Give mechanics default blueprints - 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: Give mechanics default blueprints (/showthread.php?tid=8733) Pages:
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Give mechanics default blueprints - quiltyquilty - 05-19-2017 I think itd be cool if mechanics started the round with some randomly spawned blueprints, or not random, of essential station stuff. I think that a lack of mechanics in a round shouldnt mean that dead people are screwed over when cloning is inevitably bombed, and there wasnt anyone playing who could scan it. Other things that might be useful are the teleporter or other things vital to departments, like the very basics of chemistry equipment, computers for botany, etc. Of course mechs wouldnt have all of these, thats why i suggested that theyre randomly picked. Some rounds they have the blueprints of botany, others they have it on medical, and so on and so forth RE: Give mechanics default blueprints - ferriswheel1 - 05-19-2017 I like this idea, mainly because I dislike the mechanic's daft fetch-quest every round for blueprints. Scanning essential equipment like the cloners every round "just in case" is boring. Additionally, there should be a way of obtaining blueprints that doesn't require you to have the item in the first place, perhaps through a QM trader? RE: Give mechanics default blueprints - Superlagg - 05-19-2017 I really want Mechanics to always start with a few specific blueprints, such as the clone scanner, reclaimer, and the cloner tube itself. Anything to make it possible to repair the clonery after a speedy pipebomb. RE: Give mechanics default blueprints - Vitatroll - 05-19-2017 Having cloning prescanned sounds interesting. Right now it takes 1 small bomb and very little effort to shut down cloning for good. That's a bit silly for something so pivotal to the station. I say this as a puritan that DNRs post death. RE: Give mechanics default blueprints - Sundance - 05-19-2017 I don't agree. There's throwing the mechanics a bone and then there's throwing the entire carcass and I feel like its the latter. Giving them essentials at the start seems to defeat the purpose a little. THAT said, you raise an interesting point in that once core machines are destroyed, there's nothing a mechanic can do, and that's a bit lame. Having the ability to purchase blueprints would go a long way. RE: Give mechanics default blueprints - quiltyquilty - 05-19-2017 I also like the idea of being able to buy blueprints. Hopefully at a price that you can afford at roundstart. Probably out a vending machine and not the station budget. Just the essentials in it RE: Give mechanics default blueprints - amaranthineApocalypse - 05-19-2017 (05-19-2017, 02:36 PM)quiltyquilty Wrote: I also like the idea of being able to buy blueprints. Hopefully at a price that you can afford at roundstart. Probably out a vending machine and not the station budget. Just the essentials in it Nah, make a blueprint trader in QM That way mechanics can actually make some money for the station while they do their running around hitting everything schtick RE: Give mechanics default blueprints - Superlagg - 05-19-2017 (05-19-2017, 01:48 PM)Sundance Wrote: I don't agree. There's throwing the mechanics a bone and then there's throwing the entire carcass and I feel like its the latter. Giving them essentials at the start seems to defeat the purpose a little. I've always thought it was a lot more fun as a mechanic to fix and build things than to poke stuff with a rectangle. This way, they can still go around the station and collect vending machines, but still be able to fix the cloner when needed. But, ordering blueprints does sound like a fantastic idea. RE: Give mechanics default blueprints - Triacontakai - 05-19-2017 Orderable blueprints sounds like it would work really well. Emag the console to get blueprints for the nuclear charge other fun machines! RE: Give mechanics default blueprints - Vitatroll - 05-19-2017 In the grand scope of things I don't think it'd matter whether they got em' for free or had to buy em', just so long as a buck naked guy with a weak pipebomb can't knock out something people consider an essential element of gameplay. Granted, it'd work just as well if you could buy the equipment frames from QM. RE: Give mechanics default blueprints - Roomba - 05-20-2017 I think a blueprint trader that shows up once in a while in QM might be fun. Semi-reliable but can't be counted on all the time to carry the one you want, plus someone has to be keeping an eye out for them and have enough stowed away in the shipping budget. They could carry the blueprints for stuff that can't be normally found, like the Magivend, etc. RE: Give mechanics default blueprints - Nnystyxx - 05-20-2017 I would like being able to buy blueprints. You could get rare fun stuff or just get a lucky save when you didn't scan the cloner at 2 minutes in because it was pipebombed at 1 minute in. RE: Give mechanics default blueprints - atamusvaleo - 05-22-2017 (05-19-2017, 01:48 PM)Sundance Wrote: I don't agree. There's throwing the mechanics a bone and then there's throwing the entire carcass and I feel like its the latter. Giving them essentials at the start seems to defeat the purpose a little. Preach it brother Sundance! Although I'm opposed to even having the blueprints for sale unless it's some janky back-alley cloner that only spits out people with deformities and mutations and has a chance of failing. RE: Give mechanics default blueprints - Superlagg - 05-22-2017 (05-22-2017, 10:56 AM)atamusvaleo Wrote:(05-19-2017, 01:48 PM)Sundance Wrote: I don't agree. There's throwing the mechanics a bone and then there's throwing the entire carcass and I feel like its the latter. Giving them essentials at the start seems to defeat the purpose a little. Why not? I think it should be a bit harder for antags to prevent the dead from being able to play again. RE: Give mechanics default blueprints - atamusvaleo - 05-23-2017 I have a few reasons: • If fixing the cloner is as simple as ordering another blueprint, it takes away from one of things the crew relies on the mechanics for. People being bad at their jobs should have more repercussions. • Knowing the blueprint is available, people will be less devestated/perturbed by the cloner being destroyed. I worry it will start to turn into a shoulder shrug situation: someone will plug the hole, slap up a new cloner, business as usual. • I'm torn between thinking it's a good thing for traitors having a harder time of destroying cloning versus how much easier it becomes for the crew to circumvent it. |