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DNA injector changes

Posted: Wed Nov 11, 2015 6:28 pm
by duncathan
https://github.com/tgstation/-tg-station/pull/12067

I wanna know what you guys think about this one
General sentiment so far is negative and if that remains then what I plan to do is:
Restore old DNA injectors
Add timed injectors as an alternative instead of a replacement
Keep the Delayed DNA scanner option

Re: DNA injector changes

Posted: Wed Nov 11, 2015 6:45 pm
by Amelius
It's bad. Sentiment was negative, and will continue to be. The feature will never be used, because playing RNG roulette is always better than timed powers. Reliability > unreliability, for obvious reasons. If you want to be able to disable it, you're better off having a second one with a clean SE.

Also consider the genetics research is typically done by one person and takes 30-40 minutes to get all the powers. Hulk can come early or late, but regardless, a non-antag or antag especially should benefit heavily from that much time investment.

Re: DNA injector changes

Posted: Wed Nov 11, 2015 6:51 pm
by TheNightingale
You can still get hulk powers from Genetics consoles. Only injectors are temporary.

I like it, myself - it means you have to actually go to Genetics to get powers, rather than having them handed out like free candy on Hallowe'en.

Re: DNA injector changes

Posted: Wed Nov 11, 2015 6:57 pm
by Amelius
TheNightingale wrote:You can still get hulk powers from Genetics consoles. Only injectors are temporary.

I like it, myself - it means you have to actually go to Genetics to get powers, rather than having them handed out like free candy on Hallowe'en.
It still means you have to trust someone else to not turn you into a monkey in order to get permanent powers, after doing 30-40 minutes of research as an antagonist and for them to be vaguely competent. Good luck with that, may was well be making genetics a useless timesink.

There's a reason xray implants and other high-level implants are basically unused, especially by antags - high time investment, high risk to apply, requires a second person, with moderate gain. You should only require one of those things at an appropriate level to maintain balance between risk and reward, otherwise it's unbeneficial to pursue for any antagonist (compared to other options), and superfluous for any non-antagonist (similar to augs).

Re: DNA injector changes

Posted: Wed Nov 11, 2015 7:18 pm
by TheNightingale
You don't have to trust someone else as Geneticist, you can use the delayed scanning. Activate a delayed use of the SE, then step inside.

Re: DNA injector changes

Posted: Wed Nov 11, 2015 8:37 pm
by Incomptinence
People prefered consoles for gaining powers anyway injectors were slow and just a great way to build up rads really.

Re: DNA injector changes

Posted: Wed Nov 11, 2015 10:25 pm
by lumipharon
Amelius wrote:
TheNightingale wrote:You can still get hulk powers from Genetics consoles. Only injectors are temporary.

I like it, myself - it means you have to actually go to Genetics to get powers, rather than having them handed out like free candy on Hallowe'en.
It still means you have to trust someone else to not turn you into a monkey in order to get permanent powers, after doing 30-40 minutes of research as an antagonist and for them to be vaguely competent. Good luck with that, may was well be making genetics a useless timesink.

There's a reason xray implants and other high-level implants are basically unused, especially by antags - high time investment, high risk to apply, requires a second person, with moderate gain. You should only require one of those things at an appropriate level to maintain balance between risk and reward, otherwise it's unbeneficial to pursue for any antagonist (compared to other options), and superfluous for any non-antagonist (similar to augs).
The reason why the high tier implants rarely get used is because the vast majority of people are unable or too lazy to unlock them. Every time they actually DO get unlocked, there's always a queue of people printing that shit off and augmenting each other in robotics.

Re: DNA injector changes

Posted: Wed Nov 11, 2015 10:47 pm
by duncathan
yea feedback for this is actually overwhelmingly negative so my bad for merging
I'm making a revert PR that keeps the changes people actually wanted (like UI/UE injectors)

Re: DNA injector changes

Posted: Wed Nov 11, 2015 11:05 pm
by duncathan

Re: DNA injector changes

Posted: Wed Nov 11, 2015 11:20 pm
by Incomptinence
Whaaaaaat? You're reverting?

It really is the end times.

Re: DNA injector changes

Posted: Sun Nov 15, 2015 7:54 am
by callanrockslol
Could it be? The legendary code messiah to bring us to the holy land of reverting unpopular and unnecessary changes?

Headcoder he.