Colfer Posted December 30, 2021 Posted December 30, 2021 Give a wide selection of machines the very low chance to have faults of issues from time to time (only 2 times per round) to simulate the station actually requiring maintenance and such every now and again. Some machines include: Airlocks: Airlocks may randomly indicate that they are bolted shut, and wont open unless you manually swipe your ID on them with a low chance of success, or hit them with something and try again. The AI can manually open them despite this. This cannot happen if the airlock was opened via airlock control stuff such as signalers, airlock control panels or other buttons Firelocks: Firelocks may close on a delay of half a second when they would normally close, alternatively, a firelock may fall without prompt and must be manually re-opened. Air alarms: Air alarms may have one of their sensor settings adjusted up or down by 1-20 points. The previous setting can be reached by hitting the air alarm. The air alarm respects this setting as if it was set by somebody, that means that if a setting goes into negative numbers, the detector for that setting is turned off, and if it adjusts a setting, other settings respect that one. (EG: Setting MAX2 Oxygen to -1 will set all oxygen detection to off(Or however that works, engineering mains quote me here)) Vending machines: Vending machines may not actually vend the product, you can hit the machine to have a low chance of vending the product (With higher chance depending on the weapon damage) or you can use grab intent to shake the vending machine around, which as a low chance of causing the machine to fall onto the person and break the machine, as well as do moderate amounts of damage to the person and severe pain. If the product is received by shaking the machine around, and the product is a soda, the soda is treated as shaken Newscaster: It displays an error that says ":( Oops. Something went wrong. Please contact a technician for assistance." which can be fixed by hitting the display at a low chance of fixing it, and a low chance of breaking it. Photocopier: Has a (Extremely high chance (basically guaranteed) low chance of jamming, which will force you to switch to grab intent to clear the jammed item, which will yield paper shreads, or use a screwdriver to fix the problem and get the printed paper. Paper shredder: Has a low chance of jamming, requires a screwdriver to fix which will yield the paper that was intended to be crumpled quality. Can also be removed as paper shreads by using grab intent to pull it out, at a low chance of dealing sharp damage to one of your hands Drink dispenser: Can sometimes play a whirring sound and not vend the drink, if you press the button multiple times you will get a small warning text that says "The whirring is growing louder in (object name)", if you attempt to vend a total of 30u during a clog, it will vend 30u regardless of the current setting. Can be fixed by either smacking the machine with something with a low chance of success or using a screwdriver to eject the cartridge that is clogged, which will fix it. (This may also happen to chemical dispensers, but chemists already have it rough so probably not) How to prevent this: using a hammer on any machine that can break down will prevent it from breaking down for that round. You may ask how a hammer can do this but then I'd point to the numerous examples of "How can x do y?" seen in the game. Hammer stinky bad, this change make hammer not so stinky bad and gives engineering something else to do after setting up engine/rcon/shields For future machines: this is basically just a "Haha darn nanor treason mekin theze baad masheens!" moment so most of these are ment to be in the vain of "Minor - Moderate" Inconvenience, and nothing that would require medical assistance or immediate engineering response. The vending machine falling over thing would only deal enough damage to break a bone for people with already weak bones, such as off worlders and skrell (I dont know if skrell have weak bones but they sound like noodles hitting the floor)
Chada1 Posted December 30, 2021 Posted December 30, 2021 We have this to a small extent in a way, actually, Colfer. APCs (Yes, the things that keep the lights on) will randomly turn blue, this is meant to represent the APC glitching out, it's just not mechanically significant enough to encourage Engineers to repair them.
Zer0Winds Posted December 30, 2021 Posted December 30, 2021 Some of these could bring use to the Tech Support role, a job I'm quite fond of even if they're rather useless. For example, the Newscaster could be fixed either by doing something with tools (Probably a screwdriver/multitool, since that's what they start with), or using the Tech Support Card, and having the 'hitting the display to fix' be an alternative. I think the photocopier maybe too. If other computer based things could have something like this for the Tech Support especially, I'd be all for this, honestly.
Captain Gecko Posted December 30, 2021 Posted December 30, 2021 Concept is good enough, I'm all for it. "only 2 times per round" is kinda vague, though... Does that assumes 2 times per 2 hours on average, then?
Colfer Posted December 30, 2021 Author Posted December 30, 2021 2 hours ago, Captain Gecko said: Concept is good enough, I'm all for it. "only 2 times per round" is kinda vague, though... Does that assumes 2 times per 2 hours on average, then? It means these faults can only happen to the same machine 2 times per round, so that it isnt constantly breaking due to RNG and can only ever break twice. Probably determined by some kind of random chance that determines if a machine is faulty or not
NerdyVampire Posted January 12, 2022 Posted January 12, 2022 More random mini events are good in my book.
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