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Add a cvar to limit maxcap range & Lower it for wizards den #31437
Add a cvar to limit maxcap range & Lower it for wizards den #31437
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Holy based |
Can this just be a cvar? I know many servers that would be very fine with having tankbombs enabled |
why are you doing things like this with comments, add a cvar |
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Make it a CVAR and have the logic escape out early so we're not doing atmos calculation for no reason.
should at most really be a nerf to make them more like grenades and not bombs otherwise, i think they're good as a factor that adds a healthy amount of chaos to the round |
was there a discussion about it? can you please link it? |
why is max radius not a cvar yet anyway |
Fair |
actually yes just make max radius a cvar and if you want to remove maxcaps set it to 0 or at least something like 8 where they're mostly harmless |
alternatively we could give them a special explosion damage type which does no structural and can't space floor, plus give it lower damage against people as well |
This should be configurable in that case I think. But just limiting radius is probably good enough. |
yeah, nerf everything but buff security, we shouldn't have fun in a round just a simple "No fun allowed" |
This changelog could be a bit misleading for downstreams since they are actually enabled by default, and only disabled in the wizden server config. |
As a game admin, I've had instances where I wish I could disable maxcaps temporarily, like I see atmos making a maxcap and I don't know what they intend to do with it. Like they could be a raider or maybe they just want to explode it in space for fun? I think having a cvar for this can be very useful, but since disabling maxcaps by default on wizden is so controversial, I think that should be done in a separate pr instead. |
reading comprehension 0 + security and command gets overwhelmed 9/10 rounds already :/ |
i've said this on discord before, but repeating this here: this PR will prevent atmosians from making maxcaps; however, the syndies (or even the self-antags) doing it aren't going to go anywhere, so they will just do other things (edit) also, consider that plasmafloods are much easier to do than maxcaps, require no real knowledge, and can be done in like a minute therefore, i wish for us to take into consideration that this PR will likely not cause the following changes, cause them to a lesser extent than expected, or even worsen the related situations:
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"removing maxcaps is a bad idea because then antags will just do something WORSE" is a bad argument because then we can just.. also nerf those worse things? |
Yeah, as I said before, no fun allowed, buff security, nerf everything |
then do nerf them? if you consider myself right you're admitting we should either nerf neither or both things at once |
Point 4 why/balance
Yes thats why it was in big quotes, its "accidentally" not accidentally. The classic "I didn't know tanks blew up I just wanted to make a hot canister what"
Point. 4. Why/Balance. |
I need to get a DAGD to show people why this is an issue… maxcaps are exclusively used for mass murder, as per the point of a massive bomb. Sure, nerf the damage and range then… what? Nobody uses it because it's still a secret people keep that's not all that strong as strong as an bomb that chem can make that's much easier to identify? Nobody likes getting hit by a big bomb that kills them and nobody likes wimpy bombs that do not affect anyone. There is no counter for an atmos walking into med with a tank and a canister. 0 sound, a timer long enough for the person deploying it to get away, a tossable projectile. I have 2 ideas that could replace them:
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The painful optimizations are not painful, and its the fun part, having the ability to play around with values and get different result is what makes them fun, and like a breath of fresh air after making frezon for the 50th time. (Obviously if someone plays around with the values in game and not on localhost its on them), also, the risk to self part, why should there be a risk to self? if i get dagd, i can plasma flood, hot vapor flood, singuloose, tesloose. If im a chem syndie i can make explosives, lethal foams, deadly poisons. If im a scientist i can make a borg army. All this has almost no risk, maybe the borg army. All the explosives on the syndicate uplink have almost 0 risk to self, except for getting detected. Wouldn't a change like this have the same effect? If you see an atmos walk, throw a tank and it explodes, since now it has less range, theres a high chance people will witness it and survive, different from actual maxcaps in wich no witness survives. Also this would make it so that its decently dodgeable, like grenades, and it would force atmos players to use those "painful" optimizations to tune the bombs to have fewer ticks till explosion, since it would be harder to aim at/hit people with less range. Also Cojoke-dot, if they were weaker than chem bombs then theres no reason to remove them, being weaker shoulnt be a reason to just remove it, and what im saying is to nerf the range but buff the damage, so it woulnt be a wimpy bomb. Also yeah, people dont like being blown up, but explosives are a thing in the game, unless we remove all explosives & meteors, dying to an explosion being boring is not a reason for removing just maxcaps (if they had the range nerfed, how they are right now, yeah, its too big you cant even see it and you die) So what i propose is just turning a weapon of mass destruction into a tool you can use to target specific people and kill them. Also, for your point 2, tanks have only 5l and for rapidly filling the room with the content of the canister i can just open it, it would basically be the same as removing maxcaps, cause if i want to fill a room with the contents of a canister i can alredy do that |
Turbo is referring to people making programs to maximize time - power. Get enough time to get away while dealing enough damage to remove a department. Removal of the risk that is meant to be inherent with using maxcaps through optimization. I figured out maxcaps with a tip here and there and did experiments. Fun times in atmos till I almost loosed the singularity and blew up the teg in one shift 🙃
Yes… none of the bombs are silent, disguised, and have a meaningful radius. The most you have is a pen bomb which is just a c4. 1/5 of your TC for one bomb compared to the infinite you can make at atmos.
Its a tank, if someone throws a tank at you, you are not going to go into evasive maneuvers and flee for your life.
They already one shot people, how much more would you wan to buff the damage? Craftable mini bombs that deal 200 blunt and have no beep?
Maybe it can force a bit of the gas into people's lungs who have internals on and will not have a cap on pressure. It would be only useful in larger rooms. |
I mean thats voluntary work, he made that program cause he wanted, i doubt he felt it was painful, and some atmos stuff requires calculations, i dont think this is an issue.
We could add sprite once the tank reaches more than 1500kpa or something, and maybe a sound when it reaches 3000kpa+ Also, yeah maxcaps one shot people, but smaller atmos bombs dont, the idea would be that smaller atmos bombs also kill, to discourage the use of bigger radius.
Well, chem can also mass produce bombs, 0 tc cost, that instakill, but with a smaller range, and chemicals that round remove people.
Sounds cool honeslty, but i feel like it would only be useful if we were to add other gasses that have different effect when inhaled, right now, only gasses that would be useful to force inject into people are n2o and frezon, and if im going to make all the people in a room be in contact with a gas i made, first, it would only be useful for mass murder anyways, even more now with the cold slowdown nerf (cause before the cold was useful if you injected yourself with cryox). Second, why frezon or n2o flood a room when i can flood it with hot vapor and insta kill everyone? Why force people to breathe n2o when they can wake up and toggle internals, instead of flooding with n2o its simply better to flood with frezon, wich will also make n2o and it has the benefit of also dealing damage to people that dont have internals. So you'd only flood a room with either frezon, or superheated gasses, both will end in mass murder, just that the hot gas will also round remove Now, i cant deny that these changes would take more work than making maxcaps a cvar, to turn them to 0 and kill them, but i think it would be a healthier change. But i guess the answer i will get is wyci :godo: |
@TurboTrackerss14 I pushed some minor nitpicky changes directly to your branch. I'm not super sure how Subs.CVar works, but does this correctly call |
Changes look fine to me |
I blindly trusted the comments from contrib-voice during my shitcode fixing stream. If you are willing to prettify my code I would be more than allowing of it. |
Painful as in breaking the intent of the reaction, not physically or mentally painful(I've talked with him about it). If you want the most powerful max caps you can plug the numbers you want in and you don't need to test anything, one screenshot of the results is enough to let anyone make one. You can make 20 tile handheld maxcaps that can disable a department with stuff you can get in almost any department.
Me being silly before I set up my dev environment, not meant to be used as a point. More meant to be a funny story when I was making my own max cap formula and stuff.
That's an option I guess, but then it comes down to “why use maxcaps when they are this bad and takes a lot of effort and advanced knowledge?”. I could do a maxcap or get a hypo pen or make a fire bomb in chem? I would much prefer a different solution to maxcaps than a plain nerf.
Chems leave evidence of what happened(puddle on floor, unique damage types) and have counters(easy to identify chemicals, ways to stop chemicals in someones body, give up to prevent round removal). On top of that antagonists can get advantage with chems like special chems or equipment sets.
You can already do this so… meh? I get round removed too often by random maints trit events and they don't even have no2. |
Co-authored-by: Partmedia <kevinz5000@gmail.com>
Looks to be all set 🫡 |
Hey everyone, we had a very long discussion and multiple votes with the maintainers and admins. We came to the conclusion that max caps are some kind of tradition from SS13 and an interesting result of our atmos simulation, that deserves to be kept in some form in the future. However, due to problems with their current mechanics and the huge burden on our game admins, we have decided to limit their explosion radius using a cvar until we can rework some of the mechanics behind maxcap production and turn them into a proper feature. Servers that wish to keep them as they currently are can simply change that cvar. Current problems:
What a good solution for a rework should include:
Some ideas we will investigate:
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addressed
would just mean measure some gases heat capacity at the start then recalculate the ratios, gatekeeping it a bit but thats all |
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This reverts commit 4b357a3.
I updated the title for server owners (well the commit already made it in now soo) If you don't like this change for your FORK you don't have to revert this pr. The default value is the same as before if you don't have the cvar set, only wizards den servers are effected |
About the PR
Praise be community feedback. Let the world be free of funny atmos bombs.
Single line comment out of the tankexplosion trigger.
Why / Balance
Usecase is so small that its almost always used to commit rulebreaks rather than reasonable usage.
While I do wish for there to be a cleaner and more efficient change to maxcaps.
Until such a change is proposed and implimented, this is fit for purpose.
Technical details
No more gastank explosions is likely to cause issues down the line for pipe bursting etc without being a maxcap.
Media
no media.
Requirements
Breaking changes
Changelog
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