Make peri require cooling to be crafted

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Crab_Spider
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Make peri require cooling to be crafted

Post by Crab_Spider » 26 Jun 2017, 20:33

Summary (a quick, 2-3 sentence summary): Require peri to be cooled for 2 minutes with a chemical heater before it's fully completed.

Benefits (How this will benefit the server and game as a whole): More RP, doctors have an opportunity to bitch and moan about why peri is hard to create, peri will become a true reward to have, and finally, I believe it'd help make a hook on a few new chems.

Details (Description of how you think this would work, the benefits, etc): Per title. Add a chen heater/cooler to the upper deck chemistry area, and have peri require a cooling of 2 minutes.

Implementation (Optional, if you have an idea how to implement it): Coding and mapping
Last edited by Crab_Spider on 26 Jun 2017, 20:47, edited 1 time in total.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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Karmac
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Re: Make peri require heating to be crafted

Post by Karmac » 26 Jun 2017, 20:35

the fuck is your problem with peri
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Crab_Spider
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Re: Make peri require heating to be crafted

Post by Crab_Spider » 26 Jun 2017, 20:47

Karmac wrote:the fuck is your problem with peri
I love being a masochist 'v'
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

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MrJJJ
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Re: Make peri require cooling to be crafted

Post by MrJJJ » 26 Jun 2017, 21:21

Isin't a chem heater from goon?

Even then, why? Seriously i don't understand the point of this, you can still get peridaxon from vendors as well...

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Re: Make peri require cooling to be crafted

Post by Crab_Spider » 26 Jun 2017, 21:39

MrJJJ wrote:Isin't a chem heater from goon?

Even then, why? Seriously i don't understand the point of this, you can still get peridaxon from vendors as well...
That's going to be removed, hopefully if the devs agree to it and go through with it.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

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Re: Make peri require cooling to be crafted

Post by Symbiosis » 26 Jun 2017, 21:57

If the point is to make the rounds end quicker by more Marines dying, buff Ayys. Don't create situations where Marines suffocate or are stuck in pain crit from some doofus using AP.

The point isn't to win, but to have fun with the game. If you want a special brand of masochism/hard mode, find special restrictions for your own sprite to follow. I can't imagine most people enjoying a 30 minute death by Lung/Brain damage due to a single AP misfired round.
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Re: Make peri require cooling to be crafted

Post by Crab_Spider » 26 Jun 2017, 22:01

Josephs477 wrote:If the point is to make the rounds end quicker by more Marines dying, buff Ayys. Don't create situations where Marines suffocate or are stuck in pain crit from some doofus using AP.

The point isn't to win, but to have fun with the game. If you want a special brand of masochism/hard mode, find special restrictions for your own sprite to follow. I can't imagine most people enjoying a 30 minute death by Lung/Brain damage due to a single AP misfired round.
Well there's something called stabilizing, which is done by giving someone inaprovaline and dexalin.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

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Re: Make peri require cooling to be crafted

Post by MrJJJ » 26 Jun 2017, 22:03

Crab_Spider wrote:Well there's something called stabilizing, which is done by giving someone inaprovaline and dexalin.
There is max of 8 medics in the game, only about half are going to be competent, do you really think that about 4 medics can stabilize about 20 people constantly over and over and over while aliens attack?

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Re: Make peri require cooling to be crafted

Post by Casgair » 26 Jun 2017, 22:05

Crab_Spider wrote:Well there's something called stabilizing, which is done by giving someone inaprovaline and dexalin.
"Stabilized" on the ground still means "watching a screen with a white cone around it" for anywhere between 10-30 minutes.

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Re: Make peri require cooling to be crafted

Post by Symbiosis » 26 Jun 2017, 22:07

Crab_Spider wrote:Well there's something called stabilizing, which is done by giving someone inaprovaline and dexalin.
I completely get that. The unfortunate reality is that punctured lungs require babysitting, and often times dexalin won't counteract fully blown lungs. I'm not saying Peridaxon should be in Marine vendors, as I've learned to appreciate the RP atmosphere having it be Doctor provided has offered. Creating situations where Chemistry is even more difficult seems not conducive to RP. It's just step adding.

Imagine if any weapon that wasn't a pistol had to be hand put together by the RO? Three or four pieces, then a welder. Boom, one rifle. The angst/time delays that would create would put so much pressure on the RO's that they'd be forced to work constantly, rather than rp/enjoy the slower pace.
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Re: Make peri require cooling to be crafted

Post by Jroinc1 » 27 Jun 2017, 00:43

We don't have chem heaters/coolers in code...
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Re: Make peri require cooling to be crafted

Post by Challenger » 27 Jun 2017, 01:10

You're suggesting like, five or six different changes bundled together and barely explained any of them in specific.

- Why specifically cooling?
- Why specifically peri?
- Why specifically even introduce the concept of new cooling and heating machinery?
- Why specifically a 2 minute timegate? Is this is a firm timegate per batch or just a fixed delay between production and distribution of the chemical?
- Why specifically make doctors go through this?

Just "rp" is not an acceptable answer for such a specific bundle of changes
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Re: Make peri require cooling to be crafted

Post by Tidomann » 27 Jun 2017, 10:10

He's tired of his killscore going down. Shoot 1 marine with ap and boom, medics healing him with peri.

His FF stats are truly suffering

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Re: Make peri require cooling to be crafted

Post by Crab_Spider » 27 Jun 2017, 10:26

Tidomann wrote:He's tired of his killscore going down. Shoot 1 marine with ap and boom, medics healing him with peri.

His FF stats are truly suffering

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So. That's my reason of wanting peri to go a process?
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

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Re: Make peri require cooling to be crafted

Post by Tidomann » 27 Jun 2017, 10:51

Crab_Spider wrote:So. That's my reason of wanting peri to go a process?
No it was a shit post cause I'm on mobile.

But yeah, answer both Challengers post and the great post in your thread about removing peri bottles from vendors.

I'm all for having a more interesting method of dealing with serious issues. The problem is that in the current state of triage these issues will either leave a player for dead or significantly deter medical player's time from others.

On one hand that is what a wound with organ damage should do. On on the other it's just antifun because of the prevelance of these kinds of wounds.

MPs already are on the lockdown of medical. Once the upper floors are gated as well to prevent the ladder abuse there will be less of an issue policing these chemicals in game.

I think an overhaul to the Chem UI or Chem process would be nice. Maybe other controlled substances could benefit from a delayed step- so it will be nerve wracking as MPs patrol around. However- until there are suitable alternatives that don't add 10 minutes to a players 20 minute TimeOut card for having to go up to medical in a round it's difficult to justify.

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Re: Make peri require cooling to be crafted

Post by nerocavalier » 27 Jun 2017, 12:14

Why?

This is attempting to provide depth by forcing it in a hamfisted way. But the RP! What RP is there to gain from having to sit there for two minutes and wait for a chemical to cool? It doesn't even make it that more difficult or rewarding to have. You literally just make it, set it aside to cool, and twiddle your thumbs while waiting.

What chems get their chance to shine? Imidazoline is a niche use, seeing that it only heals eye damage. With head fractures, there is also brain damage which is far more concerning. Dylovene? Toxins also more niche since its spot can be better served with tricordrazine since it has more uses outside of toxins and does nearly the same amount of healing. Inaprovaline and Dexalin? In the time it takes you to provide both pills, you could have either given them peridaxon, applied trauma/burn kits, applied medicine that would actually deal with the problem, or medevacced them to a safer location.
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Re: Make peri require cooling to be crafted

Post by Sleepy Retard » 27 Jun 2017, 12:27

Unnecessary amounts of coding for low-value suggestion, seems to be salt fueled as well.

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