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FFS KLEI just make switches player controllable


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The Freedom For Switches (FFS) movement is asking, no DEMANDING that KLEI make switches player controllable, as this is a really simple change and would make the game practically more user friendly.

This is a really really simple change to make and would make the game more playable, particularly just before it's about to be released.  The impact of the change is almost nill.  I've downloaded quite a few save files over my time playing ONI, and have yet to see anyone implement a switch; everyone uses sensors as switches, which is just plain obtuse and is frankly irritating.

The alternative is to make sensors only dupe controllable, however, practically, so close to release, this is a bad Idea in my opinion, it might satisfy the minority of people who enjoy being impaled by searing pokers up the ass, but the vast majority of people, it will just make the game better.

SWITCHES ARE CRAP, just make them player controlled please.

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Or have all switches and sensors controllable from the main computer by a dupe, as if they're on a wireless network, something that could also be researchable. Wireless boosters could also built to increase coverage.

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On behalf of The Duplicant Front of Gravitas, the Gravitas People's Front, and the Gravitas Popular People's Front I second, third, and fourth this motion.

We demand a serious inquiry into the possibility of forming a committee to investigate if it would be a good idea to set up a brainstorming group in order to potentially do research into possible duplicant repetitive stress injuries from performing excessive toggle jobs.

If our demands are not met we shall hold round table discussions in plenum on a making slogan posters and perhaps even launch a full blown leaflet campaign. 

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You mean that the Gravitas People's Front and the People's Gravitas Front are BOTH in agreement with each other!!!!

 

I don't care if KLEI add research to make them player controllable, this could be implemented later.  It's just a really simple fix to make them player controllable and would add so much more benefit to the game, with such a small amount of time to develop.

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On behalf of the Geriatric Irate Technicians and Generally Useless Dupes (GIT GUD), players need to be taken out of the equation. If you don't want to use duplicant labor, there is a vast array of automation that can flip the switch for you. The need for manual operation of switch is clearly poor base design, the fault of management, not the duplicant union. Poor duplicants should not have their jobs taken from them by a a group of player scrub labor. You don't want a strike on your hands. 

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As a representative of the Dupes for the Ethical Removal of Pointlessness (D.E.R.P) I second third fourth fifth this notion! The fact that players can already control circuitry via sensor settings makes manual switches pointlessly obtuse to use. All or nothing, I say!

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3 hours ago, Saturnus said:

On behalf of The Duplicant Front of Gravitas, the Gravitas People's Front, and the Gravitas Popular People's Front I second, third, and fourth this motion.

And if you do not accept this motion, we shall taunt you a second time.

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Then people whine enough, other people get tired and just want them to shut up. Now you have done it. You have robbed the dupes of their jobs. Are you happy now???

Preview.thumb.jpg.7c801273c45ff2d50121dc5354794d6e.jpg

Player Controlled Switch mod

Despite being small, it's actually not trivial to do. The problem is that the needed method isn't available to modders. Luckily I have experience with fooling around with ONI's privates and I have my own methods to make me even better at doing so.

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They probably should be switchable but I also like that we have a switch which requires duplicants to toggle it. You can build some mostly useless but fun contraptions around it.

Maybe a switch for the switch to toggle the toggle option! ;)

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Just use unrelated switches. Problem solved.

Example:

- Hydro sensor to control gas pump and everything else that doesn't come into contact with liquids.

- Thermo sensor to control liquid pump and everything else that must be submerged in liquids.

All these are remote-toggleable (requires no duplicant interaction), instantaneous, and easily programmable.

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37 minutes ago, gbudiman said:

Just use unrelated switches. Problem solved.

Example:

- Hydro sensor to control gas pump and everything else that doesn't come into contact with liquids.

- Thermo sensor to control liquid pump and everything else that must be submerged in liquids.

All these are remote-toggleable (requires no duplicant interaction), instantaneous, and easily programmable.

Have a look on the link I've provided above. Most of us are aware of that.

You can even use a clock. It's the most related purpose. And even more, not only say active or inactive, you can set it to be active for a defined cycle percent timer.

That's the point of this (those) topic(s). To alert Klei that dups manual switches are not used at all because we have many alternative that do not require dup interaction. So they should, or should not, change that, to equalize automation triggers. Require dup for every change, do not require dup whatever change is made, or keep it as it is.

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From what I'm seeing, the vast majority of players would benefit from the switches being player controlled, while this would possibly make the minority of hard core players cry a little, it's not a major issue.  Changing this would suit new players much more than how it is now.

Don't get me wrong, I am not dismissing the opposition arguments here and I'm very aware that there are numerous other posts regarding switches, what I'm trying to do is to get KLEI to take some bloody action and sort switches out before it's released, as IMO, it's an large imperfection on an otherwise fabulous game.

A hardcore mode, with options to select switches to either player or dupe controlled and perhaps also some research to make them player controllable, can be added later,  and I'm certainly all for this.

At the moment, I think it's just bad to have switches dupe controlled, because it makes the game a bit contrived for those that aren't wanting to use bloody sensors as manual switches all the time ( which just pisses me off frankly) and will make it nicer to play for new players, which there will be a surge of when it's released, and I'm all for the game being given positiveness when it's released.

All you hardcore players who oppose this, you have to ask yourself, have you EVER used sensors as player controllable switches or changed a sensor to switch something on/off manually? and if the answer is YES, then it should be common sense that making them player controllable, would benefit new or lazy (me) players and therefore be a benefit to KLEI.

Overall, I believe that the positives from making the switches player controllable outweigh the negatives.

TLDR :D

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I had an idea for computations over long distances and large amounts of switching
there could be a wireless signal connected to one end to serve as on / off to be disabled from a distance, but oni way to be

What would it be ???

Spoiler

https://2.bp.blogspot.com/-tAOlJhpRtwc/UcCsJ7Ys80I/AAAAAAAAAJI/NC-bE3BeLN4/s1600/servidores-facebook-03.jpg


servers!

they would have the size of 1/4 (height), then they could be created in the base in a single place and also created several in series so the dupe could go only to a place to solve several things

and also, who knows, could be a cold place because of the need of these devices, but I think in that case would be exaggeration

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