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Removed Round Start cloning
Posted: Mon Feb 22, 2016 1:17 am
by Helios
there was a testemerge of no round start cloning.
This is for feedback on that
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 1:18 am
by Gun Hog
The first round, I was RD, and proceeded to work on building cloning within medbay. A wizard, with the objective to prevent the construction of cloning, was sent to kill me specifically. I was gibbed by the wizard right before I managed to screw in the last machine.
So...for me, it just adds more stress.
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 1:19 am
by Bruce_Banner
Jesus Christ, revert it and fix the actual problems. Not making some band aid fix to make death "scary".
People put no thought into their merges. And end up messing with features that work PERFECTLY already. Considering the length of time you have to sit in a pod. Only to get plopped out with brain damage.
Stop touching shit that doesn't need touching. I BEG
EDIT: Adding in the point it take 5 mins to set up cloning. Doesn't it just make the WHOLE PR useless in its intentions?
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 1:44 am
by CPTANT
I don't think it really changed much except for the fact that there were more plantpeople.
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 2:01 am
by Yakumo_Chen
Really shitty for when nobody feels like doing all the research. As frequent RD / Scientist I don't want to have to feel obligated to have to spend yet another 5-10 minutes of each round to do another station-essential thing. Research already requires a big time investment every round and adding time to that takes away from time to do stuff I want to actually do with research, like making guns or other cool shit.
Research can easily feel like a chore and a lot of people don't know how to do it or don't want to do it and as RD I'll probably be forced to do it now every round because no cloning and incompetent science staff that doesn't listen to me.
Also, as above, it's a band-aid for real problems and the base cloner is already a big enough punishment for dying as it takes a huge amount of time to clone without upgrades.
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 2:24 am
by iamgoofball
daily reminder cloning boards are in tech storage by default
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 2:29 am
by Luke Cox
Revert this change. Instead, make cloning require either synthflesh and/or biomass.
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 2:32 am
by MMMiracles
iamgoofball wrote:daily reminder cloning boards are in tech storage by default
jokes on you I remembered to remove those with the PR
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 3:57 am
by iamgoofball
MMMiracles wrote:iamgoofball wrote:daily reminder cloning boards are in tech storage by default
jokes on you I remembered to remove those with the PR
you little bitch
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 4:47 am
by Anonmare
Goof got outplayed lmao
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 5:04 am
by Alex Crimson
Anonmare wrote:Goof got outplayed lmao
Its a level of PR detail that Goofball cannot comprehend.
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 6:03 am
by bandit
Luke Cox wrote:Revert this change. Instead, make cloning require either synthflesh and/or biomass.
this is actually an excellent idea
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 6:08 am
by ShadowDimentio
So basically copy Goon
I'm cool with that
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 6:20 am
by iamgoofball
You called?
I'll look into it.
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 6:39 am
by lumipharon
Unless synth flesh has changed since I last abused it as chef (which admittedly might have been before goofchem, can't remember), it's super easy to mass produce.
Either way wouldn't be bad.
As a bonus, it should also be able to other types of meat, including human. Nothing like recycling!
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 8:53 am
by Davidchan
lumipharon wrote:Unless synth flesh has changed since I last abused it as chef (which admittedly might have been before goofchem, can't remember), it's super easy to mass produce.
Either way wouldn't be bad.
As a bonus, it should also be able to other types of meat, including human. Nothing like recycling!
You're thinking synthmeat, not synthflesh. Meat is pretty easy to make and the synthmeat reaction is useless right now unless you want to bury the chef in it so he won't raid the morgue.
As for removing cloning, fucking stupid. Defibs and SA should have been nerfed, not cloning. Base cloner is a god damn nightmare anyways with the brain damage and genetic damage. Congrats to coderbus for fixing problems that didn't exsist.
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 8:56 am
by Steelpoint
You idiots do know coderbus is not a single entity, proposals are made by INDIVIDUAL people. Blame the person for making the proposal, don't just do a catch all on everyone who codes for the game.
Morons.
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 9:03 am
by lumipharon
>calls people 'you idiots' for making a generalising statement
kek
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 9:23 am
by Grazyn
since base cryo is useless right now, why not make defibs only get people out of crit (regardless of damage), instead of reviving the dead? After all, IRL defibs are used to, well, defibrillate, they don't do shit on people with cardiac arrest
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 9:25 am
by Steelpoint
lumipharon wrote:>calls people 'you idiots' for making a generalising statement
kek
Referring more to the group of people, on forums and in OCC, that think that coderbus is a single entity.
On topic I think that round start cloning should be kept but made harder with needing biological resources to preform cloning, you would need to grind up corpses to gain more biological matter. Big problem comes that if you run out of bio matter you'll need to start grinding up the corpses of the people you need to clone.
Now you have the choice of either grinding up some Assistant or the Captain to get enough bio matter to clone the other one.
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 11:58 am
by newfren
Where does this concept of biomass factor into botany's existing biomass generator.
Are you going to balance around there being no botanist (and thus, not infinite monkeys from the round start melons) or a competent botanist (I will drown you in monkey cubes).
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 12:03 pm
by Steelpoint
My suggestion would entail removing scanning as a concept outside of high level research. So you can't prestore someone's DNA onto the cloning machine.
Its just off topic rambling, but making cloning be restricted to a limited resource would make cloning a more precious commodity.
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 12:08 pm
by Super Aggro Crag
I hope all of you get a fungal infection in your urethra.
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 12:29 pm
by MMMiracles
The dream is dead.
Moral of the story is relying on players to be consistently competent for a department never ends well.
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 4:02 pm
by Helios
I thought it was a good balance change, and really helped Botany.
I wish these tests would last longer then a few hours, and instead would last a few days, or even a week.
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 4:26 pm
by Steelpoint
I fucking hate these moronic """"""""""""""""""tests"""""""""""""""""" that last barely a few rounds before it ends.
What the fuck do you expect to learn from this shit when the people who hate it will spend the round bitching about it until the test ends half an hour later?
At least with the Auto Rifles they were kept in the game for half a damn day before the test ended.
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 4:35 pm
by firecage
My god Steelpoint, can you for ONCE in your life shut the fuck up about your auto rifles? Since you keep fucking mentioning them.
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 4:48 pm
by Steelpoint
firecage wrote:My god Steelpoint, can you for ONCE in your life shut the fuck up about your auto rifles? Since you keep fucking mentioning them.
I was referring to them because they are a good example of a contraversial PR being given a well paced out trial period alongside a lengthy polling period to gauge feedback. I hold that as the gold standard for how trials should be run, giving everyone the chance to see its effects over the course of 24 hours at minimum.
Or you can be a bloody eejit when I have the audacity or referring to a well done trial of a hotly debated feature.
Edit: Also Firecage, because you are really a moron. The last time I mentioned the term Auto Rifles outside of the last week was on the 29th of December of last year, almost two months ago, and I only mentioned the Rifles twice this week, once in this thread above and one in a thread where PEOPLE WERE TALKING ABOUT THE RIFLES.
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 5:54 pm
by ShadowDimentio
Oh no, the thread has devolved into an off-topic bitch fit from people prone to throw off-topic bitch fits
If only someone could have seen this coming, etc
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 9:32 pm
by Cheridan
Helios wrote:I thought it was a good balance change, and really helped Botany.
I wish these tests would last longer then a few hours, and instead would last a few days, or even a week.
it was cut short basically since the taser changes went in for testing instead.
personally i don't really think it 'helps' botany. it was certainly more active but just as an alternative to cloning, not what their actual intended role has always been. some happy medium between "nobody uses replica pods at all" and "nope sorry i can't grow your corn i have 10 dead bodies here to deal with" would be nice.
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 10:01 pm
by Helios
Cheridan wrote:Helios wrote:I thought it was a good balance change, and really helped Botany.
I wish these tests would last longer then a few hours, and instead would last a few days, or even a week.
it was cut short basically since the taser changes went in for testing instead.
personally i don't really think it 'helps' botany. it was certainly more active but just as an alternative to cloning, not what their actual intended role has always been. some happy medium between "nobody uses replica pods at all" and "nope sorry i can't grow your corn i have 10 dead bodies here to deal with" would be nice.
Unlike before, Botany mattered.
Now it doesn't again.
Re: Removed Round Start cloning
Posted: Mon Feb 22, 2016 10:04 pm
by Atlanta-Ned
Aww, I was hoping to get a chance to see how this plays out a little more.
Re: Removed Round Start cloning
Posted: Tue Feb 23, 2016 1:08 pm
by newfren
If anything like this change does ever go through then the amount of seeds a replica pod produces when it hasn't been injected with blood needs to be seriously buffed - they basically produce 1 seed the vast majority of the time, occasionally going up to 2. That makes it really tedious to actually have any sort of botany cloning ready and going.