Jump to content

Slime Biology Additions and Tweaks


BurgerBB

Recommended Posts

Posted

I find slimes to be really flat when it comes to biology, so I'm making them more interesting and balanced by adding new tweaks to slimes and adding the remaining variants to slimes.


Slimes are now twice as weak. I found that slimes have WAY too much health compared to other servers, and are almost super dangerous. However, the metal variants of slimes (gold, silver, metal, adamantium) keep their high health levels for the purpose of antagonism.


Removing a core from a slime is now easier and quicker, you only need a scalpel, and it's only 2 stages. The previous method of surgery was WAY too long, and it didn't make sense to use a bonesaw on a ball of goo.


Each type of slime now has its own temperature preferences. Blue slimes prefer the cold, have a generally colder body temperature, and make the environment around them cold. Orange slimes prefer the heat, have a generally higher body temperature, and make the environment around them warmer.


Cardox is now the #1 slime killer. 5u would be more than enough to kill a slime.


Gold slimes now only spawn 1 random organic mob, and it doesn't have to be hostile. It can spawn anything from a chicken to a pet dog, a xeno drone to a spaceshark.


Rainbow slimes are now added. Adding phoron spawns food laced with drugs.


Bluespace slimes are also now a thing. Adding phoron gives everyone in the proximity Bluespace Prophet, however bluespace slimes cannot be made in its current state. Balancing/feedback is required on how to make these things.

Posted

I like most of these changes, but please don't nerf the difficulty of biology. Biology is one of the hardest parts of this server, pleease don't ruin that. Let it be hard, and just fix it so that the difficulty pays off. It's meant to be dangerous, you are meant to create strategies to survive in your line of work that counters the biology of Slimes. It's not a safe job, that's why they leave it to the professionals.

Posted

I like most of these changes, but please don't nerf the difficulty of biology. Biology is one of the hardest parts of this server, pleease don't ruin that. Let it be hard, and just fix it so that the difficulty pays off. It's meant to be dangerous, you are meant to create strategies to survive in your line of work that counters the biology of Slimes. It's not a safe job, that's why they leave it to the professionals.

 

If you read the OP, this will actually make biology harder given how you would have to seperate the hot slimes from the cold slimes, as they would kill eachother and possibly other slimes.

Posted

I like most of these changes, but please don't nerf the difficulty of biology. Biology is one of the hardest parts of this server, pleease don't ruin that. Let it be hard, and just fix it so that the difficulty pays off. It's meant to be dangerous, you are meant to create strategies to survive in your line of work that counters the biology of Slimes. It's not a safe job, that's why they leave it to the professionals.

 

If you read the OP, this will actually make biology harder given how you would have to seperate the hot slimes from the cold slimes, as they would kill eachother and possibly other slimes.

 

That makes it take longer and a bit more complicated, it doesn't make it that much harder. You also stated you are nerfing most of the Slimes to be incredibly easy to kill. Which absolutely removes 80% of the difficulty, that is making it way easier. Don't you think it would be more interesting to weaponize Slimes against the other Slimes using their biology of heat vs cold instead of making most of them die in 1 fire hydrant spray?

Posted

I like most of these changes, but please don't nerf the difficulty of biology. Biology is one of the hardest parts of this server, pleease don't ruin that. Let it be hard, and just fix it so that the difficulty pays off. It's meant to be dangerous, you are meant to create strategies to survive in your line of work that counters the biology of Slimes. It's not a safe job, that's why they leave it to the professionals.

 

If you read the OP, this will actually make biology harder given how you would have to seperate the hot slimes from the cold slimes, as they would kill eachother and possibly other slimes.

 

That makes it take longer and a bit more complicated, it doesn't make it that much harder. You also stated you are nerfing most of the Slimes to be incredibly easy to kill. Which absolutely removes 80% of the difficulty, that is making it way easier. Don't you think it would be more interesting to weaponize Slimes against the other Slimes using their biology of heat vs cold instead of making most of them die in 1 fire hydrant spray?

 

Their health has been reduced by 50, down to 100 health instead of 150. That's only a 33% decrease, At 150, it takes 18u of water to kill a slime, at 100, it takes 12.5, however touch metric is fucking wonkey and multiplies that amount by 2 or something.


It's negligible and not worth complaining about, especially when compared to other servers.

Posted



If you read the OP, this will actually make biology harder given how you would have to seperate the hot slimes from the cold slimes, as they would kill eachother and possibly other slimes.

 

That makes it take longer and a bit more complicated, it doesn't make it that much harder. You also stated you are nerfing most of the Slimes to be incredibly easy to kill. Which absolutely removes 80% of the difficulty, that is making it way easier. Don't you think it would be more interesting to weaponize Slimes against the other Slimes using their biology of heat vs cold instead of making most of them die in 1 fire hydrant spray?

 

Their health has been reduced by 50, down to 100 health instead of 150. That's only a 33% decrease, At 150, it takes 18u of water to kill a slime, at 100, it takes 12.5, however touch metric is fucking wonkey and multiplies that amount by 2 or something.


It's negligible and not worth complaining about, especially when compared to other servers.

Oh, ok, that was my main concern, if it's really not that much then nevermind. Everything else looks great and I really do think it would be cool if it were possible to use the Slime steroid to increase the heat/cold generation of Slimes to weaponize them to clear out a pen.

Posted

Blue slimes prefer the cold, have a generally colder body temperature, and make the environment around them cold.

 

Isn't cold like the one thing that kills slimes outside of your proposed change for cardox? It just seems kinda odd that "this is the one thing that kills them, except for this kind", but then again, I guess I don't know how evolution and adapting would work for a blob of genetic ooze.

Posted

Blue slimes prefer the cold, have a generally colder body temperature, and make the environment around them cold.

 

Isn't cold like the one thing that kills slimes outside of your proposed change for cardox? It just seems kinda odd that "this is the one thing that kills them, except for this kind", but then again, I guess I don't know how evolution and adapting would work for a blob of genetic ooze.

 

Cold can kill them, yes, but literally 0 xenobiologists use cold to kill slimes because temperature is not something a xenobiologist can control with the current map setup.

If you want to kill a cold slime, use heat.

Posted

Idk, I've seen xenobios ask for freeze rays before to put down slimes. Should a heat gun or something be added for R&D as well to help with cold slimes then?

 

Then that weapon will not work on all but one variant of slime.

Posted

I don't like the idea of nerfing slimes' health. If someone dies to a slime due to mistakes, it's because they didn't do their job properly. That would be like lowering fall damage because, well, miners.


Otherwise, I like the idea of temperature-specific slimes.

I would also suggest editing the freeze gun into a temperature beam. The description states you can alter the temperature on it, but you can't, really. So if you could maybe find a way to change it into a temperature beam with selector, would be great

Posted

I don't like the idea of nerfing slimes' health. If someone dies to a slime due to mistakes, it's because they didn't do their job properly. That would be like lowering fall damage because, well, miners.


Otherwise, I like the idea of temperature-specific slimes.

I would also suggest editing the freeze gun into a temperature beam. The description states you can alter the temperature on it, but you can't, really. So if you could maybe find a way to change it into a temperature beam with selector, would be great

 

See previous page. The nerf isn't because slimes are easy to kill you, it's because they're hard to kill and extract for goods.

Posted

Is there really a difference between "because slimes are too dangerous to kill easily" and "because slimes are not safe enough to kill easily"?

Posted


See previous page. The nerf isn't because slimes are easy to kill you, it's because they're hard to kill and extract for goods.

 

There are many ways to easily kill slimes.

Water is not the most effective

Neither is the freeze ray

There is a way to kill a slime within 10 seconds using only things in xenobio, never mind more creative ways that you just need to think about.


I don’t want to give it away but in any case, they’re not hard to kill to extract stuff.

Posted

[mention]Bauser[/mention][mention]LanceLynxx[/mention] Alright, how much do you think I'll reduce the slime's health by to warrant that concern?

Posted

@Bauser @LanceLynxx Alright, how much do you think I'll reduce the slime's health by to warrant that concern?

 

Any amount.

Slime health and strength are fine as is.

They're something you should be careful around and not mess with, unless you know what you're doing.


There isn't really any reason to change them. Only arguement presented for it was "other servers have weaker ones, ours are dangerous". Well, other servers also have other shit we don't, so it's not really a solid reason to change them.

Posted

Slimes on this server are the strongest on any other server, and it's likely due to a code oversight.

Baby Slimes have 200 health.

Adult Slimes have 200 health.


In what universe does that make sense?

Posted

Baby slimes do not have 200 health.

 

GFdt0CH.png?1

 



Across all core servers (Aurora, Bay, /tg/), slime health values are consistent - 150 for babies, and 200 for adults. The only difference is in damage. On Bay, water deals 1.25x damage to slime, and fire extinguisher emit far more water (but this change was made for the express purpose of improving fire extinguisher's ability to put out fire, not kill slimes). On /tg/ damages are calculated differently so it is hard for me to equivalate.


All that said, Bay's method is as usual gross overkill. Properly done, one can kill a slime with a single blast of a fire extinguisher. Buffing the damage or nerfing the health is completely unnecessary. The gross time to kill a slime with a fire extinguisher is twelve seconds, so one might simply consider buffing the metabolization rate just to make it less of a length process, if anything.

  • Gem locked this topic
Guest
This topic is now closed to further replies.
×
×
  • Create New...