Poll: What do you think about the pulling change?
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REVERT REVERT DEATH TO THE FEATURE
25.00%
35 25.00%
Reduce the penalties across the board
7.86%
11 7.86%
Reduce the penalties for all but big stuff
15.00%
21 15.00%
Reduce penalties for just a few things
5.00%
7 5.00%
IT'S FINE AS IS JUST MAYBE SOME TWEAKS
9.29%
13 9.29%
Comedy option
37.86%
53 37.86%
Total 140 vote(s) 100%
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Hey hey this item is really slow to pull! Fix it!
(03-12-2017, 11:54 AM)Maegor Wrote:
(03-12-2017, 10:46 AM)Noah Buttes Wrote: I've died a few times because people couldn't pull me to safety in time. I've let people die in my arms because I couldn't pull them away from a breach before they suffocated.I tried setting up a loafing machine, but it took so long to move the pipes around that the round was almost over by the time I was done.I tried playing QM some more and good lord is crate management tedious now. Being a paramedic is an exercise in frustration, and security is even more soul-crushing than before.There's many other minor annoyances, but you get the drift.

Security is not bad, Paramedic you can call the port a medbay and  nanomed. Pipes should have a transportation method, as i do not use them much do I can not tell if they work with the ones we have. QM is also not that bad, you can use the forklift to move them around.

Pulling handcuffed perps may not be that bad, but it's exceptionally difficult to pull any downed officers out of the line of fire now.

It's a similar situation with paramedic duty. Sure, you COULD use the port-a-medbay, but that really only works for one individual. If you have a mass casualty situation like an explosion, fire, or poison smoke, then the port-a-medbay won't cut it. You need to get people out of danger immediately without waiting for the porter to recharge. Woe betide you if you have the misfortune of being saddled with medic duty on a telescience expedition. Just cross your fingers and pray that you don't have to pull your teammates away from a swarm of space wasps/zombies/wendigos/etc.

Forklifts are too unwieldy to use for the frequent, rapid, short-distance transportation of crates required in the frenetic world of shipping market wheeling and dealing. If I didn't have to keep hopping off the forklift to order more crates to sell, then the situation would be quite a bit better.

(03-12-2017, 11:54 AM)Maegor Wrote:
(03-12-2017, 10:46 AM)Noah Buttes Wrote: I'm all for making belt hell, mules and forklifts relevant again, but this isn't the way to go about it at all.

What do you suggest? They were not used because it was faster to pull stuff around instead of using belt hell, mules and forklifts.

Make the mass drivers for belt hell more difficult to clog. As it stands, you have to load crates onto the conveyor belt in very slow intervals so as to avoid backing up the AMDLs, thereby getting one of your crates stuck behind a mass driver door.

MULEs can be improved by making them significantly faster and more intuitive to use. It also wouldn't hurt to have more delivery locations available and for existing delivery locations to be made more sensible. It'd also be neat if they sent a PDA message to the relevant department once the delivery is completed.

EDIT: By faster, I mean able to reach their destination more quickly and efficiently. How this is achieved, be it through improved pathfinding or just a higher movement speed, doesn't really matter in the end.

Forklifts need to be faster and/or have a larger carrying capacity.

Cargo carts are actually in a pretty good place right now, I think.

The mail system is also good right now, if a bit unreliable later into the round due to the inevitability of explosions.

Cargo teleporters are fantastic at what they do and don't really need to be touched.


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RE: Hey hey this item is really slow to pull! Fix it! - by Noah Buttes - 03-12-2017, 02:39 PM

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