Remove cloning

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OatzAndHoes
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Re: Remove cloning

Post by OatzAndHoes » 14 Apr 2016, 15:41

If we are buffing defibs to the point where they can revive someone 30-45 minutes after someone dies/is decapitated, then what is the point of removing cloning in the first place? At that point where you re-attach the head and defib him, there is no major difference between that and cloning.

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Mitchs98
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Re: Remove cloning

Post by Mitchs98 » 14 Apr 2016, 18:50

OatzAndHoes wrote:If we are buffing defibs to the point where they can revive someone 30-45 minutes after someone dies/is decapitated, then what is the point of removing cloning in the first place? At that point where you re-attach the head and defib him, there is no major difference between that and cloning.
That's the only way it would be viable to remove cloning really. And it'd have to be 45 mins -1 hour, really.

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forwardslashN
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Re: Remove cloning

Post by forwardslashN » 14 Apr 2016, 19:02

Mitchs98 wrote: That's the only way it would be viable to remove cloning really. And it'd have to be 45 mins -1 hour, really.
I disagree with you. I also agree with Oatz. There is no reason to remove cloning in the first place if we replace it with something just like cloning. We either remove it or we do not, and I have already voiced my opinion on the former.
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Durper
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Re: Remove cloning

Post by Durper » 15 Apr 2016, 02:04

1+ I agree with removing cloning, just buff defibs and medic and make it harder for aliens to decapitate people. maybe adding that medical evac emergency POD someone suggested. Or enable the medics to do amature surgery(VERY low-success rate).
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Infernus
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Re: Remove cloning

Post by Infernus » 15 Apr 2016, 02:53

\N wrote: I disagree with you. I also agree with Oatz. There is no reason to remove cloning in the first place if we replace it with something just like cloning. We either remove it or we do not, and I have already voiced my opinion on the former.
it will certainly not be any more than 10 minutes. As for metagaming issue, a code can be placed to prevent aliens from harming, touching, moving, eating and running over them unless those 10 minutes has passed. Plus higher charge and more recharges on the station and the dropship.
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Mitchs98
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Re: Remove cloning

Post by Mitchs98 » 15 Apr 2016, 12:47

Infernus wrote: it will certainly not be any more than 10 minutes. As for metagaming issue, a code can be placed to prevent aliens from harming, touching, moving, eating and running over them unless those 10 minutes has passed. Plus higher charge and more recharges on the station and the dropship.
So. Again. You're planning on removing cloning and replacing it with an entirely bs suggestion.

Figures.

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username123
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Re: Remove cloning

Post by username123 » 15 Apr 2016, 14:27

Infernus wrote: it will certainly not be any more than 10 minutes. As for metagaming issue, a code can be placed to prevent aliens from harming, touching, moving, eating and running over them unless those 10 minutes has passed. Plus higher charge and more recharges on the station and the dropship.
sounds like a lot of work to remove something that doesn't affect anybody, if an alien wants to be an asshole and remove somebody completely from the round, they can use the new metagamey rule (the one that allows xenos to eat humans) and thats all.

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Garbage
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Re: Remove cloning

Post by Garbage » 15 Apr 2016, 14:43

A lot of people are saying that removing cloning would be bad because marines will be over cautious and turtle. I think we should remove cloning, see how that goes, and if turtling is really a problem give marines a respawn as a different marine once. If they still rush and get killed it shows a lack of roleplaying because their characters have one life and should be cautious but the players know "Oh well I get an extra chance" which shows it's not a mechanical problem but a meta.

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Mitchs98
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Re: Remove cloning

Post by Mitchs98 » 15 Apr 2016, 15:19

Garbage wrote:A lot of people are saying that removing cloning would be bad because marines will be over cautious and turtle. I think we should remove cloning, see how that goes, and if turtling is really a problem give marines a respawn as a different marine once. If they still rush and get killed it shows a lack of roleplaying because their characters have one life and should be cautious but the players know "Oh well I get an extra chance" which shows it's not a mechanical problem but a meta.
Now, see. I'd be fine with this. Allows marines to respawn once, maybe twice, as different characters. It wouldn't be the same as cloning, it'd be balanced seeing as they'd still need entirely new gear, and it wouldn't be too abuseable. Have a twenty-thirty minute respawn timer to prevent marines from simply zerg rushing and respawning.

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sicktrigger
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Re: Remove cloning

Post by sicktrigger » 15 Apr 2016, 22:21

turning respawn on would be a good way to balance this, but 'DON'T JOIN AS THE SAME DEAD CHARACTER, JACKASS' is just too hard to understand for most players and would be a pain for staff to enforce.
So this is what cluwning feels like?

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OatzAndHoes
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Re: Remove cloning

Post by OatzAndHoes » 16 Apr 2016, 16:48

Mitchs98 wrote: Now, see. I'd be fine with this. Allows marines to respawn once, maybe twice, as different characters. It wouldn't be the same as cloning, it'd be balanced seeing as they'd still need entirely new gear, and it wouldn't be too abuseable. Have a twenty-thirty minute respawn timer to prevent marines from simply zerg rushing and respawning.
I'd actually be okay with that. Maybe someone should post replacing cloning with 30 minute respawns in a new thread so we can fully explore this. This satisfies pretty much all the complaints about cloning along with most of the complaints about removing cloning.
sicktrigger wrote:turning respawn on would be a good way to balance this, but 'DON'T JOIN AS THE SAME DEAD CHARACTER, JACKASS' is just too hard to understand for most players and would be a pain for staff to enforce.
This could be the only problem with it that I could see. Perhaps a coder could shed some light on this, but is there anyway to possibly code a system that prevents you from joining back in with the same character? One way around this could be putting a giant disclaimer that pops up when you hit "Respawn as marine" that says DO NOT ATTEMPT TO REJOIN AS THE SAME CHARACTER YOU DIED AS! YOU WILL BE BANNED!". Another way around this that might be a lot easier is if respawned marines are just randomnamed like ERT members are.

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Re: Remove cloning

Post by MrJJJ » 17 Apr 2016, 02:40

OatzAndHoes wrote: This could be the only problem with it that I could see. Perhaps a coder could shed some light on this, but is there anyway to possibly code a system that prevents you from joining back in with the same character?
Yup, Absolution (Or arch angel if you want to call it the old way) has done such already

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Re: Remove cloning

Post by Morrinn » 17 Apr 2016, 17:18

I may be the only one, but I sort of think the cloning/player joining system is fine as is.

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Re: Remove cloning

Post by Snypehunter007 » 19 Jun 2016, 21:06

Morrinn wrote:I may be the only one, but I sort of think the cloning/player joining system is fine as is.
Meh, I don't think it is perfect but, it is okay.....ish.

When you guys keep saying "Buff the defibs", I don't think using a defib on someone whos lungs have ruptured is going to save them. Internal bleeding isn't so much of a problem since you can stop it with quick clot and and Improvaline does stabilize marines, so that isn't so much of a problem either. But I think we could solve the problem of cloning being removed (at least to a small degree) by giving medics peridaxon at the start of the round in the medics prep bay? In a pill bottle with say 8-10 pills? It would go the extra step allowing medics to stabilize marines more. Also I feel like this would settle the "Let medics do basic surgery" topic (denying it btw) by giving medics 1 pill bottle that will help them do their job better. And that job is to stabilize wounded for transport to the Sulaco. By giving the medics a peridaxon bottle it will increase the chances of stabilizing incredibly wounded marines while still preserving the traditional roles between doctor and medic. Now obviously this only helps people who don't have massive gaping holes in their heads or decapitated people but I thought I might throw this out there as a line to see if we can communicate a (full and friendly) system to keep traditional doctor and medic roles while making it slightly easier to STABILIZE personnel for transport back to the professional medical team on the Sulaco.
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