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It's Not Over Yet: Escape Shuttle Transit Period
#16
I support this idea.
A bigger escape shuttle would be kinda necessary though. I'd much rather the escape shuttle with all the compartments like it has on other servers. Although we should "goon it up" rather than being a carbon copy.

More time after round end, like even 30 seconds more would be also pretty cool.
#17
Woah. This'd be a pretty significant change to the endgame. I'm looking forward to it!
#18
Is this two more minutes on the shuttle in addition to the three minutes it spends at the station? Those three minutes are already either incredibly dangerous or incredibly boring. Lengthening it by two minutes, while making it virtually impossible to return to the shuttle if you get spaced during those final two minutes, sounds pretty nasty, since the shuttle's much too small to be safe for anyone if things get violent.

Three minutes is just short enough that a prudent and prepared person can cling to life out of pure spite until the timer is up - even when somebody bombs the shuttle, somebody else sets the entire thing on fire at the same time, and then a third person wearing space armor and dual-wielding lasers shows up to shoot anyone who's still standing and space everyone that isn't. Bumping the time up to five minutes means more time for the stubborn to die and the best-armed person to get full control over the chaos, and moving through space puts an end to daring capers where you hurl every last thing in your inventory while dodging laser fire to get back onto the shuttle in the nick of time, just to spit in the face of that jerk who spaced you.
#19
I do agree that, if we are to implement this transit period, either the initial shuttle waiting time needs to be lengthened and/or the shuttle itself needs to be bigger. There's nothing even vaguely resembling a "safe spot" on the shuttle right now, so having just a few nooks and/or crannies that people can conceivably duck into when shit's hitting the fan would help alleviate shuttle strongarms.
#20
One thing to note with the TG implementation - if you get outside the shuttle while it is in transit and go too far away from it, you are basically hurled away at tremendous speed to simulate the shuttle speeding on without you. This should either dump you somewhere random in space or gib you - either way you're not getting back on the shuttle come hell or high water.
#21
there's no real point in having people thrown out of the shuttle end up in some random part of space since they'd have no way of getting back to the shuttle or station from there before the round ended anyway

just have anyone who gets thrown into hyperspace disintegrate, it's funnier that way
#22
Actually, according to how physics work, jumping from the shuttle would actually mean... nothing.

You're already moving at at the speed of the shuttle. Movement is relative to what you base as its reference point. If you jumped from a moving space shuttle, you'd only drift away in the direction and magnitude of the force you used to jump from the shuttle.

However, there's a catch. First, if the shuttle's moving so fast that the stars in the background intentionally appear to be moving (That is, the star tiles are animated to be moving, as opposed to moving by a tile holding an static image.), then that means you are moving at at least several times the speed of light, or is moving in something akin to a alcubierre drive. (A "bubble" surrounded by warped space.) Basically, either situation would horribly fuck with someone outside of the shuttle.

In short, the most realistic answers for someone jumping from the shuttle would be: A: They can float around the shuttle as if nothing was happening; or B: They fucking gib.
#23
It's probably safe to say that with everything else going on, like easy brain surgery, space being the coldest substance known to science, consciousness persisting across clones, rapid mutation and fucking wizards, SS13 isn't very hard sci-fi.

All for gibbing if you move too far away from the shuttle, though. Or otherwise spectacularly ceasing to exist.
#24
I like being able to get back onto the shuttle, though. Especially considering how easy it is to space someone from the shuttle, and that being spaced is pretty damaging already. Otherwise, a box of sonic grenades or a beaker of sonic powder would make "Escape alone" a cinch to pull off.
#25
ISaidNo Wrote:One thing to note with the TG implementation - if you get outside the shuttle while it is in transit and go too far away from it, you are basically hurled away at tremendous speed to simulate the shuttle speeding on without you. This should either dump you somewhere random in space or gib you - either way you're not getting back on the shuttle come hell or high water.

The escape pods should be allowed to jump into hyperspace after the shuttle leaves, maybe even by autopiloting through the rip in space left by the shuttle? But you could flavour their inevitable fuckups if people jump in them beforehand as a hyperdrive malfunction.

Basically, make the escape pods a second chance for the small handful of people who don't quite make it. They still have to actually board the shuttle in hyperspace, or else risk pancaking against Centcom. get in not go out
#26
Paineframe Wrote:I like being able to get back onto the shuttle, though. Especially considering how easy it is to space someone from the shuttle, and that being spaced is pretty damaging already. Otherwise, a box of sonic grenades or a beaker of sonic powder would make "Escape alone" a cinch to pull off.

I don't think this whole mechanic will work (or make any sense) if you can get back on the shuttle if you get off it, whether accidentally or by force, if it is going in hyperdrive.
Like that was already mentioned, it'd be preferable if the shuttle was redesigned to reflect this change. Something similar to other servers, but i'd like to see our own take on it, a more appropriate layout to favor last ditch firefights aswell as the robust survivors.

Anticheese Wrote:The escape pods should be allowed to jump into hyperspace after the shuttle leaves, maybe even by autopiloting through the rip in space left by the shuttle? But you could flavour their inevitable fuckups if people jump in them beforehand as a hyperdrive malfunction.

Basically, make the escape pods a second chance for the small handful of people who don't quite make it. They still have to actually board the shuttle in hyperspace, or else risk pancaking against Centcom. get in not go out

please pretty pretty please make the escape pods useful. Having them travel through hyperspace to reach centcom would be just as neat. You could always tie in this popular idea (shameless self plug) viewtopic.php?f=6&t=1862&hilit=cash+rules
#27
Sundance Wrote:please pretty pretty please make the escape pods useful. Having them travel through hyperspace to reach centcom would be just as neat. You could always tie in this popular idea (shameless self plug) viewtopic.php?f=6&t=1862&hilit=cash+rules

This would be great as long as there is no way to get back once you have reached centcom in an escape pod. Or would this only be doable once the shuttle has arrived?
#28
In terms of shuttle design, I don't think we should go with adding a bunch of rooms to the shuttle, though some wouldn't be horrible. I will say this though: No brig room. A brig room doesn't quite fit the feel of a goon-shuttle.

The shuttle just needs to be larger to allow for people to survive longer. The layout I would suggest would be a longer shuttle, with maybe a bridge-like room at the front would work. Maybe the bridge-room being head-only would fall in with the theme of corruption and negligence that goes with NT.
#29
Sundance Wrote:please pretty pretty please make the escape pods useful. Having them travel through hyperspace to reach centcom would be just as neat. You could always tie in this popular idea (shameless self plug) viewtopic.php?f=6&t=1862&hilit=cash+rules
make it so that if you launch an escape pod after the shuttle has left it catches up with the shuttle and you have a brief window to jump from the pod to the shuttle before the pod breaks up
#30
Dauntasa Wrote:
Sundance Wrote:please pretty pretty please make the escape pods useful. Having them travel through hyperspace to reach centcom would be just as neat. You could always tie in this popular idea (shameless self plug) viewtopic.php?f=6&t=1862&hilit=cash+rules
make it so that if you launch an escape pod after the shuttle has left it catches up with the shuttle and you have a brief window to jump from the pod to the shuttle before the pod breaks up
This would make for some pretty epic gameplay. crazy heroics and villianary or just plain stupidity.


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