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Build-A-Base Workshop 13 - Printable Version

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Re: Build-A-Base Workshop 13 - Zafhset - 10-12-2014

This is an awesome idea, and I can see a lot of fun to be had with this.

I'm not too sure about the 24 hour round reset timer though. I think the players ought to have some form of control over it, especially if the earliest settlers in a new round somehow manage to screw up royally in a way that makes progress impossible.


Re: Build-A-Base Workshop 13 - QP Evergrande - 10-12-2014

Zafhset Wrote:I'm not too sure about the 24 hour round reset timer though. I think the players ought to have some form of control over it, especially if the earliest settlers in a new round somehow manage to screw up royally in a way that makes progress impossible.

If that happens (and if so, wow) a simple adminhelp to restart the round should be enough.

I thought of a few more things.

10. What if APCs in this mode powered objects in a certain radius around them? If the radius overlaps, have the closer one take priority. Because having to wire up everything, including every light, sounds like it would take forever. Certain things, like belts and cargo routers, could also spread power to adjacent spaces, to allow for long, winding belts without needing to have several APCs to power them. If that's not feasible, then I guess I have to ask, how difficult is it to change the APC power map in the middle of a round?

11. Docking beacons. Deploy them on a space tile, and they'll signal things to dock there. To make sure you put them in the right place, you'd deploy them twice. The first time, they briefly project a holographic image of the size of the object they'll call, and the second time they become locked in. We'd have one type for merchant shuttles, one type for the escape shuttle(s?) and maybe one for an arrivals shuttle, in case something happens to the survey shuttle. Maybe you could use something similar to set up buy/sell points, if needed? Stick a beacon on the side of the station, just beyond the end of the belts, and it designates the point at the edge of the map facing from that point?

12. If possible, an interesting thing to put in the stat screen at the end of the round would be the cost of the station. That would be the price of whatever structures are initially present, plus the total value of all materials used in manufacturers and ruckinguer kits, or bought from the cargo bay.

13. Let us build the station on top of asteroids. Like, have the area initially be just filled with asteroids, which we can stick floor plating on top of. But if the floor is destroyed, it'll be space underneath, not asteroid, so the field will be gradually cleared away as the round progresses.

I keep harping about power, because it's important. In order for this game mode to reach its full potential, we can't just gain access to everything right from the beginning. It'll be so much more satisfying to actually earn the equipment. That means having some kind of restriction, and power is one of the ways we can be restricted. We start out with furnaces, then after a while we can move on to solars once we have the resources needed to make enough of them, and after that the thermoelectric generator once we have enough money. In the meantime, we move on from relying on dim lights (light tubes, but more energy efficient ones, that just don't light things as well) to regular ones. And as for the mining magnet, it should be a supplement for other asteroid mining, but if it is built too early it should be a major drain on the station and take a long time to charge (I talked about this during the last round of station power discussions in the main SA thread, where I said the magnet's recharge time should be variable in some way depending on how much power is fed into it).

And like I said about the solars, resources should also be a limiting factor. At first, the station should be dependent primarily on selling ore to make money to fund the construction. But over time, new methods of making money should open up. I'm just going to link this old thread about the station economy for ideas about that.
viewtopic.php?f=6&t=2290

Once we don't need to rely on ore so much any more, that's when things really open up. Solar panels and SMES units should require claretine to construct, and obviously plasmastone is needed to fuel the thermoelectric generator. Any kind of teleportation equipment should obviously require telestones. The smelter should take bohrum, and so on.


Re: Build-A-Base Workshop 13 - Ali0en - 10-12-2014

Alright, gonna expand on my earlier post.

Random events and timer. At the start of a round, a time shows in the status tab. After the first 30 minutes passes, a random even happens. This could range from flash mob spawns (wendigo's on their monthly space migration), space fruit rains (fruit is thrown at the station with such force it damages things), a mild virus outbreak, etc. Anything that would give the crew a bigger incentive to build efficiently and tactfully. Build a big armored base but you didn't build a pathology lab? Well it stopped the wendigo's but didn't stop the virus.

I also think there should be GOOD random events. As an example, when the crew has a QM bay built, they can receive random shipments of goodies from Centcomm. If there's a bar, a roving band of space clowns may stop by and provide entertainment and HEALING drinks. Got a scientist constantly researching? Maybe he will discover something great that will increase chems given from mixes or money production over time.

Just add a little neat variety to it.


Re: Build-A-Base Workshop 13 - UmmonTL - 10-13-2014

Another idea for the power system would be to connect APC's the same way you connect mechanic components. Multitool in hand, click the APC and drag to the computer/light/whatever. Pops up a menu where you select the category the thing should fall is. You could also connect buttons to toggle APC categories and thus get light switches.
Not sure if this is doable since I'm guessing all electricity consuming objects would need to be changed to "accept" these connections. Also it's a pretty insecure way of doing stuff since anyone with a multitool could change stuff invisibly. With cables you at least see them do it, the connections can be checked and they need insulated gloves to not get shocked.

On that note there's actually the question of how much of the access restriction stuff from the regular station would actually be necessary in this mode. If there are no player traitors then it's no problem that building and modifying stuff is as convenient as possible. And if there were player traitors wouldn't people just start building their own little fortresses and never share what they have?


Re: Build-A-Base Workshop 13 - atomic1fire - 10-13-2014

You could have a completely seperate power component that uses a battery and functionally does the same thing.

Just scrap out APC's on the map and use batteries and mechanics components for all the power doohickeys.

It sounds like an ultra complicated thing to code, but it could maybe be an option.


Re: Build-A-Base Workshop 13 - Natsumehack - 10-13-2014

Maybe have it possible to have Unique Boss Monsters, that have a chance to appear during the last hour, or last 30 minutes that really test how well the station is built.


Re: Build-A-Base Workshop 13 - DyssalC - 10-13-2014

What about the experimental local power generator that nobody ever uses?


Re: Build-A-Base Workshop 13 - Marquesas - 10-13-2014

Zafhset Wrote:This is an awesome idea, and I can see a lot of fun to be had with this.

I'm not too sure about the 24 hour round reset timer though. I think the players ought to have some form of control over it, especially if the earliest settlers in a new round somehow manage to screw up royally in a way that makes progress impossible.

It's more about eliminating all states of diggor mortis.


Re: Build-A-Base Workshop 13 - atomic1fire - 10-13-2014

If it wasn't too much of a problem it might be neat if finished map states could be posted to goonhub.

"This is a picture of the zlevel at the end of the round"

Granted about half would be bombed places unless there were no traitors.


Re: Build-A-Base Workshop 13 - DyssalC - 10-13-2014

atomic1fire Wrote:If it wasn't too much of a problem it might be neat if finished map states could be posted to goonhub.

"This is a picture of the zlevel at the end of the round"

Granted about half would be bombed places unless there were no traitors.
If it follows most of the guidelines of the original post then there would be no traitors, only mobs.


Re: Build-A-Base Workshop 13 - Marquesas - 10-13-2014

How do you feel about global objectives? I'm thinking basically milestones which you can work towards, and completing them earns the station minor bonuses (budget boost? special objects?). Not only it would give people looking for a purpose, well, a purpose, it'd also be a good gauge how functional a station the construction crew built in a day.


Re: Build-A-Base Workshop 13 - AngriestIBM - 10-13-2014

UmmonTL Wrote:On that note, a lot of computer devices work by space magic instead of actually sending messages over a network. Most notably, both the telesci computer and the telepad need to be connected to the network (or more specifically the mainframe) and work as networked devices but no messages are sent to actually open a portal or send/receive/scan, let alone returning the scanner data. The cloner and genetics console also magically connect and work. If this were changed it would be cool for the actual station as well because it would allow for more hacking hijinks as well as some more useful wireless constructuions.
This is completely wrong though ??


Re: Build-A-Base Workshop 13 - atomic1fire - 10-13-2014

It would be cool if you could buy new item blueprints for mechanics, or room blueprints for the ABCU

Want an arcade? As long as you can figure out the space for it, you can have one with that blueprint you just bought.

Or you can just buy the item blueprints and design one yourself.

Simcity in space.


Re: Build-A-Base Workshop 13 - QP Evergrande - 10-13-2014

Marquesas Wrote:How do you feel about global objectives? I'm thinking basically milestones which you can work towards, and completing them earns the station minor bonuses (budget boost? special objects?). Not only it would give people looking for a purpose, well, a purpose, it'd also be a good gauge how functional a station the construction crew built in a day.

It sounds like a great idea. But don't make them too easy, or too restrictive. There won't be much point in the game mode if we end up restricted to one
"correct" path.

I'm gonna have to put together an effort post about this...


Re: Build-A-Base Workshop 13 - Captain_Bravo - 10-13-2014

Someone mentioned earlier that there should be more options than just critters, and that got me thinking... What if the Bad Stuff is related to what you have constructed?

Like, how hard would it be to have the server just do a simple yes/no check on, "Does the station have a Pathology Lab?" "Does the station have a Pod Manufacturer?" "Does the station have a Brig?" and then for each "yes" it adds in a chance for different Bad Things to happen.

So, at round start, when there's basically nothing built, the only thing that can happen a few times an hour is meteor strikes. Since meteors suck, and you want to try your hand at curing diseases, you build some medical equipment and a Pathology Thingy. (Is it called an incubator? I don't know.) Now there's a 50/50 chance that the next Bad Event will be meteors, or will be an outbreak of a random space disease. Build a podbay, and now drones can spawn. Add a brig, and there's a chance the shuttle can randomly spawn half a dozen angry, robust, rolling-pin-wielding chefs. (They got lost on their way to the Plasma Chef competition, and now they're super pissed at everyone and everything.)

Then the pendulum swings both ways. If you want to construct and play around with something new, you do so with the knowledge that you might cause something bad to happen. Or, if you're looking for a specific challenge, the game will only let you face it once you've got the tools necessary to do so.

Speaking of, since Cogwerks mentioned his Modular Phaser idea, I think something akin to the CartyParty with a few, expensive, phasers and an assortment of mods would be interesting to add. And you could tie the presence of an "It Pays To Phase" vendor with the possible spawning of critters during Bad Events.