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SO, about that New Big Thing


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7 hours ago, Alberyk said:

Research Firing Range:

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unknown.png

The map is essentially done. We are now working on finishing the jobs and some code prs.

Does the entire room count for firing range pin radius? Current firing range is too short to test the efficacy of scoped weapons at long distance unless you're firing into the research hallway, since there's a very small 'this is where your pin works' spot to work with. I'd hope I might be able to stand near the back wall there for scoped testing.

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Could the shuttle have a sleeper on it to put someone in stasis when going out? It can take quite some time to fly back using the bay overmap and that'll be long enough for someone to perma if something horrible happens. Alternatively just make a custom thing called a stasis bed that you can put someone in to halt their vitals 

 

Is the shuttle planned to use bay atmospheric engines? If so there's no piping for that - also there's no SMES unless it's intended to be eternally powered. 

There's also no vents on the shuttle, if it's hit by a meteor or has planetary atmospherics contaminating it that are say, chlorine based you'll be fucked without scrubbers unless you fly up into space and then open it to vaccum. 

I also suggest putting intercoms across it and some bounced radios so there's a way to communicate away from station telecomms 

I'd also like a holopad somewhere to holo back to the main ship somehow and keep in contact, as it stands there's no way to get a message back. 

Also a button on the windows to close a shutter to stop carp from venting everything would be optimal 


PS: is the cargo stowage area supposed to be another airlock? Or is it purely stowage? Being able to accidentally vent the ship because you hit the wrong one of the three buttons seems awful so it might be better to have an airlock or have no rear access at all. Maybe I'm overthinking 

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Not very revealing in this weeks teaser.
How many new title screens will there be in total?
Is there are a consular office too, or has that been dropped?
Our current bridge is way too large for the amount of time spent in it. How large/small is the NBTs bridge, and how much do you predict it'll be used?

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32 minutes ago, BunkyB said:

How many new title screens will there be in total?

TBA

32 minutes ago, BunkyB said:

Is there are a consular office too, or has that been dropped?

It is still a thing.

32 minutes ago, BunkyB said:

Our current bridge is way too large for the amount of time spent in it. How large/small is the NBTs bridge, and how much do you predict it'll be used?

Smaller than the current bridge. More because of the overmap system.

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1 hour ago, nodnodnod said:

What are the odds of moving away from having so much reinforced glass on interior windows? Am I the only one that finds it a little odd that reinforced glass is just used everywhere?

normal glass looks bad tbh...

also we're in space and windows need to be able to stand up to vacuum when breaches happen.

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Hello. I am here to talk about the current status and progress of the NBT.

Before everything, we must understand the history behind this project. It started as a discussion on how to change up the game formula and the considerable stale setting of a station. A stationary setting in the middle of the galaxy is not really useful if we want to explore everything our lore can offer. Then we opened the proposals to be submitted by the community. The first NBT was a persistent colony with a ship element. For several reasons, this project did not go far. Then later, the idea of having just a space ship to go around showed up and we went with it.

As far I know, most of the work done in the nbt last year was on the map. Ferner and Kyres worked to create the map that we will use in the nbt. Ferner vanished (I hope he is alright and I wish him the best) a bit before June, but he left us with access to his progress. At this point, we were somewhat lost on how to go from this. This was until skull held a team meeting in June and got us organized to continue the project. From there, nbt gained traction. Kyres and I worked on the map. While the rest of the team was assigned mostly to coding. We also discussed stuff like the megacorp division and sectors with the lore team.

 

Besides the map that we are slowly revealing because of the teasers, here are some prs that were done for the nbt:

https://github.com/Aurorastation/Aurora.3/pull/11801

https://github.com/Aurorastation/Aurora.3/pull/12362

https://github.com/Aurorastation/Aurora.3/pull/8512

https://github.com/Aurorastation/Aurora.3/pull/12445

https://github.com/Aurorastation/Aurora.3/pull/12581

https://github.com/Aurorastation/Aurora.3/pull/12568

https://github.com/Aurorastation/Aurora.3/pull/12501

https://github.com/Aurorastation/Aurora.3/pull/12445

https://github.com/Aurorastation/Aurora.3/pull/12284

https://github.com/Aurorastation/Aurora.3/pull/12147

https://github.com/Aurorastation/Aurora.3/pull/11985

This is only what was pushed to the master branch. There is new stuff that will be revealed later.

 

Now, what is left to do?

-adapt the faction/contractors to the nbt reality

-finish the uniform sprites

-finish the away site generation (only some issues are left)

-finish the overmap planet generation (also only some issues are left to solve)

-map some features that require currently open prs (such as making the main shuttle overmap capable)

-finish some lore development and upgrades (mostly related to megacorp lore)

 

Everything in this list is currently being worked on. After it is all in place, I plan to run some weekends of testing to catch some mapping issues and bugs. 

Now, the big question: when?

If everything goes well and there are no delays or surprises, we can probably start testing this year still. However, this is not a promise, because anything can happen. But we are closer than ever before to taking the nbt off the ground.

If you want to help, we are always open to contributors and people wanting to apply for the development team. Anyway, I hope this explains the current situation better than just talking about it in discord or ooc.

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1 minute ago, Carver said:

But the windows have firelocks for that.

This, honestly. We cram fire/atmosphere lockdowns into everything, everywhere, that I genuinely think it's worth exploring to have normal glass in the internal areas - at least low/medium "security" areas that don't warrant having reinforced glass.

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35 minutes ago, AccointNaim said:

I mean, removing the pipes. Rotating the pumps around, removing the igniter from the chamber. A bomb. Seems like it.

I'm more questioning whether any sabotage affects the ability of those to function. Historically, shuttle engines and similar always had stuff piping to them for aesthetic - but I don't believe it ever really did anything.

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23 minutes ago, Carver said:

I'm more questioning whether any sabotage affects the ability of those to function. Historically, shuttle engines and similar always had stuff piping to them for aesthetic - but I don't believe it ever really did anything.

Overmap propulsion mechanically requires everything in that screenshot. If you sabotage the propellant/run out, it's not going to work, so on and so forth. So yeah, if you run out of power you won't be able to move or stop or control the ship, if you blow up the engine nacelles or the storage tanks, etc, it'll stop working, whatever you could think of. We're just implementing Bay's version of overmap so if you want to play around with it, just test it on a Baycode test server.

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