Flashlights in Vending Machines

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FriedKetchup
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Flashlights in Vending Machines

Post by FriedKetchup » 30 Aug 2015, 02:13

Helmets and armour can be found in the vending machines. Why not flashlights?

Summary (a quick, 2-3 sentence summary):
Helmets and armour can be found in the vending machines. Why not flashlights?
Benefits (How this will benefit the server and game as a whole):
Helmets and armour can be found in the vending machines. Why not flashlights?
Details (Description of how you think this would work, the benefits, etc):
Helmets and armour can be found in the vending machines. Why not flashlights?
Implementation (Optional, if you have an idea how to implement it):
Programming
Last edited by FriedKetchup on 31 Aug 2015, 05:23, edited 1 time in total.

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kurugi
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Re: Flashlights in Vending Machines

Post by kurugi » 30 Aug 2015, 02:16

They're in an autolathe, but sure, why not.
+1
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FriedKetchup
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Re: Flashlights in Vending Machines

Post by FriedKetchup » 30 Aug 2015, 02:21

RO is already swamped enough at round start.

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Dyne
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Re: Flashlights in Vending Machines

Post by Dyne » 30 Aug 2015, 03:13

Because they are in lockers, in limited amounts.
They are unlimited sources of light, would be unfair to aliens.
-1
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Jeser
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Re: Flashlights in Vending Machines

Post by Jeser » 30 Aug 2015, 03:24

Dyne wrote:Because they are in lockers, in limited amounts.
They are unlimited sources of light, would be unfair to aliens.
-1
"They are easy meltible unlimited sources of light..."

And it was totally fair on Nostromo, why it suddenly became unfair here?
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Re: Flashlights in Vending Machines

Post by Expired Torpedo » 30 Aug 2015, 04:57

Jeser wrote: "They are easy meltible unlimited sources of light..."

And it was totally fair on Nostromo, why it suddenly became unfair here?
i know right, how?
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Dyne
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Re: Flashlights in Vending Machines

Post by Dyne » 30 Aug 2015, 06:33

I see it more unfair in a jungle environment then on a ship/station.
But its not a discussion of what was. Its a discussion of what is.

Current main light sources are: restored lights(of different kind, can be broken by all aliens one way or the other), flares (burn out), flashlights (eternal until melted), fire (burns out pretty fast), flashlights on guns (eternal until gun lost/melted).

Using flashlights in defence is currently a bit contained by their availability- you can grab maybe four without anyone saying "Stop!" from your marine prep area, and Req staff is busy to print them, in most cases. So you use flares, which are more interesting and promote more interaction.
If flashlights would be available at dispensers I assume more marines would pack, say, another full bag of those and seed the FOB or other are with light a normal alien cant do much about but steal. Stealing one flare is easy. Stealing three lights at the same area is much more iffy.
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Re: Flashlights in Vending Machines

Post by Mycroft Macarthur » 30 Aug 2015, 08:05

i've never witnessed flashlights lighting up an area in the same way flares do, i mean yeah if your holding them in your hands or in your pockets but thats basically how its always been, i personally think adding more flashlights to the vendors sounds pretty reasonable when, lets be honest, if they cant get more flashlights from the vendors people are just going to open the nearest marine locker to them and grab them there, its obscenely rare for all of them to get taken even when the server is PACKED and if you only have two no ones going to bitch (though if you had a full backpack then yeah, not only would people be pissed but that would be flat out retarded)

and sure i agree that it would be bad if aliens had to melt three flashlights in the same location but really nothing is stopping marines from doing the same thing with FLARES
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Re: Flashlights in Vending Machines

Post by Dyne » 30 Aug 2015, 08:55

Flares have an expiration timer and limited numbers in vendors. On high pop rounds they run up pretty fast.
And people don't take flashlights from lockers much as there is an unspoken understanding that these are the lockers of future mare-ens, so you dont rob them.
(Still I take 3-5 flashlights, so guilty)
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Re: Flashlights in Vending Machines

Post by Jeser » 30 Aug 2015, 08:57

On Nostromo we had 1 flashlight per closet, which means, 1 per marine, +2 in vendor, so you can pick more if you need. Now we still have 1 per marine, (2 in closet, cause now closets have equipment for 2 marines). HOW it will hurt having 3-4 flashlights (cause we have bigger numbers) in vendor?

In addition, FriedKetchup:
  1. Use templates for suggestions.
  2. Add in your suggestion to increase amount of flares in vendors to 12-15, please.
Dyne wrote:Flares have an expiration timer and limited numbers in vendors. On high pop rounds they run up pretty fast.
And people don't take flashlights from lockers much as there is an unspoken understanding that these are the lockers of future mare-ens, so you dont rob them.
(Still I take 3-5 flashlights, so guilty)
Pfff, if I NEED flashlight and I can't print in in RO, or Engineering, I WILL take it from lockers. I never saw all lockers in a single prep being empty.
Last edited by Jeser on 30 Aug 2015, 08:58, edited 1 time in total.
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Dyne
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Re: Flashlights in Vending Machines

Post by Dyne » 30 Aug 2015, 08:58

3-4 is ok, surely. Just not 20. Or I wont be able to resist.
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Re: Flashlights in Vending Machines

Post by FriedKetchup » 31 Aug 2015, 00:44

Dyne wrote:They are unlimited sources of light, would be unfair to aliens.
-1
They are limited to the amount of lockers there are. Adding them to vending machines would only loosen the limit slightly. The thing is, though, LV-624 uses a whole Z-level. The Nostromo uses maybe 1/4 at most. Half of it is open ground, the rest a cave system. At the end of the day, flares are far more effective at lighting up areas (lighting twice as many blocks), and judging by your idea of "unlimited", there are plenty to go around (there are 140 flares in total, probably more), so it's not like resupplying is a problem.
I take up three flashlights for my guns. Why should the other two marines have to lack a source of light? Sure, you could just give me a stern admin warning, but that doesn't address the issue in that limiting flashlights is pointless. If somebody wanted to make sure an area had light, they'd grab a bag or two full of flares, not flashlights.
Jeser wrote:
  1. Use templates for suggestions.
  2. Add in your suggestion to increase amount of flares in vendors to 12-15, please.
The template makes you repeat the title three times and then put "programming" for how to implement it. I think you got the idea just fine.

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Re: Flashlights in Vending Machines

Post by Jeser » 31 Aug 2015, 05:05

FriedKetchup wrote: They are limited to the amount of lockers there are. Adding them to vending machines would only loosen the limit slightly. The thing is, though, LV-624 uses a whole Z-level. The Nostromo uses maybe 1/4 at most. Half of it is open ground, the rest a cave system. At the end of the day, flares are far more effective at lighting up areas (lighting twice as many blocks), and judging by your idea of "unlimited", there are plenty to go around (there are 140 flares in total, probably more), so it's not like resupplying is a problem.
I take up three flashlights for my guns. Why should the other two marines have to lack a source of light? Sure, you could just give me a stern admin warning, but that doesn't address the issue in that limiting flashlights is pointless. If somebody wanted to make sure an area had light, they'd grab a bag or two full of flares, not flashlights.
The template makes you repeat the title three times and then put "programming" for how to implement it. I think you got the idea just fine.
Doesn't matter if I got the idea or not, Rahzel and Apop always close suggestion without templates and say to make another one.
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Re: Flashlights in Vending Machines

Post by FriedKetchup » 31 Aug 2015, 05:24

Jeser wrote:Doesn't matter if I got the idea or not, Rahzel and Apop always close suggestion without templates and say to make another one.
Ok ok, you got me. I fixed it.

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Re: Flashlights in Vending Machines

Post by apophis775 » 23 Nov 2015, 21:14

Already in.

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