10-19-2014, 03:46 PM
Those external gun turrets I only imagined to be a partial defense, meant to be supported by pods, but never mind. I don't see them as being that important to gameplay.
Putting the gas extractor in engineering makes sense. I think putting it in one of those tiny rooms in the back would work.
Will everyone start the round with the same job? What if you assigned two people to be, let's say, Expedition Leader and Chief Architect. Those 2x3 gunner rooms could be turned into mini-quarters with a bed and still have room for a few necessary computers. That way, access to the gas extractor could also be restricted. I know the concept of leadership is somewhat foreign to SS13, but maybe in this game mode it'll be different. Or they could be restricted to mentors and above, unless none are available. With an ID computer in the Leader's quarters, it also shouldn't cause too many problems until a proper HoP office can be set up.
On a related note, did you guys come up with a solution for how to make constructed doors access-restricted? I still think my mechanics component ID scanner idea from the first page is a good one on that front.
How big of a budget infusion are we talking about here? It doesn't come up much because most miners are... somewhat derelict in their duty to the station, but the mining magnet is capable of generating a pretty large amount of revenue, plus I think we still expect to have free asteroid mining going on at the same time? I guess it depends on how much everything else costs, doesn't it? That'll probably take quite a bit of balancing. I'll just repeat something I said before.
I'll revise that by saying those kits would probably be more reasonable if they only contained stuff that could actually be scanned. The really good stuff would be reserved for rewards. The full scale mining magnet is definitely something to work for.
Related to the above, I definitely agree with the idea of global objectives with rewards. But to make construction gameplay more reactive and interesting, some of those objectives should come later, as part of the randomly generated events. Like, say, we get a CentCom announcement that there's been a plague outbreak in the area, and they need a station with a certain number of medical beds and a working pathology and chemistry lab, with a cash reward or something. But it comes in multiple stages. First, the Captain/Leader must accept (if it's too early to do something like that, they'd have to pass), then when the station requirements are met, a crate containing a pathogen sample is sent to the station, followed a few minutes later by the arrival of about a dozen infected mobs with Shitty Bill-level autonomy that we'd have to treat, and for each one cured we get a reward. Or a plague spreading throughout the station, depending on the competence of the staff.
Head of department pets should be rewards too.
I'd also like to inquire again about the possibility of having docking beacons that define the location of the escape shuttle, or possibly a passenger shuttle for those quest mobs to arrive on the station in. I got the impression before that that was something difficult to do, but my understanding is the ABC-U and related room construction tools do something fairly similar to that. Or am I missing something?
Putting the gas extractor in engineering makes sense. I think putting it in one of those tiny rooms in the back would work.
Will everyone start the round with the same job? What if you assigned two people to be, let's say, Expedition Leader and Chief Architect. Those 2x3 gunner rooms could be turned into mini-quarters with a bed and still have room for a few necessary computers. That way, access to the gas extractor could also be restricted. I know the concept of leadership is somewhat foreign to SS13, but maybe in this game mode it'll be different. Or they could be restricted to mentors and above, unless none are available. With an ID computer in the Leader's quarters, it also shouldn't cause too many problems until a proper HoP office can be set up.
On a related note, did you guys come up with a solution for how to make constructed doors access-restricted? I still think my mechanics component ID scanner idea from the first page is a good one on that front.
How big of a budget infusion are we talking about here? It doesn't come up much because most miners are... somewhat derelict in their duty to the station, but the mining magnet is capable of generating a pretty large amount of revenue, plus I think we still expect to have free asteroid mining going on at the same time? I guess it depends on how much everything else costs, doesn't it? That'll probably take quite a bit of balancing. I'll just repeat something I said before.
QP Evergrande Wrote: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.
I'll revise that by saying those kits would probably be more reasonable if they only contained stuff that could actually be scanned. The really good stuff would be reserved for rewards. The full scale mining magnet is definitely something to work for.
Related to the above, I definitely agree with the idea of global objectives with rewards. But to make construction gameplay more reactive and interesting, some of those objectives should come later, as part of the randomly generated events. Like, say, we get a CentCom announcement that there's been a plague outbreak in the area, and they need a station with a certain number of medical beds and a working pathology and chemistry lab, with a cash reward or something. But it comes in multiple stages. First, the Captain/Leader must accept (if it's too early to do something like that, they'd have to pass), then when the station requirements are met, a crate containing a pathogen sample is sent to the station, followed a few minutes later by the arrival of about a dozen infected mobs with Shitty Bill-level autonomy that we'd have to treat, and for each one cured we get a reward. Or a plague spreading throughout the station, depending on the competence of the staff.
Head of department pets should be rewards too.
I'd also like to inquire again about the possibility of having docking beacons that define the location of the escape shuttle, or possibly a passenger shuttle for those quest mobs to arrive on the station in. I got the impression before that that was something difficult to do, but my understanding is the ABC-U and related room construction tools do something fairly similar to that. Or am I missing something?