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Changes pod crash land probability to 33% from 50%. #3684
Conversation
changes crash land probability to 33%
🤷 It's gonna be changed whenever I get around to the hijack objectives. Fine either way 👍 |
<3 |
I've seen some positive and some negative feedback on discord. The negative seems to boil down to "I don't like this, I pod to try to crash land to fight xenos". Personally, I use escape pods to try to escape... if you want to fight xenos why not stay on the ship - try to retake it and save the day? Please tell me if I'm missing anything, thanks. (Comment here or ping me on discord, user = balthuzad ) |
If you want to escape, you have lifeboats. If you want to leave the round, you can just cryo. Pods being crashed introduced really fun alternative to hijack for both marines and xenos, this PR will severally cripple this feature for both parties (forsaken will have less enemies to kill, marines will have less allies to survive together). Personally, I think pods should have even higher crash chance. There is no reason for pods to be a free good ending button, pods are meant to be a worse option than boats. Btw, ship situation can be FUBAR, so fighting for colony can provide a better chance for survival. |
Lifeboats are great if the numbers make sense, but escape pods are there for when the numbers don't make sense or people are too scared (IC) and want to escape. I don't think it makes sense in RP to normal-cryo after hijack - the ship is under attack, you should be trying to podcryo so that xenos don't go into normal cryo and rip you out, or trying to defend the ship, or trying to escape another way. Using escape pods to try to 50/50 crash when the goal is to evac or defend the ship seems LRP and metagaming to me. (Meta because you are not following your IC goals, and also because you are using OOC knowledge about the crash chance to do that, and also because crashing is fucking dangerous to your health). Besides, 50% of the time it's gonna backfire on you and remove you from the round anyways. Grab someone who can operate the remaining dropship and go down that way if you want to go planetside. |
Ok, you want to escape. But why do you think you should be guaranteed to escape? You did nothing to deserve the escape, you didn't work for it, absolutely nothing. Impact is zero. You can even hop in an escape pod before DS actually crashes. So there is already no risks at all, except the crash risk added by Morrow. And what is the reason behind reducing that risk? Again, why you should have a better chance to escape, if you did absolutely nothing to deserve it. What's the point? Okay, roleplay. But higher or lower chance of pod's crash doesn't affect roleplay at all. You can get even more roleplay prospects if your pod fails. Not to mention that even successful podding not guarantees that your pod is going to be found, according to lore. Again, mechanically there is no reason to have easier evac system than lifeboats. You want to save your life — hold boats. Or you risk it and go for pods. I can even suggest a better system: make it so that there are 75% crashes on manual launch, and only 25% on autolaunch. This way you will be rewarded for actually holding pods and not just for glorified cryo. And about meta... I'm going to have an interesting experience if my pod crashes, whether I wanted it or not. But if my pod launch successfully, I get nothing. I get "you escaped" message, but I did nothing to deserve it. At best I avoided 50% bad outcome chance, but you want to reduce it, to make it even more meaningless. |
You're moving the goalpost - this PR doesn't guarantee escape.
You worked hard throughout the round working with your fellow marines, did well enough to survive, of course you deserve a decent chance to escape.
How is it realistic RP that a pod has a 50% chance to crash? Are the people who built/designed the pods that incompetent?
As I said before, that's great except for when the numbers are so bad that it's suicide. Command sometimes orders pods over boats for this reason.
I like the idea of a lower crash percent for autolaunch vs. manual launch. The problem is that you might end up as the last survivor and have people raging because you're "delaying the round" - maybe this could be rectified if they add a 'you're the last survivor' OOC notification+sound or something to prompt you to manual launch.
If podding and escaping is not interesting for you, don't pod - there are other options for "interesting experiences". Some people enjoy the RP of getting out alive. As I said earlier, it doesn't make sense for your goal to be to crash - you are trying to retake the ship or escape. |
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
Your Fix/Feature pull request is currently below zero (-5). Maintainers may close future Feature/Balance PRs. Fixing issues or helping to improve the codebase will raise this score. |
About the pull request
Changes pod crash land probability to 33% from 50%.
Explain why it's good for the game
Morrow please hear me out: with crash land probability at 50%, it makes crash-landings normal rather than something cool and special. This lowers it slightly to 33%. I know your changes are part of a larger set of changes but just for now it would be nice if the value was tweaked. I am open to another number somewhere below 50%.
That's my OOC reasoning. IC reasoning: "The USCM engineers finally have refined their pod-building process, making it slightly more likely that pods function as intended rather than crashing a whopping 50% of the time."
Changelog
🆑
balance: pods crash land 33% of the time rather than 50%
/:cl: