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Revert "Remove spacepens" #24128
Revert "Remove spacepens" #24128
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Jesus fucking christ |
victory royale |
Space Medipens won't be coming back just like this. |
This is nearly as long as my entire Revolutionaries 2.0 refactor doc and I thought I was getting excessive 😰 |
Pardon me but this is also intended as a feedback thread, closing it does not help improving the design around space and spacing. |
always rember... |
Spacepens don't fit the current state of the game and they have always been sort of a bandaid fix to a larger issue with spacing. Also balancing space gameplay around spacepens is not a good way to approach systems design. I get that Spacepens are a feature that players like and serve as a sort of safety blanket for spacing but that doesn't outweigh the fact that they are unhealthy for the game. Buffing space isn't really a solution without removing space pens doesn't really solve the issue, it simply shifts it to another issue. Not to mention it creates design/scope creep since spacepen's don't end up contributing anything on their own and simply adds an extra mechanic that doesn't support intended gameplay. |
If we want to encourage emergency eva usage and not spam maps with them, eva lockers should have a high chance or guarantee having two or more |
i dont understand this, space pen was only put in the game when spacing used to kill in literally 4.5 seconds. when spacing was made less lethal it was never removed because nobody bothered but spacing is still a joke lethality wise. why do people want the space pen still |
I mean I always thought it was OP (you can survive plasmafires with it) but there's just always a lack of emergency eva Lockers are never refilled or only provide one as opposed to several (bomb evac area and admire NT's budget as one guy rushes for the suit, 12 others die from spacing) |
maybe wallmount automatic eva dispensers would be cool one air alarm says its danger they drop suits and internals for people to take but no randoms stealing it for no reason to leave you sol in an actual emergency |
Botany's 0.05% plasma causing the station to shit out eva suits Wallmount or more eva per locker, point is to highlight lackthereof and major reason why crew wants spacepens (as well as wanting own agency) |
This comment was marked as off-topic.
This comment was marked as off-topic.
Don't necro a month-old PR to complain. |
Reverts #23970
This issue has two functions, first to serve as a base for future discussion on the topic of space pens via many links, citations and interpretations on collected points for and against the removal of space pens. Swift merging is just as unwanted by me as swift closing, so I advise the reviewer(s) to let the PR sit in stasis, accumulating feedback for a week or so.
The second is to, obviously, revert spacepen removal, now with, hopefully, a clear grasp on why they are being removed or reintroduced.
Why?
Primarily I believe the arguments presented for the removal of space pens were insufficient to justify the removal of space pens without the introduction of an alternative or converting space pens to a better mechanic (e.g. medipen refiller, fillable in o2 kits, etc.) or the introduction of medical overhaul (woundmed).
Secondarily the arguments from the original PR were also all over the place, Discord with a discussion held in contributor chat and perhaps more that I'm unaware of, the Github PR with quite a long list of comments, and now after the PR is merged a thread in the Discord bugs-feedback channel, what does this mean? Acquiring a concrete theoretical understanding of the situation is harder than it could be, so this PR is intended as a better ground for feedback after the PR has been merged and tested in-game while providing better theoretical information.
Points presented for the removal, taken from Discord
Here I will present points taken from a Discord discussion held in contributor chat, while avoiding making counterarguments to the points and complimenting them with sources and clarifications where possible.
Points presented for the removal, taken from the Github PR
Points against the removal of space pens, nerfs, reworks and other changes included, taken from Discord
Same thing as with the changes for the removal of space pens, I will attempt to avoid presenting arguments or counterarguments for the points.
Points against the removal of space pens, nerfs, reworks and other changes included, taken from the Github PR
Now then, I probably missed or boiled down some points made about this and did not include discussion taken from the Discord feedback thread and perhaps future space pen discussions, but this does bring up quite a lot of points.
Now then, a lot of these points seem to fall into a problematic territory, that being: "what is good design?"
In the absence of a clear answer to this question from a party with sufficient authority (maintainer), or at the very least me not being able to find one, I will now bring up my own version localized to space damage and space pens which is...
The mentioned comment.
This is going to be taken from the original PR with little-to-no changes, so some context may be obscured.
"I don't think space should be deadlier than it is right now, space pens included.
Why? SS14 is a videogame first and foremost, death is of course intended, but what is a death that contributes to gameplay or can be considered "fun"?
Spacing and small spaced sections are common right now, despite weak space damage and spacepens being a common consumable, buffing space damage will lead to the relative "strength" of spacing methods increasing, leading to a possible shift in player thinking when it comes to playing antags that have easy spacing methods (see: ninja, traitor, nukie)
In other words, players will space even more.
Death by spacing is, I hope, agreeably one of the least "fun" methods of death, you're not dying in a fight, you're not dying to someone at all, you're not being enveloped by the plasmafire you just unleashed, you're not dying as a part of a joke, your death is caused by a passive gameplay element that something, or someone, caused in hopes of putting themselves into a better "active" gameplay position later on, as an example you'd see nukies spacing everything they can to create:
Spaced areas, constant firelock prying, the need to use hardsuits or emergency suits to traverse without taking passive damage, and more leads to...
Movement disruption. Aforementioned antags can extract a lot of value in "active" gameplay from this, the potential chase tailing the antag in question will be slowed, granting you more time and making some actions like relocating from point A to point B easier.
If you've ever played FTL you know why nebula sectors are good; you get more time to act and prepare to act.
Dead people don't act and take away time from others. If you kill a crewmember, they're dead until revival, the dead crewmember cannot act against you in any way and if they become alive that has a cost; medical resources and equipment, medical personnel, time from whoever is willing to heal you and or bring you to medbay.
You're taking away time, resources and player-work by racking up spacing kills and spacing damage, speaking of...
Spacing damage, you're wasting time and resources of the station by causing a spacing. It's easier to fight injured players as it is easier to steal from people buckled in medbeds, or medical doctors healing the person in a medbed, just as spacing damage denies resources that may eventually run out.
The list is obviously not complete, and there may be variable tactical or strategical advantages that spacing, and space damage grant the hypothetical antagonist, speaking of the list as a whole...
These are some pretty strong advantages already, despite being incomplete. And yet these are all "passive" gameplay factors that come out of spacing, I've intentionally left out tactical (e.g. spacing security before breaking in) and strategical (e.g. nukie plan dictates dedicated nukie goes out to space everything under the sun while avoiding direct combat) use cases of spacing, which is, reminder, extremely common.
Now then, back to dying, how does a death by spacing look like for the completely unprepared? The room they're in, assuming they're alone, gets spaced and they make an attempt to make it out or cry for help, in the end they get taxed for the majority of their health or die assuming they don't have a crowbar, or their room doesn't have an emergency suit, a scenario like this, despite sounding edge-case-y, could easily occur in maint.
Old spacing was brought up a lot here, but even if we had 1:1 old spacing from Packedstation in the modern day it would be miles worse because of the hardsuit nerfs, introduction of easier spacing methods, hardbombs, antagonists that play heavily on spacing (nukies came after spacing nerfs, let alone ninja), larger maps, materials being harder to carry in bulk.
The game not being balanced for low-pop Packed and Saltern to address the elephant in the room.
Old spacing would be a nightmare if it was reintroduced right now.
This doesn't sound way too bad in theory, yet in gameplay practice this unfolds very fast and is nowhere near the level of gameplay a death by fight with an antagonist brings even with our miserably low TTK.
Spacing is strong as-is, it doesn't need buffs."
And that's about it, here's some sillies I thought of while writing this up to expend the shitposting potential of comments."at dire times like these i ask myself the question.... have i truly become john argument the arguer""I LOVE PACKEDSTATION I LOVE PRE-NERF HARDSUITS I LOVE DYING TO SPACE WITHIN 5 SECONDS HUZZAAAAH""i wonder how many effortpost golden stars i would receive if this was on a forumRemarks
Edit: Added dropdowns so this is readable.