08-21-2025, 04:20 AM
Pipe flushers are, in theory, a really good mechcomp input. They're much stealthier than teleporters, being able to hide under other objects, and if the pipes stay set you can replace the flusher if it's removed quite quickly with little connecting settings required. The problem is that most players' first instinct when losing control of their character is to spam wasd, this means pretty much every person you send down a pipe flusher is going to do damage to the trunk pipe, leaving it broken in as little as two uses. This sucks a bit as an antag, making you have to replace pipes a lot means if you're trying to keep your contraption on the down low it's gonna be harder. Even as a non antag this adds maintenance to any safe contraption involving a flusher and can make people think it's a death trap, which is already a roadblock to getting people to try a safe contraption.
There's a couple ways you could remedy this. Pipes could regenerate damage over time, trunks could be invincible to damage or take more damage to break, pipes could be repairable with a welder or you could even make atmos pipes' strengthening chems work with item pipes. (That is if they don't, they might and I just haven't seen it used.) Personally I'd make trunks take more damage to break and add repairing with a welder, as I think a little bit of a maintenance for the benefits of a flusher isn't unreasonable.
There's a couple ways you could remedy this. Pipes could regenerate damage over time, trunks could be invincible to damage or take more damage to break, pipes could be repairable with a welder or you could even make atmos pipes' strengthening chems work with item pipes. (That is if they don't, they might and I just haven't seen it used.) Personally I'd make trunks take more damage to break and add repairing with a welder, as I think a little bit of a maintenance for the benefits of a flusher isn't unreasonable.