XENOBIO CODE BOUNTY VERSION 2 (100$)

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trexter555
 
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XENOBIO CODE BOUNTY VERSION 2 (100$)

Postby trexter555 » Sat Jul 11, 2020 12:09 am #569007

so instead of putting a bounty for all crossbreeds im just gonna start off with 3. 100$ USD per full crossbreed color, pr'd and not shit code.

crossbreeds i am paying for:
GREEN (mutative)
GOLD(symbiont)
BLUESPACE(warping)

effects can be found on this wiki page: https://tgstation13.org/wiki/Guide_to_x ... ssbreeding

doesn't have to be exactly what it says on the page, variation is fine but please let me know what you're changing.

contact me on the tg discord walter#0238

edit: gonna stop with just one crossbreed which is almost done, because the two people in charge of merging shit dont like xenobio
Last edited by trexter555 on Sun Jul 12, 2020 10:43 pm, edited 2 times in total.



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oranges
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Re: XENOBIO CODE BOUNTY VERSION 2 (100$)

Postby oranges » Sat Jul 11, 2020 10:14 am #569101

just be aware that you can't pay for a merge

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EdgeLord_exe
 
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Re: XENOBIO CODE BOUNTY VERSION 2 (100$)

Postby EdgeLord_exe » Sat Jul 11, 2020 3:19 pm #569122

Im working on green crossbreed

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Re: XENOBIO CODE BOUNTY VERSION 2 (100$)

Postby trexter555 » Sat Jul 11, 2020 10:07 pm #569199

ye ill be paying for a finished pr not a merge

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Cobby
 
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Re: XENOBIO CODE BOUNTY VERSION 2 (100$)

Postby Cobby » Sun Jul 12, 2020 6:03 am #569289

just FYI I will cockblock any new crossbreeds until im satisfied that the current crossbreeds are balanced both within the job (tiered appropriately) and within the realm of the rest of the game (does xenobio really need this or should such an interaction go to a different department).
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trexter555
 
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Re: XENOBIO CODE BOUNTY VERSION 2 (100$)

Postby trexter555 » Sun Jul 12, 2020 6:11 am #569290

Cobby wrote:just FYI I will cockblock any new crossbreeds until im satisfied that the current crossbreeds are balanced both within the job (tiered appropriately) and within the realm of the rest of the game (does xenobio really need this or should such an interaction go to a different department).

which ones do you think are unbalanced?

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EdgeLord_exe
 
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Re: XENOBIO CODE BOUNTY VERSION 2 (100$)

Postby EdgeLord_exe » Sun Jul 12, 2020 7:24 pm #569366

I'm still making the pr i have 70% of crossbreeds finished. I can balance the broken crossbreeds when i get the info which ones are broken.

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Cobby
 
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Re: XENOBIO CODE BOUNTY VERSION 2 (100$)

Postby Cobby » Mon Jul 13, 2020 5:14 am #569451

I will need to play xenobio more before I can come to that fairly.

My issue is that every other maintainer is to my knowledge in the same boat, and I haven’t seen any PR reevaluating any interaction that has been added so far and people are just blindly throwing more interactions that all compound on each other without anyone having a grasp of the situation.
Voted best trap in /tg/ 2014-current

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EdgeLord_exe
 
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Re: XENOBIO CODE BOUNTY VERSION 2 (100$)

Postby EdgeLord_exe » Mon Jul 13, 2020 11:55 am #569492

we can just decrease the mutation chance of slimes, or increase the slimecores needed for a crossbreed. Either one will make xenobio more balanced

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oranges
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Re: XENOBIO CODE BOUNTY VERSION 2 (100$)

Postby oranges » Mon Jul 13, 2020 11:13 pm #569558

there's nobody trustworthy to comment on xenobio balance

big issue

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Re: XENOBIO CODE BOUNTY VERSION 2 (100$)

Postby cacogen » Tue Jul 14, 2020 8:28 am #569595

just add it and if fun happens you can stamp it out later
technokek wrote:Cannot prove this so just belive me if when say this

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oranges
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Re: XENOBIO CODE BOUNTY VERSION 2 (100$)

Postby oranges » Tue Jul 14, 2020 10:29 pm #569657

no, that's proven to not work

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Re: XENOBIO CODE BOUNTY VERSION 2 (100$)

Postby halitosisman » Wed Jul 15, 2020 1:56 pm #569701

I know a thing or two about Xenobio balance, having powergamed it a bunch, so here's the scoop.

Xenobio in its current state essentially provides a hard counter for every conceivable situation that can happen in this game. The flip side is that these hard counters take half an hour or more to prep. Under optimal conditions, a good Xenobiologist like me can reach godlike status, where he possesses a counter for pretty much every possible event in the game, around the 2 hour mark.

In practice, I've found that I only reach a high powerlevel in that department in a fraction of the total rounds played. The reasons for this are:
-Most rounds end before Xenobio can realize its full potential
-A lot of things, like powerloss and roaming wizards, can completely shut down Xenobio for at least a time.

Furthermore, most players of this game are dense heads who can't be persuaded to seek out and use the tools offered by Xenobio (I've had security players ignore offers of free stabilized light pink extracts, how dumb can people in this game get). This means that, in practice, only the xenobiologist tends to possess the power offered by Xenobiology.

In short, Xenobiology is extremely unbalanced in a small fraction of rounds, and irrelevant in most others.

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Armhulen
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Re: XENOBIO CODE BOUNTY VERSION 2 (100$)

Postby Armhulen » Wed Jul 15, 2020 9:48 pm #569721

30 Minutes to prepare a counter for anything is not long enough
Go to bed bro, she's not thinking about you.

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Re: XENOBIO CODE BOUNTY VERSION 2 (100$)

Postby halitosisman » Wed Jul 15, 2020 10:00 pm #569722

Armhulen wrote:30 Minutes to prepare a counter for anything is not long enough


30 minutes is the minimum for some things like an assistant with a baseball bat. A counter for "anything" falls closer to the two hour time line.

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oranges
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Re: XENOBIO CODE BOUNTY VERSION 2 (100$)

Postby oranges » Tue Aug 04, 2020 5:45 am #571378

that sounds about right.


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