Remove cloning

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Grypho
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Re: Remove cloning

Post by Grypho » 12 Feb 2016, 10:21

It would remove quite a lot work from the doctors, as they wouldnt need to clone and treat cloned people anymore. This would have to compensated with more people being able to get to the treatment before dying. As said previously, until medic evacuation shuttle gets implemented I don´t want this. -Support if it isn´t compensated with medic evacuation shuttle. +Support if it is compensated with something.

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Tristan63
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Re: Remove cloning

Post by Tristan63 » 12 Feb 2016, 16:26

Charles Homes | Sleepy wrote:I think if cloning was removed there would be more pressure on medics to stabilize the patient and make sure he lives and gets surgery. Although, say if you are the CO and get shot and die by a random marine (Happened to me once I sad) and they can't be cloned it fucks the round up for them. I'm going to stay neutral.
Yes but thats also greif, unless its some sort of legit mutiny..

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Re: Remove cloning

Post by Infernus » 12 Feb 2016, 16:31

+1
As long as defibbs get buffed

Would also be nice to get medical evac shuttle with this update to make transferring injured from battlefield faster

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Re: Remove cloning

Post by Egorkor » 12 Feb 2016, 18:05

the incompetent doctors will cause a lotta salt, so I guesst that timelock suggestion will also come in handy given that removing cloning is a big change.

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Re: Remove cloning

Post by ItsTheSleepy » 12 Feb 2016, 18:25

Infernus wrote:+1
As long as defibbs get buffed

Would also be nice to get medical evac shuttle with this update to make transferring injured from battlefield faster
I'm +1 if defibs get buffed a lot more, although as long as they aren't too op and you get revived after you have all your limbs chopped off.
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forwardslashN
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Re: Remove cloning

Post by forwardslashN » 12 Feb 2016, 20:13

ItsTheSleepy wrote:get revived after you have all your limbs chopped off.
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Tristan63
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Re: Remove cloning

Post by Tristan63 » 12 Feb 2016, 22:01

With that said how the hell would we code in the medivac shuttle in the first place? if anything it makes more sense to have a auto injector that puts someone into immediate stasis for about 5 minutes, enough time to extract to the sulaco if medics are unable to stabilize.

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DMAN
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Re: Remove cloning

Post by DMAN » 12 Feb 2016, 23:00

I would rather have cloning be limited than removed. New joins add more and distress beacons, but cloning helps a lot. Plus, cloning would keep SLs and Command staff in the game longer. If the lore is bent a bit for the sake of enjoyment, why complain? I'm certain that cloning isn't the problem.

Keeps lowpop alive and adds to the higherpops splendidly, if used right. Useful for when people piss off Predators too. I'm hardly cloned, but that's no reason to go against it. We need more of those soylent greens to fight huggers and tenacious xenos. :^}}
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RadiantFlash
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Re: Remove cloning

Post by RadiantFlash » 13 Feb 2016, 00:09

I don't think cloning can be removed after one test round. Too many possible factors that could have influenced the round, from the aliens just being bad, to the marines just playing better for a differant reason.

The way I see it, it'd be nice for marine players to not always be kicked out of the round on death. Especially since rounds have been consitently going for 2-3 hours.

If apophis eventually messes with defibs and innaprovaline to make saving injured marines possible, and defibs only working once in a blue moon, I'd say removing cloning would be alright, I guess.

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Re: Remove cloning

Post by GGgobbleCC » 13 Feb 2016, 16:50

RadiantFlash wrote:I don't think cloning can be removed after one test round. Too many possible factors that could have influenced the round, from the aliens just being bad, to the marines just playing better for a differant reason.

The way I see it, it'd be nice for marine players to not always be kicked out of the round on death. Especially since rounds have been consitently going for 2-3 hours.

If apophis eventually messes with defibs and innaprovaline to make saving injured marines possible, and defibs only working once in a blue moon, I'd say removing cloning would be alright, I guess.
Honestly defibs and medicine don't even need a buff to compensate. Marines can tank an insane amount of damage, and are still just as deadly in crit

Whenever I play marine I rush with reckless abandon at everything except a crusher knowing they half easily a quarter of the health and damage I do

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Re: Remove cloning

Post by Seehund » 13 Feb 2016, 17:22

GGgobbleCC wrote: just as deadly in crit
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Re: Remove cloning

Post by ItsTheSleepy » 13 Feb 2016, 17:45

GGgobbleCC wrote: just as deadly in crit
Everytime I'm in crit I can't stand and I'm unconscious, even with Oxycodone you can't stand (Depending on how fucked I am)
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Re: Remove cloning

Post by RadiantFlash » 14 Feb 2016, 00:12

GGgobbleCC wrote: Honestly defibs and medicine don't even need a buff to compensate. Marines can tank an insane amount of damage, and are still just as deadly in crit

Whenever I play marine I rush with reckless abandon at everything except a crusher knowing they half easily a quarter of the health and damage I do
I've seen a hunter decap a marine in two hits to the head, while they were wearing a helmet. Keeping this in mind, marines can take a fuck ton of punishment, but they feel pain, compared to xenos. They really can't take an insane amount of damage or the will die.

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Re: Remove cloning

Post by Derpislav » 14 Feb 2016, 12:21

Eh, a competent medic can keep you alive through literally anything that's not a straight-out decap. If you still have your head and you died, your medic either isn't me or I ran out of supplies. failed to account for something or ran out of supplies.
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Re: Remove cloning

Post by Arachnidnexus » 14 Feb 2016, 15:07

Removal of cloning is going to make hugger decap an even more effective method of removing marines from the round, and I can see a Queen ordering hugger decap on planet upon first contact and winning that way. There's a ton of monkeys that can be used to recover from losses on Lazarus so getting infected is more of a bonus than a requirement.

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Re: Remove cloning

Post by Tristan63 » 14 Feb 2016, 23:24

Arachnidnexus wrote:Removal of cloning is going to make hugger decap an even more effective method of removing marines from the round, and I can see a Queen ordering hugger decap on planet upon first contact and winning that way. There's a ton of monkeys that can be used to recover from losses on Lazarus so getting infected is more of a bonus than a requirement.
There is a rule stating that you can't kill infected marines

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Arachnidnexus
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Re: Remove cloning

Post by Arachnidnexus » 14 Feb 2016, 23:31

Tristan63 wrote: There is a rule stating that you can't kill infected marines
Decapping marines while they are stunned by a facehugger but not infected (no icon) is an accepted and valid tactic in CM. It does not break that rule.

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Re: Remove cloning

Post by Lostmixup » 15 Feb 2016, 00:12

I'm all for removing cloning.
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Peachy2912
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Re: Remove cloning

Post by Peachy2912 » 15 Feb 2016, 06:10

I think removing cloning could improve the server, but it needs to be tested more thoroughly before it is permanently implemented.

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Re: Remove cloning

Post by Lostmixup » 15 Feb 2016, 16:59

Peachychris2912 wrote:I think removing cloning could improve the server, but it needs to be tested more thoroughly before it is permanently implemented.
I'd say a week long period of no cloning would be good.
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Gentlefood
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Re: Remove cloning

Post by Gentlefood » 15 Feb 2016, 19:09

I'd only be okay with this if you removed Xenos eating people and added a rule preventing decapping corpses after death.

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Re: Remove cloning

Post by GGgobbleCC » 15 Feb 2016, 21:50

Gentlefood wrote:I'd only be okay with this if you removed Xenos eating people and added a rule preventing decapping corpses after death.
Eating people is already frowned upon due to the massive lag it causes

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Re: Remove cloning

Post by MysteriousSpy » 15 Feb 2016, 23:37

Well, the issue is people will die from really BS stuff, lets say a marine just guns down his comrades, they can clone the dead instead of yelling at admins to rejuv them, and as someone who kind of enjoys the immersion (what little there is), having a man get gunned down then magically pop up, fine and healthy would be an eye sore. And what if there ISN'T an admin on? As someone who admined for a heavy RP server it was a major annoyance being called on by a mod or any other lower rank just to rejuv a handful of people that died from a major greifer.

While we have to keep in mind it will mean medics have to get serious AF about keeping marines alive and it will lead to less rambo marines, but these issues can be resolved byyy:
1) Banning rambos, relentlessly, just get them out of there for the round or something else to discourage them, in fact you could probably use B.O.s to fix this, they can see people's distance from the SL, and if they start to stray too far without the SL telling them to they could have some button that reminds them to turn around, or a button to stun them until the SL recovers them (and before people say "But that leaves them open to the xenoooos" thats the point, don't wander from your fucking squad), but that would probably be hard to program, just throwing out ideas TBH.

2)Start to filter the doctors a bit, if you show continued incompetence then you shouldn't be a doctor, if you don't stop on your own, remember the CO has a ID reassignment computer. And remmeber jobbans are a thing. Mods should be watching for this stuff, right? If they show they are a /terrible, incompetent doctor/ that is showing zero signs of improvement, they should be job banned.

But thats just my two cents...

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Re: Remove cloning

Post by Shadow » 16 Feb 2016, 23:50

+1 Without cloning, dying would be taken much more seriously, we wouldn't have many Private Chucklefucks sprinting into the wilderness to kill xenos like reverse bambis running straight /TO/ the fucking hunter, plus, our roleplay could improve, more room could be opened up for research, and our doctors and medics would get serious as all hell!
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Re: Remove cloning

Post by zaeperry99 » 17 Feb 2016, 00:23

Maybe, rather than a full removal, just make it a slower / more extensive process? Only one cloner? I'm personally in support of it, because the biggest advantage the aliens have is to just keep pouring out. It'd also cause more people dead to go over to alien.

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