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CPR changes #6771
CPR changes #6771
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Not a qol and in a way promotes just spamming CPR which is lame. You already with the right timing can prolong the timer basically infinitely, so having a "severe" punishment for bad timing is more than fair. |
Doesn't feel fair when a crowd of marines are all trying to save someone who is seconds away from perma and CPR is impossible forever because incorrect CPRs cause more incorrect CPRs which cause more incorrect CPRs. Good luck coordinating with everyone in that situation to get the timer correct. Not to mention if a marine feels like griefing they can just incorrect CPR constantly, preventing anyone else from even having a chance of a successful CPR. |
This is literally a part of the skill required to save someone close to death. Removing it won't make the game more engaging. Now instead of coordinating (and thinking about what you do) you will have everyone just spamming CPR. |
You still need to coordinate and think about what you do. If you spam CPR after a successful CPR, it will 100% fail and you have just wasted your own time during the long windup, and sometimes the time of others, since they are prevented from starting their own CPR attempt during your early attempt. |
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 |
attacking_mob.visible_message(SPAN_NOTICE("<b>[attacking_mob]</b> performs <b>CPR</b> on <b>[src]</b>."), | ||
SPAN_HELPFUL("You perform <b>CPR</b> on <b>[src]</b>. You feel it may be a lost cause.")) | ||
balloon_alert(attacking_mob, "you perform cpr, but feel it may be a lost cause") |
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Rather than this, perform the check status verb for them. Or better yet, just always have the check status verb done so many iterations rather than this.
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Rather than this, perform the check status verb for them. Or better yet, just always have the check status verb done so many iterations rather than this.
sure - im not sure of the best way to code this though
attacking_mob.visible_message(SPAN_NOTICE("<b>[attacking_mob]</b> performs <b>CPR</b> on <b>[src]</b>."), | ||
SPAN_HELPFUL("You perform <b>CPR</b> on <b>[src]</b>. You feel it may be a lost cause.")) | ||
balloon_alert(attacking_mob, "you perform cpr, but feel it may be a lost cause") | ||
else if(is_revivable() && stat == DEAD) |
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Ultimately the behavior of cpr shouldn't be changing.
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Ultimately the behavior of cpr shouldn't be changing.
I'm not sure what you mean by this - if you mean the failed CPR leading to more failed CPR thing, I definitely want to change that behavior
if(cpr_cooldown < world.time) | ||
revive_grace_period += 7 SECONDS | ||
cpr_cooldown = world.time + 7 SECONDS |
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Let the cpr_cooldown still be set on a failure if they are alive like existing behavior
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Let the cpr_cooldown still be set on a failure if they are alive like existing behavior
This is definitely an intentional change for the reasons I mentioned in the PR description and the debate in the comments. If you don't want this change, feel free to close the PR, as it's the main change at this point. I will mark it as balance though as per suggestions.
I would rather failed CPR attempts still be penalized by applying the cooldown. |
About the pull request
Adds a hint that it may be a lost cause when someone CPRs a human who is unrevivable. Failed CPRs no longer increase the time before a successful CPR can occur. Messaging now references that other players can contribute to the "too fast CPR" situation.
Explain why it's good for the game
It's kinda cruel for a new player to be CPRing someone endlessly with no clue at all that they are long since perma. I know I did this once when I was new. This adds a subtle hint that they can spend their time elsewhere. It's also a bit cruel for a failed CPR to increase the time before a successful CPR can occur (you doing the whole CPR process for no effect should be the entire penalty, right?). The messaging changes are helpful especially for new players.
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.Changelog
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qol: adds hint when you CPR someone who is unrevivable
balance: failed CPRs no longer increase the time before a successful CPR can occur
qol: messaging now references that other players can contribute to the "too fast CPR" situation
/:cl: