Fox McCloud

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Fox McCloud last won the day on March 9

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  1. Updated the guide to be more clear and concise for the new crit minimal changes PR. Removed some unnecessary info and added some new; corrected errors and adjusted things to factor in the newly submitted PR.
  2. So, the reason this exists is because resisting out of grabs is absolutely supposed to be a thing, but since grabs apply stuns, you have to be able to resist through...stuns. Also not being able to resist while cuffed would mean no more slipping cuffs---or putting out yourself being on fire. It is a problem and it is frustrating, but at the same time too, we want people to be able to resist out of certain things, least of all neck grabbing becomes the be-all-end-all of unescapable stuns.
  3. Uh, this is hyperbole in the vast vast vast majority of cases. At 0 health to -49, you can only roll for a chance to acquire shock. It's only from -50 health onwards that you start rolling for a chance to acquire cardiac failure. You don't start rolling for a heart attack until you're below -100 health (you'd be dead by this point in old crit). Now for extreme edge cases where you roll for shock the split moment you enter crit (3% chance of this happening), then the very next tick it advances a stage (6%) chance, the tick after, it advances another stage (another 6%), then the tick yet after that it rolls for giving you cardiac failure (5%) chance, this could happen, but you're dealing with chances far below winning even the lottery (0.00054% chance of this happening). The chances of you acquire cardiac failure prior to -50 health are very very very low. Heck, after 25 ticks of being in crit, there's still a whopping 54% chance that you won't even acquire shock. The chance of you not acquiring shock by the time you're at -50 is still a sizeable 22%. So again, is it possible to acquire cardiac failure by the time you hit -20? Technically yes, but statistically, it's extremely unlikely to happen; you'll see it when their health is under -50 (over 150 damage), but outside of this? Incredibly unlikely.
  4. What I'm most concerned about is the audio. Two separate codebases have lowered audio quality to make things smaller--one of them had objectively bad audio (and still does) because of it. The other attempted it, but ended up reverting it because despite the fact that it was supposed to be a lossless conversion, people still picked up on the change. I admit, I'm a bit of an audiophile and hypersensitive to sound and pressure changes, so subtle differences in audio quality I can pick up on quite easily. If the audio is to be compressed (not opposed to), then I would want to be sure it's virtually indistinguishable from the source. (same for pictures, but I realize that that's a bit easier to do).
  5. I'd like to point out that this, in no way bypasses the fact they're still a non-sentient being and they're still bound to a master, in case anyone ever wonders/asks.
  6. Thanks for the question. Having oxygen damage increases the amount of brain damage you take; a patient having no oxygen damage will greatly reduce the rate at which brain damage accumulates, but it will still accumulate. Mannitol can also slow the brain damage accumulation. It is very much possible to attempt to stabilize someone even in full out cardiac arrest, it's just difficult and a bit of a scramble, but it is by no means a guaranteed "you let this happen, ergo you get punished" lose state. You're correct on the progression. Damage is a factor. The more damage someone has, the greater probability of rolling for the negative effects (heart failure, cardiac arrest). LIkewise, the more damage they have (especially brain damage) the greater the chance for them to drop dead. Unless they lose a vital organ, they're not going to straight up drop dead until they have over 200 combined damage. Oxygen damage is weighted less harshly into factoring into when the patient dies. O2 damage is nasty for getting your patient into a deeply critical state rapidly (and rolling for negative status effects), but it is far less harsh for factoring into your patient dying...still, you should address it, because, indirectly, it can lead to brain damage.
  7. Usually the servers that stick around are those that consistently maintain a decent player count while having some niche to carve out. As long as a server is the dominant one of this niche, it tends to survive. Servers that tend to offer the same thing have to carve out an even more niche thing for themselves to be able to survive; usually this is culturally done or via the setting. Lack of internal conflict is another; SS13 servers are incredibly drama prone. Baystation, for example, almost died a couple years back; it lost a lot of its staff and its headmins--it was down to 1-4 players a day if they were lucky. Servers that are less drama-ish environments are quite a bit more stable than those that do not. Not shockingly, the more RP-centric a server is, the more drama it tends to have. Servers that control their own codebase seem to stick around longer too; servers that are downstreams tend to fade, over time, unless they carve out a very distinctive niche for themselves (Citadel and Hippie Station, for example).
  8. I'm not commenting much because my PR is still WIP, so basing argument or interpretations on things until the full picture comes into view isn't particularly useful for me. I'd like to point out, though, the quoted isn't a terribly good argument. Charcoal, salbutamol, salicylic, burn patches, brute patches, and health analyzers are all in the vendors too. Likewise, chemistry can make all these things too...some of them pretty easily (well, not health analyzers, but you get my point). The neurological kits are there as a "backup" and alternative source. Yes, chemistry can make those things, yes the vendor has them, but sometimes, during emergencies, there's not time to make more, or the vendors are damaged/inaccessible. In those circumstances, having a backup via cargo is important. Mannitol is pretty critical to this new system. The advanced kits weren't phased out "in favor" of neurological kits. They were just phased out. I re-used their sprite+path for something completely different then replaced all existing advanced kits with regular med kits (except where they are intentionally supposed to be the new neurological kit).
  9. Just for reference, an upgraded cryotube with the appropriate amount of oxygen fed into it (and temperature) could heal 4 of each damage type every 2 seconds, so it's a bit more powerful than people realized.
  10. This was absolutely not ever a thing.
  11. If you have any questions on treatment, how things work, quirks, and so on and so forth, please post them here. If you have actual feedback or want to discuss it, please utilize Neca's topic.
  12. A new critical system is on its way that is more involved, chaotic, and engaging to deal with--it's a long-awaited companion for Goonchem. This new system doesn't apply to all races--station races that do not utilize this new system are Diona, Slime People, and IPC; they will die using the old method of blacking out, slowly accumulating damage, then dying. Treating people is basically the same as before, with a few nuanced caveats. You apply patches or advanced trauma/burn kits to heal people, you inject them with chems to heal them, you can throw them in cryo to stabilize them. That said, how people lapse into crit will be fairly different. When your patient hits 0 health, they will lapse into a critical state where they can't see well, their movement can become scrambled, and they fall down a lot. During this time, they can acquire shock. Shock worsens these conditions. If shock is not treated, then the person will start undergoing cardiac failure. Treating shock can be healed by injecting saline or healing the underlying damage and getting their health solidly back into the healthy category. It's recommend you still inject saline as a primary tool, especially if they have heart failure (or you can't treat them in time while you're running to get some other medicines). Cardiac failure is even worse than shock; it'll become even more difficult to breathe, and if left untreated, will result in full out cardiac arrest. Treating cardiac failure is done with atropine or epinephrine. This condition will not go away by merely curing the underlying damage. You must treat it with atropine or epinephrine. Both chems are equally good at treating it; having both in the bloodstream, at once, increases the chances of treating it. Finally is cardiac arrest. When acquired, you'll flop on the ground and rapidly take brain and oxygen damage. Treating cardiac arrest can be done with full size defibs or the new handheld defibs. It it strongly recommended you utilize handheld defibs, as they're specialized in treating cardiac arrest. Death occurs primarily by brain damage; if the brain dies, your patient dies. A few helpful pointers and tips: -STOP RELYING ON CRYO. Cryo just heals damage, but doesn't treat the underlying conditions when someone is in a critical state. Time is your enemy under this new system; it's faster and better to apply patches (or advanced burn/trauma kits) or medicine directly to the patient than to throw them in cryo and wait for it to kick in and their body temperature to be low enough. Cryo should be used to stabilize patients who you don't have time to treat, but it shouldn't be the primary treatment method you rely on. -THERE IS A NEW HANDHELD DEFIB. Hanheld defibs work differently from full size defibs. They do not revive people from the dead. They purely treat patients undergoing cardiac arrest. They can also treat heavy O2 damage, so even if a patient isn't undergoing cardiac arrest, they are still useful for rapidly lowering O2 damage. Full size defibs cannot treat the O2 damage like handheld ones, and have a sizeable delay before activating; it's not recommend you use full size ones unless it's a desperate situation. -PAY ATTENTION TO YOUR HUD. A frowny green face is indicative of viruses; it could also mean they're in shock or undergoing cardiac failure. -CPR CAN SAVE A LIFE. CPR has been buffed dramatically under this system. It heals a significant chunk of O2 damage and completely resets the losebreath timer on a patient. In can really help, in a pinch, when someone is in critical condition. Don't expect it to save someone in full out cardiac arrest though. -Treating patients in deep critical is going to require a broad range of medications. It's strongly recommended you keep saline, epinephrine, mannitol, and salbutamol on you for dealing with deeply critical patients. Handheld defibs can help correct high amounts of O2 damage as can utilizing CPR, but handheld defibs can be unreliable at this task. O2 damage can accumulate incredibly rapidly, leading to a death spiral that will result in the patient's death in no time flat. In some situations, there will be cases where there nothing you can do. Treating a patient's damage is important, but always factor in shock, heart failure, and cardiac arrest into your plan of treating your patient, or else they're going to pay the ultimate price; their death. I'm sure there's more, but this should help you get a good start and help you treat patients on some level. Feel free to ask me any questions though!
  13. This is very well stated, and I'd like to echo this to add emphasis. It's always been a bit of a question of the nature of cloning, souls, and the like in SS13, with one side insisting that the SS13 universe is an atheist/materialistic universe with and therefore you're just making a copy of the person with copied memories---but at the end of the day, it's still just that; a copy. The original person is dead and gone. The other side has claimed the opposite; that we live in a theistic/supernatural universe that has additional oddities about it and that, invariably, when cloned, you're just creating a new body; the spirit/soul leaves the original body, inhabits an in between realm and binds to a new body under the right conditions. It's been a bit hazy on this front, but as more and more things get added to the game, one thing has become quite clear over time: the first interpretation of SS13 is incorrect. This isn't me making some larger statement about the real world in the slightest; this is taking things purely in the context of SS13 and that's it, and within that context, all of what @EvadableMoxie has said here rings true; the spirit world exists, there's supernatural powers, supernatural entities, literal magic, and literal gods. This is invariably probably an unpopular idea for a handful of individuals, especially if one of their core traits for their characters is following a more atheistic/materialistic mindset (which ironically makes the materialists in this case the ones who get to stamp their feet and say "I reject your reality and substitute my own!"), but none the less, it's not ideology that determines the nature of reality on station; it's reality itself--and the reality overwhelmingly points in a particular direction. Once you acknowledge that, it's really not so far-fetched that a cloner could detect when someone has passed---it's that weird sci-fi interplay of technology and mysticism (ala ghostbusters) where one can impact, in some part, the other. My point is; making justifications for "pre-scanning doesn't make sense!", "it's a new person with copied memories, not the same one!", and the likes aren't very strong, because a lot of the games mechanics and in-game lore pretty much stand against this idea. I'd also like to echo this; defibs have also been buffed a few times, with their timers lengthened. Take TG, for instance, where defibs are largely for unfortunate O2 deaths, or ones that happen within a minute from medbay because someone blew themselves up again and succumbed to it. Our defib timer has been lengthened out to last about 10 minutes, which is enough to catch even deaths on the mining outpost. TG's is 2 minutes, which basically means it's a stopgap for "obvious body in obvious location with obviously treateable wounds", while cloning still bears the majority of the burden for revival. Strange Reagent exists on TG, but is a bit harder to acquire. I suspect moving more in the direction of "defib for obvious deaths, cloner for everything else" would probably put a bit more teeth on things and swing it back in the direction @Dinarzad describes here. Strange Reagent is likely to remain problematic (due to its easier to access nature on our server), but this could also potentially be addressed with time limits, much like the defib, or require more volume to activate (1 unit for a revive is pretty low). Ideally, defibs would function more like their actual purpose, as opposed to just "revive literal dead bodies".
  14. Discussed before and turned down. The reason is that 120 units beakers become problematic for chemical reactions and balance---this isn't an issue for buckets (which can't be used in grenades or the likes), but for beakers? It becomes a big problem It's a chemical meant to be worked for with a semi-decent amount of effort and convolutedness involved in acquiring it. It's not something medbay is entitled to nor should they be handed. Absolutely not. Suit sensors, crew monitors, and crew pinpointers are already ridiculously powerful for full time crew-watchers. This just makes it all that much harder for antags. Reaching the point of "everyone effectively has a death alarm" is not a healthy state for the game I'm assuming this is some kind of joke--either case, we want more dependence on the chef and more co-operation, not less. We do want some level of triage, guesswork, and dependence on multiple people in multiple spots in medbay.