How much longer are we going to ignore the issue with CAS on prison station?

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How much longer are we going to ignore the issue with CAS on prison station?

Post by adrenalinetooth » 09 Mar 2018, 05:06

The map has been out for a few months now, but not much has been said regarding its retardedly extreme lenience of available fire support.
It's possible to use CAS and orbital beacons.. without breaching the hull of the prison station. Has this seriously not set off any red flags for anyone?

CAS is disabled for events and no one bats an eye, i'm sure we can all put on our big boy pants and deal with it not being employed on a map that makes no sense to have it on.

I would have expected that this would be a feature quickly patched over within a few weeks of the map being released, but the silliness continues.

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Re: How much longer are we going to ignore the issue with CAS on prison station?

Post by IrishCow » 09 Mar 2018, 06:09

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Re: How much longer are we going to ignore the issue with CAS on prison station?

Post by Heckenshutze » 09 Mar 2018, 06:29

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Re: How much longer are we going to ignore the issue with CAS on prison station?

Post by Renomaki » 09 Mar 2018, 08:40

It is for balancing reasons.

Yeah, it makes little sense to be able to fire off a mortar inside of a space station, let alone unleash orbital artillery upon it without killing everyone in the process, but if marines weren't able to bring some form of fire support, then the map would be WAY too unfair to fight upon.

It would be like the caves of LV/Red, or the underground of ICE, only it would be EVERYWHERE, thus gimping the marines hard and making it difficult to breach xeno defenses and gain ground.

Maybe one day they'll figure a more IC form of support, but until then, we are going to have to accept the strange logic.
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Re: How much longer are we going to ignore the issue with CAS on prison station?

Post by Thatnewguy1 » 09 Mar 2018, 11:03

I would like the ability to use the prison controls to lock certain paths down to force the ayys to go through certain directions, also I'm pretty sure a high-security prison station would have ventilation controls to allow the marines to lock certain vent systems down. with the tradeoff of no mortar, cas, or ob's.
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Re: How much longer are we going to ignore the issue with CAS on prison station?

Post by Simo94 » 09 Mar 2018, 11:06

If you disable CAS/OB and Mortars on this map you would need to remove Boiler bombs too, its just too iffy.


If the muh lore wound itches too bad devs can just change it from prison station to prison on a foreign planet.
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Re: How much longer are we going to ignore the issue with CAS on prison station?

Post by adrenalinetooth » 09 Mar 2018, 11:10

IrishCow wrote:
09 Mar 2018, 06:09
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No. How does orbital cannon ordinance get through this dome without breaking it?

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Re: How much longer are we going to ignore the issue with CAS on prison station?

Post by TheMaskedMan2 » 09 Mar 2018, 12:16

The answer is it's a vidya game.
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Re: How much longer are we going to ignore the issue with CAS on prison station?

Post by Arbs » 09 Mar 2018, 21:14

IrishCow wrote:
09 Mar 2018, 06:09
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ROFL This great.
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Re: How much longer are we going to ignore the issue with CAS on prison station?

Post by MIKUiqnw0 » 09 Mar 2018, 21:32

I'm fairly sure the developers would love to implement atmospherics as part of the game, but technical limitations absolutely shit on that, so we have to deal with some absolutely back breaking suspension of disbelief.

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Re: How much longer are we going to ignore the issue with CAS on prison station?

Post by Sulaboy » 09 Mar 2018, 22:21

MIKUiqnw0 wrote:
09 Mar 2018, 21:32
I'm fairly sure the developers would love to implement atmospherics as part of the game, but technical limitations absolutely shit on that, so we have to deal with some absolutely back breaking suspension of disbelief.
I'm pretty sure they could do it, but there is so much going on in the server that it could cause a lot of lag, also breaches could be fun for maintainence staff, but a lot of stuff needs to be added to deal with breaches
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Re: How much longer are we going to ignore the issue with CAS on prison station?

Post by Solarmare » 10 Mar 2018, 02:47

IrishCow wrote:
09 Mar 2018, 06:09
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This is a good explanation, and by that I mean it's a vidya just have fun with rockets and mortars not blasting everything into space.
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Re: How much longer are we going to ignore the issue with CAS on prison station?

Post by Dragoon47 » 10 Mar 2018, 09:20

I still like the "bluespace" explanation for having the weapons phase through the ceiling.
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Re: How much longer are we going to ignore the issue with CAS on prison station?

Post by Philby0 » 10 Mar 2018, 11:28

MIKUiqnw0 wrote:
09 Mar 2018, 21:32
I'm fairly sure the developers would love to implement atmospherics as part of the game, but technical limitations absolutely shit on that, so we have to deal with some absolutely back breaking suspension of disbelief.
SS13 is built upon atmos simulation, so I don't really see what technical limitations could affect it here. Atmos is deactivated because it's broken as of now, but it's nothing that's incompatible with the engine. We're likely to see it come back one of these days.
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Re: How much longer are we going to ignore the issue with CAS on prison station?

Post by Martzin » 10 Mar 2018, 11:51

Its not disabled to keep gameplay on the map fun. If it was otherwise the marines would be losing worse than Ice Colony and absolutely hate the map and then the only person voting for it are the beno-main minority so nobody plays it anymore. Thats why we keep CAS and OBs on the map.
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Re: How much longer are we going to ignore the issue with CAS on prison station?

Post by adrenalinetooth » 10 Mar 2018, 14:37

Here's what I was thinking. How about we just slap the prison on a small planet that is habitable? All it would be is a few tiles of dirt surrounding the prison, nothing accessible by the player.
This would mean that CAS and OBs breaching the station would make total sense as there would be breathable air outside the prison.

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Re: How much longer are we going to ignore the issue with CAS on prison station?

Post by Tharinoma » 10 Mar 2018, 16:34

All of these problems are absolutely nothing compared to having earth-level gravity on space stations or ships the size of the prison map or Almayer. If we can generate gravity like that just with electric power the way we do in game or in the lore... All the rules go flying out the window. Just give me a few hours time of work and I can go back in time, forward in time, I can compress the universe to the size of a dice, I have infinite energy, and I can throw asteroids the size of new york anywhere in the galaxy with no effort.

So that's that for the "muh immersion" problem. There are tons of ways to justify having gravity, but we'll always end up needing something stupid we won't be able to explain. If that weren't the case, we would be able to generate gravity IRL.

But to answer the OP, there is absolutely no need for a ceiling if the station has gravity (which it does). A space object with gravity behaves the same way the earth does, there is no need to keep gas in an enclosed space. If the ceiling of your house gets destroyed IRL, it sucks, but air pressure after the explosion doesn't change.
Which means it is perfectly realistic to assume the station has a ceiling, very similar to its walls or floor, and that CAS or OB projectiles just destroy it and go through it. Then say station's gravity plus any bullshit lore sci-fi explanation (like super AI controlled air vents and scrubbers) makes it that the small amount of air/heat/whatever we lose in the extremely short process of one explosion is compensated fast enough that it has no consequences on the humans in the room.

TL;DR, there is a ceiling, booms destroy and go through it, no fucks given.
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Re: How much longer are we going to ignore the issue with CAS on prison station?

Post by Sulaboy » 10 Mar 2018, 17:11

Tharinoma wrote:
10 Mar 2018, 16:34
-Snip
Prison station is actually a rotating wheel station where the gravity is created from inertia, or something.
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Re: How much longer are we going to ignore the issue with CAS on prison station?

Post by GenericUsername » 10 Mar 2018, 23:28

Sulaboy wrote:
10 Mar 2018, 17:11
Prison station is actually a rotating wheel station where the gravity is created from inertia, or something.
You mean the troley is generating gravity?
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Re: How much longer are we going to ignore the issue with CAS on prison station?

Post by Sulaboy » 10 Mar 2018, 23:32

GenericUsername wrote:
10 Mar 2018, 23:28
You mean the troley is generating gravity?
https://en.m.wikipedia.org/wiki/Rotatin ... ce_station
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Re: How much longer are we going to ignore the issue with CAS on prison station?

Post by GenericUsername » 10 Mar 2018, 23:34

yes, but the fact is there is none of that on prison, the only thing rotating is the troley
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Re: How much longer are we going to ignore the issue with CAS on prison station?

Post by Sulaboy » 11 Mar 2018, 04:38

GenericUsername wrote:
10 Mar 2018, 23:34
yes, but the fact is there is none of that on prison, the only thing rotating is the troley
I mean it might be, the game is in 2d. I also don't understand what you mean by the troly, but this could kinda explain the central ring area. My theory is a load of bull. I mean it could explain the gravity in the station, but the station would have to be huge to do that, and this station would still need to be pressurized. A wheel station cannot have its won atmosphere because its Gravity is created by inertia instead of the density of an object. Also I'd like to come up with some thing about an electrical shield to seal breaches, but this shielding technology does not exist in lore as far as I know.
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Re: How much longer are we going to ignore the issue with CAS on prison station?

Post by MIKUiqnw0 » 11 Mar 2018, 07:35

Philby0 wrote:
10 Mar 2018, 11:28
SS13 is built upon atmos simulation, so I don't really see what technical limitations could affect it here. Atmos is deactivated because it's broken as of now, but it's nothing that's incompatible with the engine. We're likely to see it come back one of these days.
As part of gameplay*
Should have been more clear about that. I understand that SS13 is built upon it, but as has been repeated by the developers in other manners - it seems like the server simply can't cope with the current action plus atmospherics currently without being a detriment to everyone's experience, particularly during high pop rounds.

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Re: How much longer are we going to ignore the issue with CAS on prison station?

Post by Forst » 11 Mar 2018, 09:44

adrenalinetooth wrote:
09 Mar 2018, 11:10
No. How does orbital cannon ordinance get through this dome without breaking it?
It's like that one station in Star Trek Beyond where it has an atmos dome. Also, considering it was breached by a pirate ship /in theory/ that could have been where the ladders/elevator was for more levels. It could, for all we know, be set on a small asteroid that has atmos.

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Re: How much longer are we going to ignore the issue with CAS on prison station?

Post by GenericUsername » 11 Mar 2018, 11:17

Sulaboy wrote:
11 Mar 2018, 04:38
I mean it might be, the game is in 2d. I also don't understand what you mean by the troly, but this could kinda explain the central ring area. My theory is a load of bull. I mean it could explain the gravity in the station, but the station would have to be huge to do that, and this station would still need to be pressurized. A wheel station cannot have its won atmosphere because its Gravity is created by inertia instead of the density of an object. Also I'd like to come up with some thing about an electrical shield to seal breaches, but this shielding technology does not exist in lore as far as I know.
I mean, when you talk about the station having a giant ring I thought you were refering to the troley rails.
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