RE: Silver, I get where you're coming from, really I do, but in the grand scheme of things, I think there's two big points to be made about micros:
1) What are people doing relying on mechanics over RP on a high-RP server?
2) If an actual two-inch-tall creature came running up to you, attacked you, then ran away again, and you aimed a pistol at it, would it be as easy as shooting a full-grown man?
I'll split this down into two sections:
It seems to me that this issue is mostly as a result of peoples' behaviour on the server. This is a high RP environment. In a perfect scenario, mechanically firing a gun at somebody wouldn't come into the equation. We do have people, however, who'd sooner run up to someone and spam click than roleplay out a combat scenario. Surely, then, the fault lies with people like this rather than micros? I understand that logically it's not a problem that's going to be fixed even if we start cracking down on it, but there will always be people who run up to other people and use mechanics over RP, even those who don't routinely play micros. It's just harder to stop the micros mechanically.
The other scenario in which we'd use heavy mechanics is for an event. Now, events don't happen very often, which is part of why it's an
event. If we had them every shift, they'd be mundane and we'd be more action-oriented. During events, especially story-oriented ones, Ace would typically enforce that all players should be normal sized to reduce friendly fire anyway. I can distinctly remember this happening in the big Redspace event a couple of years ago. If we're going to enforce that people shouldn't be micro-sized during the most mechanics-heavy times on the station, and encourage RP over mechanics for the rest of the time, why are we worried about balancing this feature for combat?
To explain my second point a little more clearly, this one breaks down a little more when it comes to balance. Right now, it's unbalanced that micros have the stats they do. That's because they're harder to hit, but have the same HP as humans, the same damage, etc. To help ease this, we added stomp mechanics, which I frequently see forgotten in favour of a gun. Simply select any non-help intent and walking over a micro's tile will incapacitate them for a few seconds. You don't even have to click them, there's no chance of failure. You can auto-stun, and indeed stun-lock micros simply by walking over their tile over and over. You just can't deal damage, because we fear the griefing potential would be too large. Therefore micros are encouraged to stick to ranged combat.
I feel that the size of micros not only eases the code (multiples of 2), but also is more realistic. As I said above, if you had, say, a mouse running across the room in real life, and you tried to shoot it with a pistol, how likely are you to hit a moving, tiny target? How likely are you to hit a stationary tiny target at range without aiming first? Rather than include some RNG miss change, this method makes it easier to miss a micro - as would be realistic - with a ranged weapon unless you're aiming at them carefully. Ideally, we'd want to increase the damage micros take and decrease the damage they deal - but this may not be quite so possible due to current code limitations.
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I do hope this post was coherent and explained some of the reasons behind why the game is the way it is. I could probably think of more explanation, but it's late and I'm tired.