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Defib no longer revives dead people #2091

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Lyndomen
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@Lyndomen Lyndomen commented Nov 2, 2024

About the PR

Defib no longer revives dead people, but reduces a massive amount of asphyx damage when critical.
Damage states for basemob (most things) changed to 120 critical, 300 dead. People will be in crit way longer.

Why / Balance

Cloning exists still here, and people treat death as nothing more than an inconvenience. Hostage situation? just kill the hostage and move on right?

Technical details

mostly YAML, i did butcher the defib C# tho

Media

Uhhh I think no?

Requirements

Breaking changes

I mean this breaks the original intent of the defib.

Changelog
🆑

  • tweak: Defibrillator no longer revives dead people
  • tweak: Defibrillator heals 100 asphyxiation on critical people
  • tweak: Mobs with default health go critical at 120 damage (including players)
  • tweak: Mobs with default health die at 300 damage (including players)

@Lyndomen Lyndomen requested review from a team as code owners November 2, 2024 17:59
@github-actions github-actions bot added Changes: YML Changes any yml files Changes: C# Changes any cs files S: Needs Review labels Nov 2, 2024
@Lyndomen
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Lyndomen commented Nov 2, 2024

todo: i have to address locale and guidebook stuff

Signed-off-by: Lyndomen <[email protected]>
Signed-off-by: Lyndomen <[email protected]>
spacing ops 3

Signed-off-by: Lyndomen <[email protected]>
Signed-off-by: Lyndomen <[email protected]>
@MilonPL MilonPL added the S: Do Not Merge Don't merge this yet label Nov 2, 2024
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MilonPL commented Nov 2, 2024

I don't think this is a good change without CPR implemented and wizden cloning. I dislike the funny metem machine and a lot of people do (the 895 unclonable characters in question). It's not even available roundstart too.
I don't think this fixes the core issue of players not respecting life, or stops people from rushing situations. You just get round removed as a consequence.
It would be also huge for nukies (which get a shit ton of meds after upstream changes + custom defib), because most officers that die early on can't be revived. You're almost guaranteed to not unlock cloning before they show up.

@deltanedas
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  • getting morgued for an hour while epi makes cloning because of any possible way to die early is a bad thing (if epi exists at all, if they dont you get round removed)
  • defib being an annoying to use version of inaprov is useless, 100 asphyx is less than a syringe worth of inaprov combined with having to charge it and a longer doafter
  • people not caring about death is an IC thing, if you dont think dying and being brought back from the dead is traumatic, why would you care about cloning?
  • this will break in a week when newmed is a thing
  • nukies as stated above, you dont even have to hit med, just stab people after they go crit and they cant be revived, no need to bother hiding them or gibbing

@deltanedas deltanedas closed this Nov 2, 2024
@Lyndomen
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Lyndomen commented Nov 2, 2024

  • getting morgued for an hour while epi makes cloning because of any possible way to die early is a bad thing (if epi exists at all, if they dont you get round removed)
    ic consequences for people being shit, command should manage their team better.
* defib being an annoying to use version of inaprov is useless, 100 asphyx is less than a syringe worth of inaprov combined with having to charge it and a longer doafter

real yes but it was easier than removing it

* people not caring about death is an IC thing, if you dont think dying and being brought back from the dead is traumatic, why would you care about cloning?

because cloning takes a lot longer, isnt a promise, and makes you do a fuck ton of work picking ur shit back up, if it hasnt been stolen by med interns

* this will break in a week when newmed is a thing

damn game sucks now tho

* nukies as stated above, you dont even have to hit med, just stab people after they go crit and they cant be revived, no need to bother hiding them or gibbing

nukies also die ez pz, just rpg them shrimple as. or i can pr removing red guys next

@Lyndomen
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Lyndomen commented Nov 2, 2024

I don't think this is a good change without CPR implemented and wizden cloning. I dislike the funny metem machine and a lot of people do (the 895 unclonable characters in question). It's not even available roundstart too.

metem sucks yes. unclonable is a deliberate option. CPR would be nice but isnt actually all that necessary from testing, takes fuck off long time to fully die after being cut to crit

I don't think this fixes the core issue of players not respecting life, or stops people from rushing situations. You just get round removed as a consequence.

i dont think it fixes it, but i do think it is a part of a fix. round removal sucks, but frontier respawn when

It would be also huge for nukies (which get a shit ton of meds after upstream changes + custom defib), because most officers that die early on can't be revived. You're almost guaranteed to not unlock cloning before they show up.

nrp gamemode mrp server, maybe we roundstart cloning again but bump price idk

@LunaLettiere
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This affects players who have selected unclonable in an adverse way as death becomes permanent permanent for them, you say it is a deliberate choice and it is, but previously it was one made under the assumption that the mechanics could still facilitate a resolution to this, now that avenue gone.

It invalidates opporozidone as a medication, a hallmark of competency and teamwork that requires interdepartmental coordination. The medication can reverse the rot but if the person is dead they're still dead. Sure it can assist in making cloning easier, but for the cost it already gets overlooked as too expensive. This chem will die.

It ramps up plastic demand for body bags and during mass casualty events people will be left behind for lack of biomass, if this PR came with a x10 multiplier on biomass returns for grinding entities up I'd be more inclined to agree but then that circles back to death being trivial and so people just get round removed instead of getting to keep playing.

Unless your goal is to alter TTK for everything in the game, all weapons and explosives will need to be rebalanced around this change specifically as 120 now requires additional ammunition, more swings with melee, and favors % reduction on armored hardsuits even further (An already drastic advantage)

How can you justify cloning not being a default research in this circumstance? You'd be sitting in the morgue waiting for epi to research for an hour and half and it may never come, which makes sense from trying to increase the value of life from an RP perspective but from the gameplay perspective it's abysmal. That's not to mention that dying still constitutes round removal without sufficient biomass. The frustration from the irreversible deaths caused by this will only serve to create animosity in the community, people aren't trying to weigh their moral philosophies on the sacred nature of life and the permanency of death in their silly spess game more than they are trying to have fun.

Overall this change just seeks to make the game bleaker and more of a spectator sport in favor of more niche RP scenarios.
Why not consider accelerating the rot timer or some other means of making death more impactful?

@Lyndomen
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Lyndomen commented Nov 2, 2024

This affects players who have selected unclonable in an adverse way as death becomes permanent permanent for them, you say it is a deliberate choice and it is, but previously it was one made under the assumption that the mechanics could still facilitate a resolution to this, now that avenue gone.

It invalidates opporozidone as a medication, a hallmark of competency and teamwork that requires interdepartmental coordination. The medication can reverse the rot but if the person is dead they're still dead. Sure it can assist in making cloning easier, but for the cost it already gets overlooked as too expensive. This chem will die.

It ramps up plastic demand for body bags and during mass casualty events people will be left behind for lack of biomass, if this PR came with a x10 multiplier on biomass returns for grinding entities up I'd be more inclined to agree but then that circles back to death being trivial and so people just get round removed instead of getting to keep playing.

Unless your goal is to alter TTK for everything in the game, all weapons and explosives will need to be rebalanced around this change specifically as 120 now requires additional ammunition, more swings with melee, and favors % reduction on armored hardsuits even further (An already drastic advantage)

How can you justify cloning not being a default research in this circumstance? You'd be sitting in the morgue waiting for epi to research for an hour and half and it may never come, which makes sense from trying to increase the value of life from an RP perspective but from the gameplay perspective it's abysmal. That's not to mention that dying still constitutes round removal without sufficient biomass. The frustration from the irreversible deaths caused by this will only serve to create animosity in the community, people aren't trying to weigh their moral philosophies on the sacred nature of life and the permanency of death in their silly spess game more than they are trying to have fun.

Overall this change just seeks to make the game bleaker and more of a spectator sport in favor of more niche RP scenarios. Why not consider accelerating the rot timer or some other means of making death more impactful?

#2093

@Lyndomen Lyndomen deleted the defibkill branch November 10, 2024 17:18
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4 participants