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[2 Dismissal: Archived]Remove powernet failure event


ajstorey456

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Posted

In short, powernet failure is no fun.


To elaborate, powernet failure halts all activity on station that relies on power (which is nearly everything,) makes a gigantic task for the synthetics on station and engineering, of which both probably don't know what to do about it, reverts the work that was put into the engine for the next 20-30 minutes, releases the Tesla if it's set up, gets people killed because medical can't do a whole lot without power, gets people brigged for a lot longer than they need because security can't operate the brig properly and so you have to trust the meatheads to count to 5 minutes for you, gives random assistants that have crowbars access to everywhere, and overall, gives pretty much everyone a shitty next 30 minutes or til the end of the round because of the lack of communication and functionality of their department.


"But the arpee value!" I hear you cry, "Power suddenly going out is interesting, and sets up for all kinds of unique events!" Like bumbling around in the dark, getting stuck in your area because you weren't fortunate enough to have a crowbar in your bag, getting confused because nobody can talk with you, getting killed because of communication cut offs that creates more confusion than need be? Elevators not working so people can't go cryo and instead SSD in a nook of their department, people getting on station being stuck in cryo or arrivals on surface? It's about as fun as not having an engineering department, which by experience as you all know, isn't.

Posted

-1

borgs and engies should know their jobs. Fixing a power net is as simple as going to the nearest APC and rebooting it. Swipe ID to unlock, press reboot, power restored. Literally their jobs.


round stop: If it takes 30 minutes to restore power to crucial areas, Engineers are being complete shit and not doing their jobs.

getting stuck: there is no reason to have a crowbar "just in case" anyways. literally situational.

access: everyone gets access anywhere, not just assistants. It's up to you to secure your department entrances.

People dying: people shouldnt rely on others to save them from bad risk management anyways. That's like thinking "oh, i'll try this bad idea, surely medical will save me. I got max sensors! lolz". Not hard to not die in a power outage (unless an antag appears. and even then, that's part of the game)

cryo: if people in limited slots want to SSD because of a power failure, they're being bad players and should be reported, unless they ahelp and ask permission to do so

Posted

-1

borgs and engies should know their jobs. Fixing a power net is as simple as going to the nearest APC and rebooting it. Swipe ID to unlock, press reboot, power restored. Literally their jobs.


round stop: If it takes 30 minutes to restore power to crucial areas, Engineers are being complete shit and not doing their jobs.

getting stuck: there is no reason to have a crowbar "just in case" anyways. literally situational.

access: everyone gets access anywhere, not just assistants. It's up to you to secure your department entrances.

People dying: people shouldnt rely on others to save them from bad risk management anyways. That's like thinking "oh, i'll try this bad idea, surely medical will save me. I got max sensors! lolz". Not hard to not die in a power outage (unless an antag appears. and even then, that's part of the game)

cryo: if people in limited slots want to SSD because of a power failure, they're being bad players and should be reported, unless they ahelp and ask permission to do so

 

While all of these things are true, they're unavoidable and very common. And the cryo thing goes two ways, people joining late not being able to do anything about it. There's only so many crowbars and ways to get them and space in your backpack, and while you probably should have a crowbar at all times just in case, it's used for nothing else than opening doors (or protection) for people that work jobs like medical, civilian, some of research, and security (who start with crowbars for this exact reason, but that's besides the point).


People shouldn't rely on medical to fix them when they're hurt is a bit of a dumb statement, no offense meant. It's a whole department literally devoted to fixing you when you're hurt, because people get hurt, especially when the power is out. It's not always because someone's dumb either, rather someone else is dumb and you have to get medical attention because of it.


The assistant access thing was a joke, but anyone having access everywhere means baldie assistants are going to be the ones abusing that, or antags alike, in which you can't do much to stop them because muh power

Posted

-1

borgs and engies should know their jobs. Fixing a power net is as simple as going to the nearest APC and rebooting it. Swipe ID to unlock, press reboot, power restored. Literally their jobs.


round stop: If it takes 30 minutes to restore power to crucial areas, Engineers are being complete shit and not doing their jobs.

getting stuck: there is no reason to have a crowbar "just in case" anyways. literally situational.

access: everyone gets access anywhere, not just assistants. It's up to you to secure your department entrances.

People dying: people shouldnt rely on others to save them from bad risk management anyways. That's like thinking "oh, i'll try this bad idea, surely medical will save me. I got max sensors! lolz". Not hard to not die in a power outage (unless an antag appears. and even then, that's part of the game)

cryo: if people in limited slots want to SSD because of a power failure, they're being bad players and should be reported, unless they ahelp and ask permission to do so

 

While all of these things are true, they're unavoidable and very common. And the cryo thing goes two ways, people joining late not being able to do anything about it. There's only so many crowbars and ways to get them and space in your backpack, and while you probably should have a crowbar at all times just in case, it's used for nothing else than opening doors (or protection) for people that work jobs like medical, civilian, some of research, and security (who start with crowbars for this exact reason, but that's besides the point).


People shouldn't rely on medical to fix them when they're hurt is a bit of a dumb statement, no offense meant. It's a whole department literally devoted to fixing you when you're hurt, because people get hurt, especially when the power is out. It's not always because someone's dumb either, rather someone else is dumb and you have to get medical attention because of it.


The assistant access thing was a joke, but anyone having access everywhere means baldie assistants are going to be the ones abusing that, or antags alike, in which you can't do much to stop them because muh power

 

I would suggest for a emergency wall cabinet to be placed into the cryo room. That way, you can get a crowbar and internals before you step into the fuckery. Easy fix to that problem.

You SHOULDN'T have crowbar "just in case" if you had no reason to actually use one earlier in the round. Sec gets it because it is their job to respond to emergencies. Unless you need it for a job (engie, sec, robotics), you really shouldnt have tools "just in case"


Yes, medical is there to fix you because of ACCIDENTS. Powernet failure, if anything, makes it HARDER to make stupid decisions since many things are not working. If you gamble on something with a high risk when you know power is out, it's your problem you couldn't sit still.

If someone ELSE did something stupid that hurt you, well, that's not a powernet issue in the first place. Also part of the game.


Regarding trespassing, you can tell people to get out, force them out, etc. From there on, it's RP dependant and off-topic for this thread

Posted

Its a problem because only a select few can do it, but everyone else is fucked unless those people are competent. And, as anyone playing ss13 should know, relying on engineering, borgs, and the Ai to be competent enough to fix an easy solution is like hoping for rain in the Sahara.

Posted

We're slowly but surely getting rid of all of our random events that actually impact the round because they impact the round. Soon, it'll just be vines.


30 minutes is beyond an exaggeration because the APCs already automatically reset in only a few. Even less if engineering and/or the silicons are competent and just reset the APCs themselves, which is what usually happens and makes the entire event pretty much instantaneously nullified. The only thing is Tesla shouldn't be included in the outage just like the engine core doesn't shut down, and in fact I was under the impression it was already excluded.


Otherwise, no, -1, adapt.

Posted

There's a difference between not liking events that impact the station and not liking events that aren't fun. Powernet failure isn't fun, in consequence or resolution, for anybody. It literally only exists to be a nuisance, and while you can argue that a nuisance is a good thing in a HRP server, it's not when the solution is A. Press reboot, or B. Cry about it because you're not allowed to press reboot. And, I literally already said this, the APCs don't automatically reboot. They're supposed to, according to the text on the screen, but they do not.

Posted

The tesla doesn't even shut off when the powernet failure event happens. It was a bug, it was fixed in this PR: https://github.com/Aurorastation/Aurora.3/pull/3902


As for the rest, I don't agree with removing the powernet failure event. It makes for some good atmosphere and allows antags to be stealthy about their kills, or abuse the atmosphere for their gimmicks. It's really not that big of an issue. And they do automatically reboot - it takes 430 seconds or so.

Posted

The tesla doesn't even shut off when the powernet failure event happens. It was a bug, it was fixed in this PR: https://github.com/Aurorastation/Aurora.3/pull/3902

 

Happened earlier this week, I believe, [mention]Pratepresidenten[/mention] as a witness. I, the poor borg at the time, set it up for the first time and was instantly cucked by powernet failure.


And I don't understand why I have to say this three times, they don't restart. Every single time I see the event happen when I'm not a borg/engi/ai, I keep checking the time on the APCs, because it gives you a timer, and they reset themselves.

Posted

The tesla doesn't even shut off when the powernet failure event happens. It was a bug, it was fixed in this PR: https://github.com/Aurorastation/Aurora.3/pull/3902

 

Happened earlier this week, I believe, @Pratepresidenten as a witness. I, the poor borg at the time, set it up for the first time and was instantly cucked by powernet failure.


And I don't understand why I have to say this three times, they don't restart. Every single time I see the event happen when I'm not a borg/engi/ai, I keep checking the time on the APCs, because it gives you a timer, and they reset themselves.

 

Because I've seen the APCs restart by themselves with enough time. I've never had to manually reset every APC in a powernet failure. And I was there, I'm pretty sure that there wasn't a powernet failure at the time, the tesla was just broken.

Posted

Were you there? Because We had it set up and working, I monitored it for a bit, powernet happened and a few minutes later powenet failure happens. After resetting a few APCs on the main level, I realize what the powernet failure means for the Tesla, I go down there, all of containment is off because the APC down there was off and the emitters stopped firing, and the tesla was not in that area. I ahelp Prate, because he helped me set up the damned thing, and he says one of two things happened: it left, or it dissipated. Let me tell you, it did not dissipate.

Posted

Were you there? Because We had it set up and working, I monitored it for a bit, powernet happened and a few minutes later powenet failure happens. After resetting a few APCs on the main level, I realize what the powernet failure means for the Tesla, I go down there, all of containment is off because the APC down there was off and the emitters stopped firing, and the tesla was not in that area. I ahelp Prate, because he helped me set up the damned thing, and he says one of two things happened: it left, or it dissipated. Let me tell you, it did not dissipate.

 

Ah, I'm remembering the wrong incident, my bad. The tesla was released twice this week, apparently.

Posted

I can confirm shit happened in said round. However, due to the fact that it was booted up very recently, a factor might be a lack of power to keep the emitters going during the blackout, or the tesla felt like ignoring what it was supposed to do when the event hit, causing it to zap the power equipment in the area.


Bottom line is: The tesla is fucky. >:(

Posted

Voting for dismissal.


As mentioned before, if we remove all the events, because some people might die and it might be a inconvenience then we will be out of events shortly.

Guest Marlon Phoenix
Posted

I'm a little offended that you think our playerbase is so incompetent and unrobust that they can't handle a power outage. This is one of the least dangerous events we have. Just carry a crowbar on you.


HOWEVER the tesla escaping is completely balls out crazy. that should be fixed. big oversight.

  • 4 weeks later...
Posted

I am sure that the issue with the tesla was fixed. Besides this event is interesting and does affect the station, and a synthetic or anyone with enough access can just fix the apcs.


Voting for dismissal.

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