Making patches not work on corpses
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- Joined: Sat Apr 19, 2014 11:23 am
- Byond Username: Miauw62
Making patches not work on corpses
https://github.com/tgstation/-tg-station/pull/11182
much-needed change imo, death is literally meaningless right now. if your body is found you're back on your feet in aproximately two femtoseconds. now if traitors want people to stay down a little while longer they have a way to do that.
much-needed change imo, death is literally meaningless right now. if your body is found you're back on your feet in aproximately two femtoseconds. now if traitors want people to stay down a little while longer they have a way to do that.
<wb> For one, the spaghetti is killing me. It's everywhere in food code, and makes it harder to clean those up.
<Tobba> I stared into BYOND and it farted
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- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: Making patches not work on corpses
Please buff cloning a bit to compensate. With how slow basic cloning is+the massive brain damage+the need to feast after cryo it takes less time to call the shuttle than to revive more than one or two people.
Whoever added cloning "upgrades" couldn't think of how to make it better so they just ruined the normal machine instead.
Whoever added cloning "upgrades" couldn't think of how to make it better so they just ruined the normal machine instead.
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- Joined: Fri May 23, 2014 3:29 am
- Byond Username: Amelius
Re: Making patches not work on corpses
I'm fairly sure cloning was ALWAYS this slow, and we didn't even have defibs until less than a year ago. There was a long stretch of time when cloning upgrades weren't even a thing even, and it was honestly better for it. Even if base cloning time was extended a bit, there's less of a line since most people just get defibbed, so it's a null factor.Kor wrote:Please buff cloning a bit to compensate. With how slow basic cloning is+the massive brain damage+the need to feast after cryo it takes less time to call the shuttle than to revive more than one or two people.
Whoever added cloning "upgrades" couldn't think of how to make it better so they just ruined the normal machine instead.
Death SHOULD have consequences. It's really fucking dumb to arduously and carefully kill 10~ people, yet the moment someone discovers the corpses they all resurrect in seconds in medbay from defibbing, or in a minute with no genetic damage in an upgraded cloner. I'm of the opinion that death should be roughly as easy to correct as it is to inflict for an antag, sans discovery time and risks the antag must take accounted for. As-is, that balance has leaned wayyyy far toward the crew/security since defibs were added.
A+ change. Merge it now.
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- Joined: Thu Feb 05, 2015 8:51 am
- Byond Username: Actionb
Re: Making patches not work on corpses
Can we get some code-based truth about this? Was cloning time slowed down or not?Amelius wrote:I'm fairly sure cloning was ALWAYS this slow, and we didn't even have defibs until less than a year ago. There was a long stretch of time when cloning upgrades weren't even a thing even, and it was honestly better for it. Even if base cloning time was extended a bit, there's less of a line since most people just get defibbed, so it's a null factor.Kor wrote:Please buff cloning a bit to compensate. With how slow basic cloning is+the massive brain damage+the need to feast after cryo it takes less time to call the shuttle than to revive more than one or two people.
Whoever added cloning "upgrades" couldn't think of how to make it better so they just ruined the normal machine instead.
As it is right now, you are in the pod for at least 4 minutes and when you're done, you're <20% health - meaning you need another minute or two in cryo.
It certainly feels slower than before.
Actually, just getting them out of the cloning pod and into cryo ASAP is considerably faster which is a bit silly: you remove the patient out of the machine specifically designed for cloning to put them into a universal healing tube.
I fully endorse the patches change. Revival has become way too cheap.
I mean, you go from being dead to healthy in like 10 seconds with atropine and some healing alone.
- Falamazeer
- Joined: Sat Oct 18, 2014 12:05 am
- Byond Username: Wootanon
Re: Making patches not work on corpses
A lot of good points here, but I'm worried about blob rounds.
People are gonna be a lot less interested in throwing themselves at it if it means they are done for the round most likely waiting near a stack of other bodies.
People are gonna be a lot less interested in throwing themselves at it if it means they are done for the round most likely waiting near a stack of other bodies.
Ham Sammich, beating a dead horse since 2010.
NikNakFlak wrote:....It's true...that is why I removed my forum avatar
lumipharon wrote:ass parasite was pretty meh when I tried it.
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- Confined to the shed
- Joined: Sun Jul 19, 2015 8:09 pm
- Byond Username: Zilenan91
Re: Making patches not work on corpses
To be honest, nine out of every ten blob rounds in my experience get memed on by maxcaps, so that would be a moot point.
Spoiler:
- Falamazeer
- Joined: Sat Oct 18, 2014 12:05 am
- Byond Username: Wootanon
Re: Making patches not work on corpses
Over exaggerating.
Ham Sammich, beating a dead horse since 2010.
NikNakFlak wrote:....It's true...that is why I removed my forum avatar
lumipharon wrote:ass parasite was pretty meh when I tried it.
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- Joined: Sat Apr 19, 2014 11:23 am
- Byond Username: Miauw62
Re: Making patches not work on corpses
you can still get defibbed if your damage isn't over 180, though.
i may have to figure out timeofdeath-based cloning (20% difference either way), but i can't really wrap my head around the formula to make that work (it's probably pretty simple but aaaa)
i may have to figure out timeofdeath-based cloning (20% difference either way), but i can't really wrap my head around the formula to make that work (it's probably pretty simple but aaaa)
<wb> For one, the spaghetti is killing me. It's everywhere in food code, and makes it harder to clean those up.
<Tobba> I stared into BYOND and it farted
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- Joined: Tue Apr 15, 2014 1:27 pm
- Byond Username: Jalleo
Re: Making patches not work on corpses
https://github.com/tgstation/-tg-statio ... 2131/files
Just search code/game/machinery/cloning.dm for the relevant file. Goofball made some changes since but i dont think it changed much at all apart from adding a extra level.
Just search code/game/machinery/cloning.dm for the relevant file. Goofball made some changes since but i dont think it changed much at all apart from adding a extra level.
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- Joined: Fri May 02, 2014 3:01 am
- Byond Username: Incomptinence
Re: Making patches not work on corpses
Wouldn't really affect blob since it can't keep attacking dead people to deal enough damage to stop them being defibed anyway. In fact regeneration diseases + chem negating symptom lead to one guy who went braindead when the blob swallowed him popping up alive inside it and just sitting there for the rest of the round, not sure many of the chems can get as heavily countered as lung destroyer though which is gone and was the flavour at that time.
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- Confined to the shed
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- Byond Username: Zilenan91
Re: Making patches not work on corpses
Realistically the round is gonna be too far gone for one side for the viro to really be able to get regen and stim viruses.Incomptinence wrote:Wouldn't really affect blob since it can't keep attacking dead people to deal enough damage to stop them being defibed anyway. In fact regeneration diseases + chem negating symptom lead to one guy who went braindead when the blob swallowed him popping up alive inside it and just sitting there for the rest of the round, not sure many of the chems can get as heavily countered as lung destroyer though which is gone and was the flavour at that time.
Spoiler:
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- Joined: Tue May 12, 2015 12:57 pm
- Byond Username: Newfren
Re: Making patches not work on corpses
If you get a stalematey blob round where there's actually some back and forth then a good viro should be able to churn out some basic regen/stim diseases by the midgame of the blob fight.
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