Thread Rating:
  • 3 Vote(s) - 1 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Teleman needs a thirty second delay
#9
(01-24-2026, 04:38 PM)Lord_earthfire Wrote:
(01-24-2026, 04:27 PM)Emimiyu Wrote: Another issue with it, people who use teleman probably know how to go to computer core and just fix the wires. Not to mention cyborgs who rely on teleman etc. Sure, you can just beat up that person or cyborgs, that if you have advantage over them.

Not to mention, if core is down, whole sci is down.

Firstly, telesci is the only thing that needs the mainframe.

Most scientists in artlab barely use the machines and instead get the handheld alternatives (cryostylane for cold, radium for radiation, multitool for electric, welder for heat etc.). Chemistry or toxins don't use it at all.

And hey, if you really get the artlab down, maybe you got a few angry scientists who can help you get the telesci-user. I think noone of them would complain about the opportunity to blow someone up or splash a beaker of saxitoxin onto someone.

Secondly, if people need to fix the wires, they need to reconnect their PC and, more importantly, they need to get to the wires first. You can ambush them. Cutting the mainframe is ample of opportunity to get the person who cut it. If you can't catch them while fixing the wire, it's neither a mechanic nor a player issue: It's a skill issue.

You can also just deconstruct the telepad. that works as well.

You know what, I do agree. Teleporter are usually noticeable that you can dodge and turning off core is easy peasy. It is not like most of the time it is impossible.

I retract the statement again, remembering a lot of my issue with teleman is not as bad. (Only two experience when someone made it ultra impossible)
Reply


Messages In This Thread
RE: Teleman needs a thirty second delay - by Emimiyu - Yesterday, 04:01 AM

Forum Jump:


Users browsing this thread: The Panna, 2 Guest(s)