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Lowpop failsafes - Printable Version

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Lowpop failsafes - JohnnyJohn - 04-10-2025

In my eyes, something like this has been desperately needed, especially on heisenbee. The idea is relatively simple.

If a department is not staffed at all, every single door within it is unlocked. If a department does not have a head, then the respective office and departmental consoles and whatnot are unlocked. If there's no quartermaster, cargo and it's respective consoles are unlocked. If there's below 2 miners, then ore gain is tripled when depositing in the rockbox and valuable ores are found more commonly. If there's no head of personnel, then the access restriction on the identification computer is unlocked, etc.

These changes will auto-revert if conditions are met. For example, cargo would once again become access-locked if a quartermaster joined.


RE: Lowpop failsafes - RSOD - 04-10-2025

i'm down for department doors being unlocked, perhaps signaled by a special light on the airlocks (purple maybe?) to show that the door is unlocked due to the empty department, but i don't like the idea of tripled ore gains from rockbox


RE: Lowpop failsafes - KikiMofo - 04-10-2025

If its classic then you can just break in. If its RP and you don't want to break in then go to the Captain or HoP to get access added. Theres always going to be a captain and I assume on RP HoP isn't that rare to have around right?


RE: Lowpop failsafes - Angel - 04-10-2025

(04-10-2025, 09:02 PM)KikiMofo Wrote: If its classic then you can just break in. If its RP and you don't want to break in then go to the Captain or HoP to get access added. Theres always going to be a captain and I assume on RP HoP isn't that rare to have around right?

Honestly I really don't like the "You can just break in excuse" because people often use it to just tide and steal stuff from other departments for no reason. The suggestion is cool because then maybe the classic culture of breaking in anywhere you want to go instead of first trying to ask if someone could let you in could slowly die down.


RE: Lowpop failsafes - freedo5 - 04-11-2025

Personally i don't think the station should be able to ignore lacking a department or a head. There are already ways of circumventing this with access consoles and crime. And there's plenty of equipment you can still use if you lack access.


RE: Lowpop failsafes - jan.antilles - 04-12-2025

Just leaving the doors open when there's no one staffing a department could very easily lead to a situation where nobody *wants* to see a department staffed, because it's so much more convenient to just walk in and take what you want without having to talk to a person.

Consider:
No botanist > chef walks into botany and starts growing things > botanist joins > Chef: wtf let me in, I'm growing things

I'm not really a fan of any idea that makes things more convenient for players to *not* have people join the server.


RE: Lowpop failsafes - Kotlol - 04-12-2025

(04-12-2025, 08:48 AM)jan.antilles Wrote: Just leaving the doors open when there's no one staffing a department could very easily lead to a situation where nobody *wants* to see a department staffed, because it's so much more convenient to just walk in and take what you want without having to talk to a person.

Consider:
No botanist > chef walks into botany and starts growing things > botanist joins > Chef: wtf let me in, I'm growing things

I'm not really a fan of any idea that makes things more convenient for players to *not* have people join the server.

We basically have a master key aka cap's spare ID for this kinda predictament.

But that one is only technically available if a cap'n or HoP is there.
So on low pop wouldn't it be useful for security to have a "Emergency Cap ID" for lacking those moments.

But that's at far as I should take it. Maybe in the armory? I don't know it's the <best idea> but it's the best I can think of at the moment.


RE: Lowpop failsafes - Confuseddp - 04-12-2025

Make a map called Communism Station for low pop! :3


RE: Lowpop failsafes - Lord_earthfire - 04-12-2025

To be honest, half the interesting situations of lowpop comes from struggling with a station that is not staffed for such a skeleton crew.

There is "QoL" that makes the game simply less fun to play. And for me this suggestion is one of them.


RE: Lowpop failsafes - Mouse - 04-12-2025

You can take a door down in about a minute with a fire extinguisher.  You can take windows down even faster.


RE: Lowpop failsafes - JohnnyJohn - 04-15-2025

Problem 1: lowpop means there's often not a captain or HoP, or if there is one, then they've probably fucked off to the debris field in the first 2 minutes or died to a monkey.a
Problem 2: Hacking is extremely limited, you can't mitigate everything with it, and it's just annoying to do. For example, what if there's no quartermaster on nadir? You're fucked.
Problem 3: The spare ID is always, ALWAYS stolen and not replaced. EVER. This happens lime 99.999999999% of the time. The last time I DIDN'T see that happen was many months ago. It wouldn't be that big of an issue if you could get another or something.
Problem 4: People are generally not as cooperative on classic. Asking someone for help has about a 1/3 chance of being reciprocated, a 1/3 chance of being told off, and a 1/3 chance of the other person completely ignoring your request and opting to huff incendiary glue instead.


RE: Lowpop failsafes - KikiMofo - 04-15-2025

I'm pretty sure Captain is required on round start. Someone can correct me if I'm wrong but I was pretty sure that even if only one person joins at round start they start as captain. Maybe if you have that as a do not pick in your job list that can stop it?


RE: Lowpop failsafes - Mouse - 04-16-2025

(7 hours ago)KikiMofo Wrote: I'm pretty sure Captain is required on round start. Someone can correct me if I'm wrong but I was pretty sure that even if only one person joins at round start they start as captain. Maybe if you have that as a do not pick in your job list that can stop it?

If everyone disables captain no one will roll it.