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Remove or reduce spatial tears
#16
(03-27-2020, 01:24 PM)kyle2143 Wrote: I once made a patch to change spatial tears before I was an admin that I thought was a good compromise for changing them from being very tedious and boring. It didn't get an overly positive reception iirc so I never merged it as an admin but here's the gist:
Spatial tears can be crossed, but when you enter a spatial tear tile you are spit out on a random tile adjacent to the tear on the opposite side, taking some damage, possibly losing a limb or organ. Making them still quite dangerous to cross, but not if you take preparations. I also made an event that is multiple spatial tears for more chaos.

Here's the patch. https://forum.ss13.co/showthread.php?tid=10517

I must say that your spatial tears sound quite interesting but still I would not opt for those changes to be introduced as a replacement for the current ones - rather expand the types of spatial tear anomalies which can occur.

Why not have them all like this?

-Current unpassable spatial tears
-Your dangerous spatial tears
-Your chaos spatial tear event (with or dangerous spatial tears or unpassable spatial tears)
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#17
Hmm. How about mixing them together? Have the tears as they are now but you can break through if you beat them long enough like a door(of course taking less time than beating a door because fuck that takes forever) and if they succeed and breaking through it teleports them someone along the tear on the otherside but with some kinda rad damage or a missing limb or something
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#18
Spatial tears can actually be bashed down! Only you need a loaf or an emitter to do so cos they're tanky as fuck. Personally, I see no reason to change them, other than limiting how long they can last to something like 5 minutes.
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#19
I don't know about the damage thingy, firstly someone could just randomly be running and suddenly have a tear spawn in front of them. Secondly and more importantly, the tear already goes from edge to edge of the map, meaning you've got a 50/50 chance of spawning on station, hopefully not in an object. I would have it check the middle and adjacent square to make sure it's not occupied with something that blocks movement, then have it send you through with maybe 15-25 burn damage at most. Otherwise I think it would neatly solve the problem without detracting the significance of the event and maybe even assist with that traitor escape mentioned here big grin
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