GreenBoi Posted July 27, 2019 Posted July 27, 2019 1 minute ago, Zundy said: When I'm playing tabletop with the boys or when I'm playing D&D online, when my character dies I'm not forced to sit out the game for 20mins, I just roll up a character and jump back in asap. I think the reason it's so long is to allow for potential cloning to happen with medbay not having to worry about doing it in 10 or so minutes, though imo, Observing from lobby should lower the respawn timer to 10 or 15 minutes.
geeves Posted July 27, 2019 Posted July 27, 2019 (edited) 40 minutes ago, Zundy said: Just remove the spawn timer so when your character dies you can roll up and new one and carry on. I too dislike being made to sit out of the game for 20 mins because I assisted with station wide RP by roleplaying my characters death. It's as though I'm being punished when in actuality it's a throw back to the good old days when you needed it in the same way an MMO FPS has a respawn timer - to prevent you just rushing back into the fight. We're an RP server though, and doing such is bannable. When I'm playing tabletop with the boys or when I'm playing D&D online, when my character dies I'm not forced to sit out the game for 20mins, I just roll up a character and jump back in asap. This fucks antags. Kill someone and they respawn with a new, robuster character. EDIT: also, the 20 min respawn timer makes death actually be impactful. if you could just shit out person after person, what reason would there be OOCly to prevent character death? Edited July 27, 2019 by geeves dicks
Zundy Posted July 27, 2019 Posted July 27, 2019 46 minutes ago, geeves said: This fucks antags. Kill someone and they respawn with a new, robuster character. EDIT: also, the 20 min respawn timer makes death actually be impactful. if you could just shit out person after person, what reason would there be OOCly to prevent character death? Spawning with the intent to fight the antags is a ding dong banu and it's obvious when people do it. The impactful aspect of your characters death is the fact your character is dead and either out for the rest of the round or out forever. YOU shouldn't be out for the rest of the round, your character should be as per the story.
Doxxmedearly Posted July 27, 2019 Posted July 27, 2019 Then perhaps a middle ground. Ten or fifteen minutes as opposed to twenty. Still impactful. But if you don't get cloned, you're not out for super long.
Doc Posted July 28, 2019 Posted July 28, 2019 (edited) As idealistic as lowering the spawn timer may be, it's something we absolutely have to be careful of. Death does not open up more job roles; only proper processing by medical does. When one miner dies from a fall on extended or the early hour of an antag round, it's very likely this will happen- but on crossfire, veil party, or any other chaotic round, it's very likely this won't. With this in mind, someone dying and instantly respawning, or after ten minutes, could eat up four, five, six, or more role slots a round if circumstances allow- and with these changes, you can bet more people would do that. With the current timer, it is more likely you could take two, maybe three a round, at best. This is both not fair to other players who may be prevented from participating in a round besides visitor because of other players using up several slots, and may even make "respawning" as anything other than visitor effectively impossible, because there's no roles left to respawn as. Edited July 28, 2019 by Doc
Doxxmedearly Posted July 28, 2019 Posted July 28, 2019 Quote Death does not open up more job roles This was not something I knew or considered. I take it back, then.
Zundy Posted July 28, 2019 Posted July 28, 2019 (edited) What rounds are we playing where people are dying en-mass near round start and thus clogging up job slots? It's either going to be a low pop round where there's many slots open anyway or a high pop round with all the slots filled. It's more likely someone will die and join as a visitor or assistant. Edited July 28, 2019 by Zundy T Y P O S
Doc Posted July 28, 2019 Posted July 28, 2019 We don't have those rounds, typically, because a combination of our extended respawn timer and the natural wind-down that follows people dying without being replaced (particularly, security team members) prevents it from reaching that kind of circumstances. This is why it needs to be avoided.
Guest Menown Posted July 29, 2019 Posted July 29, 2019 22 hours ago, Doxxmedearly said: This was not something I knew or considered. I take it back, then. On cat server, death was a prominent feature, considering the climate and war. I coded in despawning bodies through cremation/burials that allowed the slot to open like cryo. It'd be really easy to port that here.
Nantei Posted July 29, 2019 Posted July 29, 2019 (edited) 13 hours ago, Menown said: On cat server, death was a prominent feature, considering the climate and war. I coded in despawning bodies through cremation/burials that allowed the slot to open like cryo. It'd be really easy to port that here. Medical just needs to process people correctly and set them to deceased. The body itself is not an issue, the long-term morgue is massive. It might be a nice feature if people who have binary or higher sensors on were automatically marked as deceased when they died, but making that work well would be very difficult. Edited July 29, 2019 by Nantei
Fluffy Posted November 10, 2023 Posted November 10, 2023 Cloning isn't a thing anymore, so this suggestion is considered outdated. Locking and archiving.
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