000
health = 200

Firefighter:
max_temperature = 65000
health = 250
lights_power = 8
damage_absorption = list("fire"=0.5,"bullet"=0.8,"bomb"=0.5)

Uhhh

Re: Firefighter ripley improvements

Posted: Wed May 28, 2014 1:45 pm
by vorenigga69
paprika wrote:Ripley:
max_temperature = 20000
health = 200

Firefighter:
max_temperature = 65000
health = 250
lights_power = 8
damage_absorption = list("fire"=0.5,"bullet"=0.8,"bomb"=0.5)

Uhhh
What?

Re: Firefighter ripley improvements

Posted: Wed May 28, 2014 1:46 pm
by paprika
That's code, it's not exactly hard to read either, but it basically proves everything you said wrong. I'll let you figure it out. I agree they're slow as shit though.

Re: Firefighter ripley improvements

Posted: Wed May 28, 2014 2:13 pm
by vorenigga69
paprika wrote:That's code, it's not exactly hard to read either, but it basically proves everything you said wrong. I'll let you figure it out. I agree they're slow as shit though.
How does 25% more health, higher heat resistance (which is pointless regardless of the fire), ~10% better damage absorption (so let's say 35% more health) and slightly better floodlights in any way prove everything I say wrong? Firefighter ripleys cannot use their 35% more health or better floodlights to respond to fires in a reasonable amount of time, and they can't fix the air afterward.

Re: Firefighter ripley improvements

Posted: Wed May 28, 2014 4:08 pm
by AseaHeru
Most stations start with only 5 plastisteel in robotics, so unless you raid engieland/EVA or (ha) get miners to brave the depths and actually give you materials...

Re: Firefighter ripley improvements

Posted: Thu May 29, 2014 10:04 am
by MrMindless
the problem with plasteel is that currently there is no real way for miners to create it. Before the mining update there was plenty of plasma and the smelter was still used so you could easily smelt some plasma and metal together to form plasteel. However the ore redemption machine does NOT have the option to create plasteel which means it'll never get made anymore.

Re: Firefighter ripley improvements

Posted: Thu May 29, 2014 7:56 pm
by Cheimon
Ten plasteel is in robotics on sybil. Enough to make one ody and one ripley, without much outside help.

But yeah, firefighter mechs are...pointless. And it's not as though fires aren't worth fighting, or as though those mechs can't be made quick enough to respond to it.

Changing this seems obvious now you mention it.

Re: Firefighter ripley improvements

Posted: Fri May 30, 2014 3:25 am
by paprika
Why not make the firefighter a modified ody with a bit more health instead then?

Re: Firefighter ripley improvements

Posted: Fri May 30, 2014 12:23 pm
by AseaHeru
I like firefighters as an upgraded RIPLY...
Can we just make them faster with more health and less equipment slots?

Re: Firefighter ripley improvements

Posted: Sat May 31, 2014 8:58 am
by paprika
>faster ripley

That's an ody already.

Re: Firefighter ripley improvements

Posted: Mon Jun 02, 2014 12:45 pm
by AseaHeru
Odys dont look as good, and cant use clamps, can they?

Re: Firefighter ripley improvements

Posted: Tue Jun 03, 2014 12:57 am
by Stickymayhem
I think instead of more individual versions of Mechs, the existing ones should have equipment that can be swapped in for different uses, and a firefighter version would fit in nicely with this.

Re: Firefighter ripley improvements

Posted: Tue Jun 10, 2014 8:13 pm
by Mono
paprika wrote:I honestly think instead of a ripley, the firefighter APLU should just be a reskinned ody. Move speed, extinguishers, fire resistance, plus sleepers for those burn victims.

Re: Firefighter ripley improvements

Posted: Tue Jun 10, 2014 8:41 pm
by Lo6a4evskiy
Both ripley and firefighter are fucking useless and are only good for drilling walls and airlocks.

Oh and also for locking unlucky people inside lockers in the cargo storage of mech

Re: Firefighter ripley improvements

Posted: Wed Jun 11, 2014 12:18 pm
by AseaHeru
They /where/ very good for mining, mined out a 3x1 area and (if you had a ore box in storage) stored it automatically.

Also, they are EXCEEDINGLY good for clearing departments of slimes.

Re: Firefighter ripley improvements

Posted: Fri Jun 20, 2014 4:27 am
by iyaerP
Yeah, but with the changes to mesons, and the presence of monsters, ripleys are useless for mining. you have to hop in and out to check your mineral scanner, and the ripley can't even take down a single goliath 1v1. it is a fucking joke

Re: Firefighter ripley improvements

Posted: Fri Jun 20, 2014 9:05 am
by Lo6a4evskiy
AseaHeru wrote:They /where/ very good for mining, mined out a 3x1 area and (if you had a ore box in storage) stored it automatically.

Also, they are EXCEEDINGLY good for clearing departments of slimes.
Even before changes they were too fucking slow to mine quickly. That's not even my opinion, by the way, I heard it from mining players, but I tend to agree. Unless you just leave it on the spot and drag the crate yourself, but for the amount of time it takes to bring the bloody thing to the mining and to the good spot you could mine all the things in the world.