Build-A-Base Workshop 13 - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +--- Thread: Build-A-Base Workshop 13 (/showthread.php?tid=3332) |
Re: Build-A-Base Workshop 13 - Cogwerks - 10-16-2014 Marquesas Wrote:You are seriously overestimating the things we CAN do here. qp evergrande.txt <3 Re: Build-A-Base Workshop 13 - Sam Guivene - 10-16-2014 I've waited for this all my life, you guys have no idea how I've had to go out of my way onto paradise and /VG/Station just so I could spend some peaceful time building and not destroying, living an uninterrupted life of improvement and building. With this, I can enter a state of zen peace in the form of construction. Also, in regards to several comments, this is more akin to freebuild mode than to Sandbox mode, as by default, SS13 is a sandbox game, just because you have the ability and option to kick down someones sandcastle, shit in it, and shove another persons face into that sand, doesn't make it any less of a sandbox, in fact, thats the whole basis of EVE online. But now, we can have a true minecraftian style freebuild, where all will be at peace. Also maybe those lazy coders will finally make construction of things more viable and get out of the prebuilt dark ages... Re: Build-A-Base Workshop 13 - Cogwerks - 10-16-2014 A lot of work is going on with materials stuff and crafting right now. Good times. Re: Build-A-Base Workshop 13 - Ali0en - 10-16-2014 "Hey we built all the stuff! What now?" "Nothing." There needs to be something aside from building. Telesci, random events. Also telesci up for 20 hours would totally end in the good solarium ending. Do it cogs. Re: Build-A-Base Workshop 13 - robbie - 10-16-2014 Ali0en Wrote:The test round was awful. 50+ people spawned in a shuttle in empty space with no gear and beat the shit out of eachother until an admin spawned gear for like 5 people.Working as intended. Re: Build-A-Base Workshop 13 - UmmonTL - 10-17-2014 Just witnessed the end of another construction round that had a runtime of 170minutes, the only job was construction worker who spawns with engineering suit, jetpack, tools and an RCD. It was a glorious mess, no idea how the people got stuff like a cloner or the arcsmelter but I'm guessing an admin helped a bit? Anyways it reinforced my opinion that some kind of planning tool or something would serioulsy help, the station was mostly made of featureless square rooms with no windows and nothing in them. The only exception was a bunch of rooms right next to each other that basically had every working piece of equipment stuffed in them. Re: Build-A-Base Workshop 13 - Marquesas - 10-17-2014 UmmonTL Wrote:Just witnessed the end of another construction round that had a runtime of 170minutes, the only job was construction worker who spawns with engineering suit, jetpack, tools and an RCD. It was a glorious mess, no idea how the people got stuff like a cloner or the arcsmelter but I'm guessing an admin helped a bit? Anyways it reinforced my opinion that some kind of planning tool or something would serioulsy help, the station was mostly made of featureless square rooms with no windows and nothing in them. The only exception was a bunch of rooms right next to each other that basically had every working piece of equipment stuffed in them. A planning tool sounds rather rad. It'd also be a great way to place alternative turf icon_states. I'll make this go somewhere. Sometime. Re: Build-A-Base Workshop 13 - DyssalC - 10-17-2014 Is there like a scheduled time for these things so I can avoid missing them? Re: Build-A-Base Workshop 13 - Lantern - 10-17-2014 Not sure how posible this is, but maybe have like, four ABC Us on the spawning shuttle that are preloaded with blue prints for the most basic of rooms. Example: A medical room with a surgical table and a medical vending machine, or and engineering room that has a few furnaces. Just very basic and essintial rooms that can jump start the construction for the rest of the station. Re: Build-A-Base Workshop 13 - Ali0en - 10-17-2014 That construction round was great, super fun. Arkire came in a bit after it started and started spawning stuff for us. We (I) built a bar first and he gave us booze and goodies. Then came the kitchen, botany, medbay, genetics, and VR. Now for some stuff of note. Genetic cloner wouldn't work. Maybe because it was lined horizontally, but that should be noted. If you turned on the reclaimer, the server would freeze for 10-15 seconds. The genetic modifiers worked fine and we did a bunch of research. Normal VR didn't work, while the detectives VR did. About an hour in a radstorm happened and caused some health problems. Dramatic music was played. Thankfully we had a medbay so those affected got treated. This was really intense and I loved it, so an event every hour for the crew to prepare for would be fun. Music in that time frame would be cool too. Here's the first picture of our station. Images are links because they're huge http://i.imgur.com/ankevmY.jpg And the next when Arkire left. We got the station FAR BIGGER after this, but this isn't a bad pic. http://i.imgur.com/ZljV24T.jpg Re: Build-A-Base Workshop 13 - Erev - 10-17-2014 Construction sounds like it'll be a lot of fun. I am curious a bit about progression though - will we be able to order pathology equipment off the bat, or will we need medbay and/or genetics equipment beforehand? Would we need an AI before ordering defense turrets? Would some things not arrive as schematics but only as deployable pieces (say upgraded defense turrets?) Also, would these 'improvement' schematics for the Wireless Ruckingeur Kit be bought with traditional money? Or some sort of loyalty point system for surviving events and completing goals? Would completing certain goals open up additional schematics/items to order from NT? Just some thoughts! Re: Build-A-Base Workshop 13 - atomic1fire - 10-17-2014 Cogwerks Wrote:It'd be easier to develop if some of the more complex things were already setup, especially QM's ordering launchers. There's a ton of potential for this idea though. I could see it working pretty well with something like the old mining station, just have a small arrivals shuttle docked at a little outpost with some critical infrastructure already set up, a manufacturing room and a bunch of airlocks leading out to good construction areas. Maybe a mining magnet too to help keep resources readily available. The construction stuff sounds like it's going on pretty well, but the idea of nonstation jobs sounds awesome. Being able to spawn on some random derelict/zlevel and take the opportunity to crack safes all round would be fun. Re: Build-A-Base Workshop 13 - QP Evergrande - 10-17-2014 If sets of blueprints for ruckinguer kits are made to be buyable, they should be buyable in all game modes. But a single order should contain all the blueprints for, as an example, the medbay, but at significant cost. Like, 25,000 at least. And you can't buy single blueprints because NanoTransen. That way, in this mode buying them is an accomplishment, while in regular modes buying them is a major drain, so you wouldn't do it unless you're absolutely rolling in cash, so the mechanics still need to go out and actually scan stuff most of the time. Re: Build-A-Base Workshop 13 - Marquesas - 10-17-2014 Marquesas Wrote:UmmonTL Wrote:Just witnessed the end of another construction round that had a runtime of 170minutes, the only job was construction worker who spawns with engineering suit, jetpack, tools and an RCD. It was a glorious mess, no idea how the people got stuff like a cloner or the arcsmelter but I'm guessing an admin helped a bit? Anyways it reinforced my opinion that some kind of planning tool or something would serioulsy help, the station was mostly made of featureless square rooms with no windows and nothing in them. The only exception was a bunch of rooms right next to each other that basically had every working piece of equipment stuffed in them. Okay, construction got two new toys, then. One of them will let you lay plans out. You can pre-select the icon the turfs will use and when the appropriate type of turf is built on the same tile as a plan (simulated wall / simulated floor), it will assume that icon. Only people with the 3D blueprint viewing glasses can see the plans. The other toy ties directly into progress or milestones or whatever. You can select the room you would like to designate (like Chemistry), it will tell you the criteria for a chemistry lab. Then, using it on a tile in a room will check if that room matches all criteria and assign the appropriate area as well. This is useful because we can keep track of what the station has and unlock goodies and bad events related to that room. Re: Build-A-Base Workshop 13 - thehman03 - 10-18-2014 This idea is going swimmingly and i'm very happy about that. |