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Remove the ID access restrictions on the mining and genetics consoles
#1
Speaking from my heisenbee lowpop experience here, the amount of times I've needed to get ores as a roboticist or engineer but couldn't because there's no miners and the spare was stolen/destroyed is just maddening. I've tried everything I could think of to circumvent this, but it's just impossible. Same for genetics. I often have no genetics, but people need to get their genes scrambled or something, and there's no silicon players. Why even have ID locks on those consoles anyway? What's it supposed to accomplish?

I suggest either removing the ID restrictions, or making them hackable somehow.
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#2
You don't need genetics to run a station.
You don't need mining to run a station.

Back in the old days you did. You needed Mining and Cargo always to be running to fund money into the paychecks, but now it's automated and no need for them.

The only REAL things you need is:
- Medical (you will die)
- Captain/HoP (in case of acces problems)
- Security (Anti Antags)
- Engineering (In case of station damage and power supply)
- Cargo (50/50 it depends on supplies)

Anything else is optional.

Yes even the AI is technically optional. You really only need those as a bare minimum to run a station.

The only moments you truely need mining is if you cannot order anything from cargo OR you need something specific that is 100% not needed to run a station.
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#3
Technically you can "run" a station with nothing but an AI and solars. But that isn't fun. Being a roboticist stuck with no materials isn't fun. Being an engineer unable to patch large breaches isn't fun. Being unable to construct device scan stuff isn't fun. Do you get what I'm saying here?
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#4
There's an entire z-level dedicated to mining: the asteroid field.  If the sheets/cable coils/existing manufacturers cannot cover what you need for repairs/creation then you can always mine there.  If the station is severely understaffed and blown to hell and back then the intended solution is to call the shuttle, not salvage what cannot be salvaged.

As for genetics, the only reason to scramble genes is if you have one or more bad reinforced genes.  And if you've got that, then one of two things have happened: you have a traitor geneticist who is stealth injecting reinforced genes into people and/or loading reinforced genes into the cloner, in which case undoing their actions is intended to be a nontrivial effort, or you picked Mildly Mutated and are unwilling to live with the consequences of your own actions.

For what it's worth I don't believe restrictions on the mineral magnet or genetics consoles are necessary.  What I do think is that your problems with them appear to be rooted in a fundamental problem with the structure of the game itself.

(remove mildly mutated 2day)
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#5
Z5 asteroids are quite limited, so that kind of option only really works in trench mining, where it'd take hours to clear out the entire thing. But yes, I do think the game design is flawed. It's too dependent on having other people that cooperate, in a general community with a propensity for severe lowpop.

(Personally, I don't use Mildly Mutated. I just often have people run up to me and ask me to scramble them.)
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#6
It's not even a matter of you thinking the game design is flawed - it's a matter of you not understanding what the game design is.  Multiplayer games requiring multiple players is not a design flaw.  Games about solving problems requiring you to solve problems is not a design flaw.  If a game requires you to play the game in order to play the game, that is not a flaw in the design - that is the design functioning exactly as intended.
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#7
That doesn't erase my problems. Don't pretend that it does.
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#8
Have you tried using the NT Magnet Link Array for mining?

EDIT: https://wiki.ss13.co/Space_Pod#Comm_Systems
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#9
Maybe a skeleton crew system like /tg has? having the pop below a certain threshold on those branches gives department access/more in the department when the population's low so a single person can man their department alone.
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#10
(05-25-2025, 08:11 AM)freedo5 Wrote: Have you tried using the NT Magnet Link Array for mining?

EDIT: https://wiki.ss13.co/Space_Pod#Comm_Systems

Yes, I have. It still has the ID access restriction.
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