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Teleman needs a thirty second delay
#36
(Today, 12:11 AM)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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RE: Teleman needs a thirty second delay - by Asterion0 - 8 hours ago

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