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Mechanically prevent AME sabotage #20316
Conversation
The time should be a cvar rather than being hardcoded. |
maybe made alert sound quieter and send message about overloading in emgi channel like in admin |
Thanks, I didn't know what they were called in here, added it in now. |
Won't it be much better if you removed all hardcode of "nuh-uh can't explode till 30 minutes for reasons" and just left AME with an in-built alarm for Engi channel? Either for overloading and risk detonations or just in general: |
that wouldnt account for welding a part but leaving injection alone |
then make it always scream over radio once it detects injection as dangerous |
The main issue is not that it needed more alerting but to try and mechanically prevent the overload in the first 30min, Either a troll/shitter/Newbie will overload the AME in the first 30min effectively ruining the round. There is already a rule here to try and prevent this and an admin notification but it still happens...often. |
How will this work on nuclear operatives, where detonating AME is common practice? Especially during a hidden game. |
In addition, we have mentor roles - who must monitor and train newcomers, explaining how AME works and what happens when it is rebooted. |
Most likely outcome is the current Nukie gameplay is unchanged maybe with a slight delay for the ones that really want to destroy AME for some reason.
This sounds like a non-issue, why cant the Senior just tell them, this change doesn't prevent them from talking about it? Example: Senior Engineer: "This is the AME Controller, Set it to inject at 2x the amount of cores. If you set it higher it will overload and explode once it has warmed up." |
I'm against artificially limiting the amount to safe levels for the simple reason of retaining player agency. A lightly overloaded AME (like 1-core 6-fuel) can be a conscious choice of the engineering department to boost power production with the drawback of higher fuel consumption and really having to pay attention to prevent explosions. Taking this choice from the available options will further degrade the possibilities of what one can do with an AME - and most discussions on the topic that I've heard are about how to make the AME MORE interesting, not even less interesting. A compromise from my perspective would be a setting where the AME can't be overloaded beyond the "semi-stable" levels (max. of core-count + 5). At those levels, it will take a long time to degrade (16+ minutes, more likely 20+) which in turn already is more or less in line with the rules since the AME will likely not get overloaded at round start. I would also scale down on the chat-warnings. One or two are a nice addition, but just putting everything that happens into a chat message would shift the focus from a world-based RPG to a text-based RPG. Engineering should have some clue on what is happening at their department without getting everything presented in the chat. |
I'll bring it back in to draft for now as it seems like there is still some decent discussion to be had.
I'm also aligned to this and you made some good points.
I'll put the conditions here because this is what is going to determine it the alerts, overload and safety switch.
With this are we talking about still having the safety switch go on in these situations, for reference instability is removed per injection from 100 for simplicity:
The 16min and 3min overloads, im pretty sure an engi would see and be able to travel respond to the overload within the time frame. The 50s there is little chance to get there in time unless you were already in engineering and you immediately saw the warning.
Yeah I'd agree with you here too, the alerts are going out every injection. Probably reducing them down to one alert when it has passed the threshold would be better so with the current instability levels of 10,30,60,90 triggering alert levels it would only have one alert per passing threshold. So on the 3 trajectory's of overloads, 4 alerts per overload cycle:
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
1 similar comment
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
I'm going to close this for now, It feels like its moved in another direction with just preventing by making the overload take longer rather than alerting engi. |
About the PR
Mechanically prevent the AME from exploding to assist in removing the rule on station sabotage.
Why / Balance
From the chats and movement for less rules and more mechanical solutions: #20064
Technical details
When AME calculations are done for power/ overload, it will reset the injection level for next cycle and flag the UI update message to know to give overload or warning message if below defined sabotage timeout.
Media
Prevention:
AME-Overload-Prevention.mp4
Alerting:
AME-Overload-Alert.mp4
Breaking changes
No breaking changes.
Changelog
Add lockout for AME so can't be detonated prior to 30min, also has some new injection statuses.
🆑Repo