CM Version (alpha or Regular):
Alpha
Summary (a quick, 2-3 sentence summary):
Apparently cloners are going to be removed and replaced with periodic reinforcement shuttles.
Given the nature of these changes, it would be nice if we had defibrillator functionality integrated with Sleepers to help compensate for the loss of on demand revivals.
Benefits (How this will benefit the server and game as a whole):
Softens the impact of cloner loss; makes revival instead of replacement slightly more convenient; stops the only remaining means of revival (portable defibrillators) from being stolen away/lost (this happens way too often, especially when shit gets hectic in Medbay as it always does when Marines aren't curbstomping).
Details (Description of how you think this would work, the benefits, etc):
First of all, so this works correctly, creatures at any health level, including dead creatures, are now allowed to enter the Sleeper; however, chemicals other than Inaprovaline can only be injected into patients at or above a certain minimum health threshold (which can be lowered with upgraded matter bin components).
Defibrillator functionality is added to the Sleeper units; 'Defibrillate' would be added as an option alongside chemicals for injection and dialysis. It can only be used on dead patients, and patients suffering from a heart attack or heart failure.
The defibrillator has a short recharge time before it can be used again, and on use immediately consumes 1000 energy from the grid.
Upgrading the Sleeper's manipulator reduces the recharge time and power consumption of the integrated defibrillator.
Implementation (Optional, if you have an idea how to implement it):
Minor coding changes.
[ALPHA] Add Integrated Defibs to Sleepers
- Surrealistik
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[ALPHA] Add Integrated Defibs to Sleepers
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
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- Pillow
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Re: [ALPHA] Add Integrated Defibs to Sleepers
reinforcement shuttles? I.... I'm not sure how I like that Idea.
- Sebro
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Re: [ALPHA] Add Integrated Defibs to Sleepers
Pillow wrote:reinforcement shuttles? I.... I'm not sure how I like that Idea.
Hopefully it's just a one use thing. Like a more useful HIT, except easier to get. However, if it's more then one use... NO
- Surrealistik
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Re: [ALPHA] Add Integrated Defibs to Sleepers
I don't think recurring reinforcement shuttles are a problem if they're on a sufficiently long interval, and there's a cap to the number of reinforcements per shuttle. Personally I'd rather keep cloning but I don't think that's going to happen.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.
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Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.
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- Sebro
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Re: [ALPHA] Add Integrated Defibs to Sleepers
It's a balancing problem... I mean, how will the aliums kill everyone if more arrive? It would make an alium victory near impossibleSurrealistik wrote:I don't think recurring reinforcement shuttles are a problem if they're on a sufficiently long interval, and there's a cap to the number of reinforcements per shuttle. Personally I'd rather keep cloning but I don't think that's going to happen.
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Re: [ALPHA] Add Integrated Defibs to Sleepers
Figuring out the appropriate cap per shuttle and the time between shuttles is the real problem in terms of balancing; if you can pin those down such that Marine reinforcements don't massively outstrip the rate of alien reproduction (assuming the aliens are reasonably competent), you have balance.
I'd also assume that in order to keep reinforcements coming there would need to be a powered and intact communications console and infrastructure; destroying that could cut off the supply entirely.
Also, there might be an absolute cap on reinforcements; when it is reached, no more will be sent.
I'd also assume that in order to keep reinforcements coming there would need to be a powered and intact communications console and infrastructure; destroying that could cut off the supply entirely.
Also, there might be an absolute cap on reinforcements; when it is reached, no more will be sent.
Last edited by Surrealistik on 21 Jul 2015, 14:44, edited 1 time in total.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.
Field Engineer Guide
Medbay Guide
Utility PFC Guide
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.
Field Engineer Guide
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- Sebro
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Re: [ALPHA] Add Integrated Defibs to Sleepers
Oh okay that would make a lot more sense.Surrealistik wrote:Figuring out the appropriate cap per shuttle and the time between shuttles is the real problem in terms of balancing; if you can pin those down such that Marine reinforcements don't massively outstrip the rate of alien reproduction, you have balance.
I'd also assume that in order to keep reinforcements coming there would need to be a powered and intact communications console and infrastructure; destroying that could cut off the supply entirely.
Also, there might be an absolute cap on reinforcements; when it is reached, no more will be sent.
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Re: [ALPHA] Add Integrated Defibs to Sleepers
Irrelevent, you've seen how we did the "reinforcement" shuttles. Hope you like the RNG!