10-17-2014, 02:58 PM
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.
I could knock out a prototype outpost and put it on the mining level maybe, let people experiment with that while features get worked on? It'd be easy to redo the mining derelict right away and start repurposing it.
Engineer-in-a-Box could use some reworking too, that thing could be pretty useful for this.
Memory leaks might be a problem with super long rounds, but hell, that'd be a good way to identify and fix some of those fuckers anyways.
Phasers aren't really related to this, but just as an aside- I'm gonna try to work on redoing phasers soon. They're deprecated as hell but I think it'd be rad to have them function as a new basic modular energy weapon. Tasers and lasers could both be based on a common modifiable framework. All the energy weapons already have internal power cells that exist as their own items, but iirc none of them can be popped out yet - that'd be a pretty easy project, I'm sure. I'll try to prioritize that as one of my next projects when I've got some time and energy for it. Phaser customization is really neat and I'd love to make all the energy weapons work off of that sort of framework. It could hopefully give security and away-teams more reasons to interact with mechanics, miners and QMs to get upgraded gear.
Another vaguely related WiP thing: I'm gonna try to implement non-station job slots sometime as an optional player toggle. I wanna have some weird starting kits and spawn positions out in the derelict/construction areas, more flavor jobs geared towards optional roleplaying and quiet projects. Cosmonauts, traders, drug dealers, crash survivors, construction crews, idk.
Sundance Wrote:...
Maybe after a set time, say 2-3 hours i dunno, people can do a hierarchy vote? So if successful it assigns random jobs to people (or maybe higher up jobs for people who have been here the longest?) and re-enables new joiners to select a job. I dunno, I think it would be very interesting if once err'body has built the station, to have a little structure and to see if your design is efficient (or hilariously hazardous) and for what job. It won't stop people from continuing building, the tools will still be there.
I also wanna give the Head of Personnel a way to adjust latejoin job limits. Station's going to shit? Adjust the latejoin limits for guards. Need more medics? Maybe it could cost a bit from the personnel budget to open up some more job slots. Wouldn't be hard to implement, job slots can already be messed with by admins during a round.
Hell, it could be possible to make HoP-customizable jobs too for latejoiners/respawns - high rank admins can create new job datums on the fly, the interface would just need to be made a bit friendlier and safer for players to use.
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.