02-13-2017, 05:55 AM
Some stray observations, as ive yet to play, only read the comments:
-Items with wheels should have NO change to speed, as this change should encourage players to use carts instead of lockers and crates (which should have some form of slowdown). The janitor should not be punished for using his cart, nor someone using a breach cart to transport materials.
-This should effect BULKY items only. Any items that are light enough to be picked up should have NO effect. That makes ZERO sense otherwise, even taking realism into account.
- Improvements to existing forms of heavy transport is definitely needed.
- People who are standing can be pulled with no change to speed.
- The two jobs that use pulling: security and medical need to be accounted for. There's two scenarios which both of these face the former faces conscious assholes, the latter faces unconscious assholes.
- For security, there should be a special action you can do to those who are cuffed, grab intent while pulling forces them to their feet if they are lying down. They can only lie down again if they've broken free from the pull. Simple and effective, without the need for more tool bloat. You should be able to do this if they are stunned, but not if they are unconscious.
- For medical, this is different as the player is on the ground because they are injured and/or unconscious. Medical, IMO, unlike security, are in need for more expertise tools. A medical gurney, suggested previously is a great idea. It should be able to be stored in a bag, clicking it inhand should deploy it, dragging the player to it secures them in it, allowing to be pulled at normal speeds. The player is not strapped in like a chair, them moving will cause them to eject from the gurney. A straightjacket and this on the otherhand...
Im not against this idea, as it stands on paper. But grifflez getting irked at it is worrying, seen as hes mostly levelheaded. I agree with the sentiment that more than 3 lines of code needs to be committed for such a fundamental change, you could argue that this isn't really that fundamental, but its quite an integral part of the game.
-Items with wheels should have NO change to speed, as this change should encourage players to use carts instead of lockers and crates (which should have some form of slowdown). The janitor should not be punished for using his cart, nor someone using a breach cart to transport materials.
-This should effect BULKY items only. Any items that are light enough to be picked up should have NO effect. That makes ZERO sense otherwise, even taking realism into account.
- Improvements to existing forms of heavy transport is definitely needed.
- People who are standing can be pulled with no change to speed.
- The two jobs that use pulling: security and medical need to be accounted for. There's two scenarios which both of these face the former faces conscious assholes, the latter faces unconscious assholes.
- For security, there should be a special action you can do to those who are cuffed, grab intent while pulling forces them to their feet if they are lying down. They can only lie down again if they've broken free from the pull. Simple and effective, without the need for more tool bloat. You should be able to do this if they are stunned, but not if they are unconscious.
- For medical, this is different as the player is on the ground because they are injured and/or unconscious. Medical, IMO, unlike security, are in need for more expertise tools. A medical gurney, suggested previously is a great idea. It should be able to be stored in a bag, clicking it inhand should deploy it, dragging the player to it secures them in it, allowing to be pulled at normal speeds. The player is not strapped in like a chair, them moving will cause them to eject from the gurney. A straightjacket and this on the otherhand...
Im not against this idea, as it stands on paper. But grifflez getting irked at it is worrying, seen as hes mostly levelheaded. I agree with the sentiment that more than 3 lines of code needs to be committed for such a fundamental change, you could argue that this isn't really that fundamental, but its quite an integral part of the game.