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Teleman needs a thirty second delay
#31
I do agree with Silent's point of: "Everyone has a delay why not this?"

But as I said earlier.. if not a delay.. then a risk.
The more you spam it, the more teleport malfunctions can happen.

I think combining the two is more fun. If you keep teleporting and not waiting for the cooldown.. thats when you role the dice for defects.
Kinda like molecules having to relax.

I figured out how it would work.
Teleport 1 after not cooling down: 10% chance of a minor defect happening.
Teleport 2 after not cooling down: 30% chance of a minor defect happening and 5% of somehting major happening.

And so on.. Minor defects are thing like, catching your breath, temporarely blinded, temporarely deaf. For like 3 seconds.
It's inconvient but not bad.
Major things are limbs not teleporting along and such.

Eitherway... if teleport spam is a problem.. then fix it.
We added delays to door hacking wich was ANNOYING when everyone was spamming welding and screwdrivers to break in.
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#32
Firstly, there are delays abd cooldowns in place. It is -not- instant teleportation.

Secondly it's not an unintended mechanic. It is all intended usage if it. It's hard to set up, drains power and is a very skillfull mechanic to pull off.

You need to calculate your position on the fly. So at best you have positions set up beforehand you can teleport to. There are ~2 seconds delay between order to teleport and the actual teleport (due to the innate delay of the telepord pad and the processing of dwaine). You have to really time the eleportation or stand still for one or more seconds.

This all create risks they need to play around. And that all adds to what counters were memtioned earlier.

A lot of people here simply did not have any idea here what they are talking about because they didn't try it themselves. There are a good chunk of reasons most people don't bother using it. Most engineers that try it set it up once for novelty sake and then leave it be. If you'd asked me before this discussion, i wiuld say telesci is in dire need of a buff. And that's hobestly still my opinion.

Telescience in it's current state is easy to disrupt, requires a ton of skill to pull off and you can very easily fuck up due to the teleport delay. It's actually almost impossible to use during a chase due to the delay.

(Yesterday, 05:33 PM)Silent Majority Wrote: If the worry is crew and security having too many toys  that infinite instant spammable teleportation is used and security needs to make instant death skinpen chems i feel we've rather entered an argument where we're playing atomic bomb tennis.

Ikea did exxeggerated my comment. When i mean using lethals, i talked about stuff like phasers (they are orderable by sec in cargo for a reason) and the det revolver. Skinpen poisons are in rhe same direction. You don't need an imstant deathmix (these barely exist anymore anyway....), a beaker of phlog or  embalming fluid is enough.

It's about preventing the person from jumping back in the fight instantly. How you do it? You attack something they need time to heal: their health.

Get phasers, get them in a chase. It's mostly a game of attrition at that point.
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#33
if you make teleporters have more lethal downsides then we're gonna have a lot of fun with teleporter deathtraps (:
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#34
I read on the discord a nice idea. Teleblocking interdictors.

If people don't want to go to the debris field, this would give engineering a way to make them on station.

Could also replace the armory one with a powered up version.
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#35
(8 hours ago)GARGATHUGANOKSREVENG Wrote: if you make teleporters have more lethal downsides then we're gonna have a lot of fun with teleporter deathtraps (:

Lmao, yeah not sure why everyone is ignoring the main issues. 

-If you higher power usage even more, you just screw newbees and lowpop telesci over. 

-Add dangers to teleportation and you hand them an even more powerful tool and sec is still non the wiser. 

-Material cost to telepads, say hello to the Decon-Tool and bye bye to the only telepad in Sci. 

(Optional, do all above so one touches Tele-Sci ever again) 
Change off-site Mainframes or leave it be. 

While I hate how security already gets the most hand holding, while most other departments get virtually non, another new pacifier tool for security is what is seemingly the most satisfying answer to this.
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#36
(6 hours ago)Lord_earthfire Wrote: I read on the discord a nice idea. Teleblocking interdictors.

If people don't want to go to the debris field, this would give engineering a way to make them on station.

Could also replace the armory one with a powered up version.

Interdictors getting another use is nice even if it only gets used once every 50 morbillion years. Give it a sufficiently high power drain on the interdictor though so a dedicated telesci can waste a full APC's worth of charge if they want to drain the battery of it (maybe equal to the power drain sending through telepads require?) Or just make it have a higher passive drain in general.

As for everything else mentioned in the thread, it feels like the biggest problems are:
Usable while stunned - Only mentioned once but the most important point because this a far wider reaching PDA ISSUE, and not just a telesci nerdery thing. Notably also ignored entirely in every following reply after it was brought up
Instant Teleportation - The telepad already has a windup, if it seemed instant that was either a bug or it just wasn't actually instant.
5 Seconds of Hiding = Instant Getaway - Honestly a good thing, setting up a giant machine somewhere to allow you to get in and out if Sec fails to punish you fast enough for committing a crime is fine, although it might need some level of slowdown (not opposed to off-z teleportation getting an extra delay compared to normal)
Offstation Setups - Power issues are trivial to solve via replacing powercells (which are very easily available), but I do agree they should be more obvious offstation/make the mainframe requirement more strict/limited to certain ones that have whatever tape or program you need to run telesci, so there's only a few locations max you have to check for. After a certain point though it's on you to journey to the villain's evil lair and face them in due battle on their home turf

I just really don't think this is a mechanic issue but genuinely, unironically a skill issue. Someone was able to maneuver around the telepad downsides so goddamn well it seemed like instant transmission, and instead of respecting that and learning how to deal with it next time, people made the assumption there's no counter, got multiple things wrong about the mechanics of it, and assumed it was just bugged so needs nerfed now. Like I do get that packets are not an easy mechanic, but you can actually learn it if needed. Or just mentor help/ask in the questions channel post round "hey how do you deal with telepads?" to figure out what you can do next time. Either is a way better step in the right direction over assuming you understand everything about it since no matter how many hours you have some change or mechanic or whatnot will slip under the radar of your knowledge. 

Anyways it's late when writing this and I've made like 3 revisions trying to reword everything without it being 10 paragraphs long so holes probably exist in it but not my problem anymore honk shoo  Sleeping bee (I will revisit this sometime later probably maybe, I say this and then don't do it a lot)
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