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Job-ban Xenobiologists/Scientists who let loose slimes


coolbc2000

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It's a common occurance that some fucker thinks they can handle the slimes, and they end up dying to them.


This ruins the round for everyone, because Security will have to try and kill the slimes, with success mind you because slimes are OP as fuck. They will then breed and just start wrecking everyone.


Just...Please... Either make slimes less OP or just Job-ban the fuckers

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I've not seen a proper escape in ages. And I roll deadhour well into livehour.

 

This ruins the round for everyone, because Security will have to try and kill the slimes, with success mind you because slimes are OP as fuck. They will then breed and just start wrecking everyone.

 

And this is wrong. You do not have to rush in there if it's obvious death awaiting you on the other side. Simply let him be dead: the fruits of his own failure.


Xenobiology is a dangerous area, and there will be outbreaks. If our stance on this is to jobban people who are learning, and make rookie mistakes, then, well, it won't be a pleasant environment we're exuding.


Current administrative policy is: jobbans are valid only if the individual releases slimes with confirmed malicious intent, or if they literally die 3 minutes into every single fucking round. In the case of latter, we'll talk to them and help guide them first, of course.

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I agree with Skull on this one. Most cases of Xenobiology outbreaks aren't done by malicious intent either, but are in fact caused by newbie mistakes/Players accustomed to other servers' xenobiology etc. Enforcing jobbans on these people would simply be unfair for the player and would break the friendy enviroment of the server.

 

This ruins the round for everyone, because Security will have to try and kill the slimes, with success mind you because slimes are OP as fuck. They will then breed and just start wrecking everyone.

 

The problem with deaths caused in xenobiology is usually the blame of ignorance. Security has a tendency to "Rush in, think later". Deploying Synthetics to get rid off the slimes is one alternative to lower the casualties for example, yet security tends to deal it with themselves. And EVEN when security decides to do it themselves, they rarely plan their approach properly, simply rushing into the place with fire extinguishers just to meet their doom.


As someone who plays mains Medbay and has seen the many Xenobiologists receiving cryo treatment due to accidents in xenobiology, I get your point. BUT we all have to start somewhere, and the start of something doesn't always go as smoothly as you'd expect.

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I agree with Skull on this one. Most cases of Xenobiology outbreaks aren't done by malicious intent either, but are in fact caused by newbie mistakes/Players accustomed to other servers' xenobiology etc. Enforcing jobbans on these people would simply be unfair for the player and would break the friendy enviroment of the server.

 

This ruins the round for everyone, because Security will have to try and kill the slimes, with success mind you because slimes are OP as fuck. They will then breed and just start wrecking everyone.

 

The problem with deaths caused in xenobiology is usually the blame of ignorance. Security has a tendency to "Rush in, think later". Deploying Synthetics to get rid off the slimes is one alternative to lower the casualties for example, yet security tends to deal it with themselves. And EVEN when security decides to do it themselves, they rarely plan their approach properly, simply rushing into the place with fire extinguishers just to meet their doom.


As someone who plays mains Medbay and has seen the many Xenobiologists receiving cryo treatment due to accidents in xenobiology, I get your point. BUT we all have to start somewhere, and the start of something doesn't always go as smoothly as you'd expect.

 


As someone that play scientist a lot and that have, almost every shift with xenobio's, had to quickly take measure against slimes (AKA freeze ray), something against the slime could be great, or at least, for newbie xenobio, have something that would result in less painful death.

The real problem is once you've got a slime on you and nobody to help, you just die and create four more slime that'll feed on even more person...

Some kind of nerf against those pesky bouncy little hellball made of agony would be great, or even just some kind of anti-slimes weapon (aka Water gun) in xenobio (or at least, near the entrance) would reduce the chance of getting slimes invasion.

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This is the same arguement as a doctor that makes mistakes and doesn't treat you properly or an engineer not fixing a door properly because they can "ruin" games. I doubt many of these xenobiologists are malicious, and even the experienced ones make mistakes as xenobiology from my experiance is an iffy one.


As for dealing with this, you don't "have" to run headlong to every situation, a lock down until a efficient and optimal response is also an option. You can send synthetics or diona to deal with this, or get some good equipment like a freeze ray if this is the case.

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I set objectives when dealing with Xenobiology, I often have to remind the Security AND the crew that killing all the slimes was never the real objective. The objective was merely get the wounded out. Shut down Xenobiology or let the AI/Cyborgs handle the extermination/relocation of the slimes. What does the Security think? "Keel the Slimes. All of dem. Gotta have some action in this shift and put my life on the line."


However, I'm neutral on Coolbc's suggestion. I'd just like the Xenobiologiost/Scientists checked and spoken to. This tends to happen little more frequently.

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Xenobiology is one of the most powerful sciences. They're all powerful, actually, but the labors of xenobiology bear extremely powerful fruits. For one, you can acquire EMP grenades without even having to brew it up via chemistry and bugging mining to get you the necessary supplies. Xenobiology is the only other source of phoron aside from mining. You can spawn hostile mobs with xenobiology, you can make rudimentary grenades with the blast-yield of a mild-range bomb, you can rally slimes to your banner to make your enemies piss off or get glomped... and so on.


The risk of being able to do all of this, however, is that the early game is very risky. Slimes can turn on you at any given moment if you haven't fed them well enough or had them registered to you as a friend.


I'm fine with slimes being incredibly robust right now. We still have freeze rays and their cost of acquisition is rather low, with the only requirement being silver.


Don't think we should ban newfriends just on the basis of them messing up and making rookie mistakes. They all learn some day, that is, until some folks decide that scaring them away is the best possible option to dealing with incidents they don't like.

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Technically, Security does not have to respond to a slime outbreak. Technically speaking, if its still within Research, the Research wing is supposed to do an emergency lock down and everyone inside is just supposed to die horribly.


People who release slimes is something that should just be talked to, not banned. I mean, if we do this same line of thinking, Phoron researchers, Atmos techs and engineers need talking to when they release phoron by accident

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skull has the right idea, we'll remove the pounce ability from most of them

 

Don't, please. Slimes still need to be useful for xenobiologist antagonists to be able to weaponize and use in their own evil deeds.


To put it very simply, the only real solution is for people to learn how to deal with slimes instead of calling for nerfs of them. Slimes are fine.

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As Delta said above. Slimes are fine, if anything I would recommend putting a manual to xenobiology on the table for inexperienced players to read.


If we were banning people for being terrible at their job then we'd have a mostly empty medbay station because noone would be able to learn anything.

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