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[CLOSED PR] Adds Chemical Accidents to those without relevant training
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(05-27-2024, 05:43 PM)babywrangler85 Wrote: Don't like this at all. Tying the ability to do something like chemistry without mistakes (and the mistakes you've added would make it incredibly frustrating, spilling just a little of your mix can mean throwing off the ratios for everything further, assuming it doesn't horribly injure you) to which job you picked at round start doesn't have a place in a game like this where situations are often unpredictable, you said yourself "unqualified" individuals doing chemistry is often a last line of defense against rampaging antags.

If your heart is absolutely set on making scientist training interact with chemistry, use the carrot instead of the stick and have it give bonus yield or something (but even that would be awkward with how often chemistry involves working around exactly how much space you have left in a container). This feels more like something you'd add to clown training, not to everyone but 3 roles.

Currently these accidents only effect those without the training, which is different from surgery which this is meant to be based off, creating risk for interacting with a system that probably should either have equal or greater risk to a surgery. The problem I saw when I considered bonus yield myself is potentially overreacting to a random amount could cause a unintended effect as a "reward" beyond their control. Right now people need disincentive from doing chems themselves as opposed to incentivising those already there from doing what they're there for. In regards to your piece on unqualified individuals making deathmixes to stop rampagers, science/bar isn't usually preemptively purged, there's 3 seperate trainings which can use chems safely in this, and chem alone if anything shouldn't solely be the "armoury is looted and we need to kill a antag".

(05-27-2024, 04:54 PM)LeahTheTech Wrote: Not a fan, tying little bonuses like artifact hints or construction speed to job training is okay but making an entire mechanic worse or dangerous to use based on invisible traits feels very bad. Not to mention job transfers etc.

What'd people's thoughts be on a single use item that gave a department's training in their head locker though?
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RE: [PR] Adds Chemical Accidents to those without relevant training - by cheekybrdy - 05-27-2024, 05:56 PM

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