09-21-2014, 01:51 PM
I had an idea for the new map, since we have those neat mechanics toys nowadays why not include some of that in the station?
A network of telepads could really improve many "X is too far from Y" problems. A teleporter room at the main intersections would make it easy to get from on edge of the map to the other. Sec could also have send only telepads to deploy quickly or an incoming pad in a separate sec-locked room to get prisoners back. 2x2 telepad rooms would also make it easy to take something along you're dragging behind you.
The design I tend to use for telepad networks is 2 telepads, 1 microphone and 1 button/handscanner. One telepad is send-only, activated by the button and the microphone changes the ID. The other telepad has a fixed ID and is just there as a receiving end.
A simpler to use design would of course be to have one (labeled) button per destination although that would mean a lot more parts and make it harder for mechanics to add further locations. Also, in the voice activated variant you can easily follow anybody fleeing through a teleporter since all you have to do is hit the button again without saying anything, with multiple buttons you have to see them use it.
The big problem with these telepad networks is how easily they can be hijacked or broken since anyone can change IDs and part connections with a multitool or detach parts with a wrench. Building new pads somewhere deadly and giving them a common ID is also a possibility. If the network can't be trusted nobody will use it. I have a bunch of ideas on how this might be mitigated, the easiest and most effective would be if the parts were cardlocked like APCs. You'd need at least mechanic access to do much with them directly or remove them. Giving the AI some manner of control over them might be good as well so it can keep people from blindly teleporting into danger. The one thing I'm not sure about is how to keep people from just adding new pads with the same ID as those in the network in deadly locations short of making those IDs random each round. Depends how easy it is for non-mechanics to get telepads since I'm guessing mechanics would be able to find out the IDs anyways.
A network of telepads could really improve many "X is too far from Y" problems. A teleporter room at the main intersections would make it easy to get from on edge of the map to the other. Sec could also have send only telepads to deploy quickly or an incoming pad in a separate sec-locked room to get prisoners back. 2x2 telepad rooms would also make it easy to take something along you're dragging behind you.
The design I tend to use for telepad networks is 2 telepads, 1 microphone and 1 button/handscanner. One telepad is send-only, activated by the button and the microphone changes the ID. The other telepad has a fixed ID and is just there as a receiving end.
A simpler to use design would of course be to have one (labeled) button per destination although that would mean a lot more parts and make it harder for mechanics to add further locations. Also, in the voice activated variant you can easily follow anybody fleeing through a teleporter since all you have to do is hit the button again without saying anything, with multiple buttons you have to see them use it.
The big problem with these telepad networks is how easily they can be hijacked or broken since anyone can change IDs and part connections with a multitool or detach parts with a wrench. Building new pads somewhere deadly and giving them a common ID is also a possibility. If the network can't be trusted nobody will use it. I have a bunch of ideas on how this might be mitigated, the easiest and most effective would be if the parts were cardlocked like APCs. You'd need at least mechanic access to do much with them directly or remove them. Giving the AI some manner of control over them might be good as well so it can keep people from blindly teleporting into danger. The one thing I'm not sure about is how to keep people from just adding new pads with the same ID as those in the network in deadly locations short of making those IDs random each round. Depends how easy it is for non-mechanics to get telepads since I'm guessing mechanics would be able to find out the IDs anyways.