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[MERGED PR] Syndicate Robot Conversion Chamber has a 1 second action bar when clic...
#1
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[balance][game objects]
About the PR
When click-dragging people into the syndicate conversion chamber, there is now a 1 second action bar. Aggressive grabs will still put people into the chamber without an action bar, maintaining current behavior.

Why's this needed?
There's no reaction time or ability to respond to a click-drag action

Changelog



Code:
changelog
(u)glowbold
(*)Click-dragging people into a syndicate robot conversion chamber has a 1 second action bar.


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#2
Would much rather borgs and humans still be able to clickdrag people into these, but with a delay or something. (Or without a delay like it is now but then with light grabs letting you do it for consistency.) Borgs using this item is a Special Case and Extremely Fun so I think it should be preserved
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#3
I'd be fine with borgs being able to click drag and humans not, however as an item that produces endless antags i do feel that it requiring combat to instantly remove and convert someone os a bit off. Maybe give it a 5-10 second progress bar before the process begins so they can try to escape?

I personally would prefer it require grab
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#4
Just add the action bar that the aggressive grab does to the clockdrag interaction.

Besides that interaction, the chamber is fine.
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#5
(02-25-2025, 03:16 PM)Flaborized Wrote: Would much rather borgs and humans still be able to clickdrag people into these, but with a delay or something. (Or without a delay like it is now but then with light grabs letting you do it for consistency.) Borgs using this item is a Special Case and Extremely Fun so I think it should be preserved

That's also what I suggested. The item gets used rarely enough, and for the price you're paying, it should be powerful. An actionbar offers enough countering possibilities to the victim.
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#6
The only times the clickdrag is a problem IMO is when someone has just been ejected and you can shove the ejectee right back in as if nothing happened.

The closest thing I can relate the conversion chamber to is the portapuke and that both only needs a passive grab and can be paired with the slip and sign at one end of the corridor and the lights out at the other end for a much faster and more effective way of killing everyone, while also ACTUALLY killing people to ghost and not letting them play the part of evil robot. The portapuke also has an infinite capacity and is blatantly obvious unlike the chamber.

The fun part of the conversion chamber for me is luring people to it then shoving them in and laughing maniacally as I twirl my signal jammer while they scream for help, the conversion chamber is fun BECAUSE it gets people quick if you lure them into your trap.

I think clickdrag should remain but if you really want to nerf the conversion chamber then clickdrag should get a cooldown if a carbon has just been ejected or it has just been anchored
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#7
It's a pretty big problem I'll see on RP, with little to no escalation done because it's so trivial to just pull someone over to it while they're typing and click drag them in, getting worse as the amount of cyborgs snowballs.

A proper grab being required would be my suggestion, but at the very least a very obvious action bar and chatbox message.
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#8
I've updated the PR to include a 1 second action bar for click-dragging into a docking station. Silicons and humans can both click-drag into the station, but now there is a (brief) indicator that you're being shoved into a docking station.

Aggressive grabs will still put you in without a bar, which is the current behavior.
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