Alberyk Posted January 22, 2022 Posted January 22, 2022 For the next month or so, we will run the nbt during the weekends. The purpose of these rounds is to test and find bugs. If you spot a bug or mapping issue, make a github issue with the title in the following format: "[NBT] bug report title here". DO NOT USE THIS TOPIC TO REPORT BUGS. This is a test. We will likely encounter many bugs and errors. Things that are wip and we know it: -uniform item object sprites. We are still working on the uniforms. -more variety on away sites. Atm you will be only able to visit asteroids to collect resources and find some ruins. We will add more random exoplantes and mapped ones as we go on. We will likely have a decent variety when we launch the nbt. About it being canon or not: in character, the rounds are the crew testing the ship in the Romanovich Cloud. We are working on lore events and a proper in character introduction. The CCIAA is working on updating the regulations. Meanwhile here are main regulation changes for now: -the uniform one still stands for now. Scrap the contractor part because we don't have them anymore. -expeditions can be organized by the captain, any command member with authorization of most of the command staff, or a bridge staff in case they are missing. Command staff should only go in expeditions if needed, otherwise, they should send one bridge staff to overseer it. Participation in expeditions should be voluntary at first, crewmembers can be ordered to take part in it if more hands are needed. Miners can use their shuttle freely to acquire materials. -the visitor access change applies to passengers and off-duty crewmembers. -it is common knowledge that the ship has a scuttling device, but only the captain knows how to activate it. The server will be off the hub during the testing weekends. Everything you see is likely subject to change. Feel free to give feedback here. NBT testing will start in a some hours from now. We will announce it in-game to avoid overcrowding the first round. It will last for most of this weekend. We will use the downtime during the weeks to fix the bugs and add more content.
Tristan63 Posted January 22, 2022 Posted January 22, 2022 so excited!! also will you have a christening event in the future?
Desven Posted January 22, 2022 Posted January 22, 2022 I admit I had a gamer moment a few months back when I first complained about some of the sprites, but having seen them in a few screenshots now my opinion of them has just been reinforced. They have been work in progress since at least September, and no feedback has been taken at all. Now, my suggestion is the same: revert them. You can't tell what's going on at the computer screens, the newscaster and other wall items are still butchered versions from the better ones Wezzy did time ago, and telecomms still look flat and with a totally out of place color palette. The former examples are direct downgrades and the latter are arguably “better”, though my same criticism stands as to why they a) look weird over all because of the poor machine design and b) don't fit at all because of the colors. If one person were to actually take the herculean task to resprite the whole server and make it unique they would at least require to be consistent within themselves, which these sprites aren't. Really, it's easier and more in line to just port tg telecomms sprites than to try make our own, there is no value in originality if it will simply not fit.
whitewolftamer Posted January 23, 2022 Posted January 23, 2022 Alright, so, this ones gonna be PHAT cause I sorta just looked at EVERYTHING, and I took pictures of everything I wanted to talk about. First things first Let's start with the good I absolutely adore the new maintenance tunnels They have SO much space compared to the old ones that you no longer feel like you are breathing in the steel from the walls that are entombing you Then there's the security armory, it's separated from the rest of the station in such a way that it's really hard to get to unless you're supposed to be there. While on the one hand I will be sad that antags wont be able to just hop in and fuck around with it, it is nice to have it so that some random person entering the brig cant book it straight to the armory from the entrance. Then of course theres the bar and the kitchen. Starting with the bar. I am absolutely enamoured with the new bar. It utilizes it's space in such a wonderful way. (I also really like how on the actual BAR side they layered the two dispensers on top of eachother) Then there's the kitchen, which now feels like it has the space to comfortably fit two chefs at the same time. However the most interesting part of the kitchen is... The meat dungeon, and let me say. I love it. Then theres the bridge. Me myself, I don't play command, so I can't really say if it's too good, but from an outsiders perspective it looks like it has plenty of space and is very defensible. Chapel (Please Ignore the flour I took these during a Round it's not available as a priv yet) First off, the chapels setup is great, and I am incredibly glad that the corpse launcher has made a comeback. As a brief aside though, the chapel is kind of far away from most areas on the station, which isn't good for the chapel as it typically doesnt get too many people and I feel as though this might make it get even less. Chemistry looks great, I like how well just. Organized it is, even though (I think) it has less space, it feels more spacious Very Nice Then of course theres the Jail, which I think looks really good. That's all, I just really like it I LOVE the escape pods! They aren't just death pods now! You and your buddies can get off the damn vessel! Firing Range is great. I really appreciate that there's two lanes. Though, I gotta say. Where are we supposed to dispose of the monkey carcasses? There isn't a crematorium. Engineering Sub-level looks great, love it. Speaking of engineering, The actual ENGINES Love the new engine rooms, both SM and Tesla, though they will take some time to get used to. Also really like how theyre all on the same floor. Moving to Engineerings brother, atmospherics I really like the new setup, though in the main area where the actual AIR setup is happening, some pipes go under catwalks which may be frustrating if you plan to do anything with them The main atmos are is great, you can clearly tell where and what each pipe does. A brief aside, in the picture above you can see a monitor on the Southeast wall, which shows the contents of the container. Now, that wouldn't be a problem if it wasn't for the fact that it is on and looks off. Security as a whole looks GREAT and theres a couple of things I want to pick on The new interrogation room looks AWESOME, I can appreciate that theres multiple doors for officers to enter if the person getting interrogated gets 'antsy', though it also provides multiple escapes for them. Investigations ALSO got a makeover, and it looks fucking AWESOME Really like the new processing rooms aswell. Love the new Isolation Ward Journalists Office looks good if a bit cramped (Makes sense though [Damn media]) Morgue looks really good! Though the lift could use it's own calling station so that you don't get trapped down there. (But that goes for a lot of lifts) Operating Rooms look WONDERFUL, lots of space Psychology isnt INSIDE OF MEDICAL anymore! It also looks relatively comfortable aswell which is really important for psychology! Telecomms looks great! (Even if I don't really understand it) And finally, the Warehouse LOVE. IT. it's spacious, has sub-sections, and it just looks great in general! Consular looks really good I'll post the bad in a separate post so as to not clutter the forum too much
whitewolftamer Posted January 23, 2022 Posted January 23, 2022 Now, unfortunately, for the bad The first, most glaring thing that I noticed? Some areas just... DONT have emergency shutters. And I don't mean areas that aren't supposed to have shutters, I mean areas that only have shutters in SOME spots Heres 3 examples In the bridge In Research and Development In Science Chemistry (Please Ignore all the broken windows, as I took it during a round, as the actual map is not available for private testing yet) Next up, the AI is SO HEAVILY GUARDED I mean, I get that it's important, and seeming it's located next to the crew it makes sense. But there are turrets outside of the chamber that can shoot at random passerby's Also, the windows right next to the core are 'Advanced Boro-Silicate Glass' which is something that I don't think has ever existed before until now. So that thing is PROTECTED. While so far this doesnt really seem like a complaint other than 'waa AI stronk' which, in a way it is, the reason it's a problem is because if the AI ever goes malf (Ie; traitor AI) There is pretty much no fucking with that. (I guess an emitter set up relatively far away?) Don't really think this one needs much explaining The holodeck is REALLY far away from pretty much everything else Now ah, what does the machinist even do..? Cause theres still a robotics place? From my understanding of what was said I thought the Machinist was going to do robots and Medical would do IPCs/Prosthetics? The medical upper level balconies (Medical in general looks amazing by the way) but the railings you can climb over them and then drop into the grille of a window, not a big thing, but something that should be mentioned I think For the NUKE For the nuke chamber itself? Love it, absolutely perfect, as for location? You can literally get to it through cryo. Science Entrance The pipes arent connected to anything, which is more of a complaint about the whole of atmos at the current moment, as I believe there are other places where this happens, also, if I recall, scrubbers start out off? (Don't quote me on that) As for science itself Honestly looks great, my only real complain with it is that it doesn't start with an autolathe, which tends to be sort of a staple. My other complaint (Which goes for all of research)... WHERE THE FUCK ARE THE DISPOSALS BINS? In all of research there are two disposals bins, one in the RD's office (Which the majority can't use) And one in the firing range. Then theres Xeno-arch/bio/bot This... has some good mixed in with it, even though this is the bad post First off, Xeno-arch is practically mint, theres really two things that throw me off about it The elevator button being on top of a fire alarm (Easy fix, move one of them to the other side as the other side has nothing on it) And there being a random maintenance hatch ontop of the suit storage tank storage Xenobio is honestly REALLY nice to look at, the problem is that it has a LOT less pens/slime cages than the old xenobio It only has six and if I remember correctly the aurora has... 12? 10? A good amount Then Xenobotany is ALMOST perfect Only complaints? the growing zones north are a BIG breach hazard, and the hazardous growing zone is closer to the interior of the station, which can be a problem because gasses can go through walls (Though, where the hazardous zone is gasses going through walls probably won't affect anybody [Except for k'ois, if k'ois takes root on the other side of the wall that's a big problem]) I'm about 90% sure this is already being worked on but ah Yeah The stargazer room looks wonderful, but I'm using a picture of it as it's a good example of the complaint So, while I don't know what every single console in this room is, I DO know that up in the north of the picture, (The two grey consoles) one of those consoles is a research console, and the other one is a command console. It's just that some of the consoles need to be colored and they aren't, that's really all that this complaint is. Last, and, well, probably least. Tech Storage Not a complaint about how it's formatted, looks great in that regard, what it IS a complaint about is where it's located. For an engineering storage it's... kinda far from engineering? It's not like on the opposite edge of the map, but it is sorta far. All in all I really like this map! It looks great and I think that when it is done it will be absolutely amazing, hopefully this feedback helps!
JaceyLessThan3 Posted January 23, 2022 Posted January 23, 2022 There is a distinct lack of fire alarms in Engineering. I think I only found two, one in the CE office, and one in the breakroom.
OffRoad99 Posted January 23, 2022 Posted January 23, 2022 Mining Bay/Refinery Review 1. Please add marking lights on the voidsuit racks. As of now it is impossible to mark a path on the asteroid. 2. From the moment the mining pod leaves the ship, everything from GPS, to suit sensors and comms stops working. That is done intentionally, as we fly out of the Horizon's telecomms range. Baystation's headsets networked with a hand-held radio that you hopefully carried with you that ran on a limited power battery and created a local comms network that allowed people to communicate). As I am not sure on whether you want to replicate that or not, perhaps station-bounced radios in this scenario would be both immensely helpful and represent a rather immediate solution. Would it be possible to have a large stack of station-bounced radios spawn on a table, somewhere near the mining gear lockers, perhaps? Mining Pod Review For the sake of the review I will put Aurora's first iteration of the mining pod (picture on the left) with Baystation's final iteration of the mining pod, also known as the GUP (picture on the right). Disclaimer: This is not an attempt to discriminate or undermine our current mappers or the current iteration of the NBT map, it is an informative reply that hopes to help and rectify some perceived issues whilst drawing from Baystation's experience and an amply-tested map design. As it is now, and I am sorry to say it, but the current structural design of the mining pod is completely insufficient. On the 2nd NBT round there were three miners, with me being one of them, and we were barely able to move around the shuttle. To keep us from getting stuck inside we had to leave one box in the airlock. I have taken a picture of the shuttle during that round and with some light and amateur editing, have mostly recreated the situation in the mining pod at that time. The people sitting on the left and right are effectively stuck: they're trapped in by the guy sitting in the middle and the engine console/hydrogen canister respectively. There is barely enough space for the TWO boxes. To leave the pod we had to shift the boxes on the rightmost and center of the airlock. Two of the Miners had to lie down under the third while he worked on the airlock controller. Now imagine trying to push three ore boxes in there. I will tell you right away, it's impossible without cycling the airlock twice to get both the boxes and the people out. Here is some suggestions I would like to offer: Remove the airlock: Leave the external doors and remove the three internal airlocks. That will clear a lot of space and if we're hellbent on keeping the current mining pod as it is, it MAY fix most of our issues. The air pumps will either fill or depressurize the entire mining pod once it lands on an asteroid and store the air in the bright red canister on the picture. If we worry about an air contamination I am certain that Atmospherics could find a way to help with that. I believe Bay had a system in which the mining pod connected to an atmospherics port once it landed which took care of the air recycling/filtering process of its ships. I am not sure of that right now. Add a Long-Range Holopad: I am fine with a complete absence of comms, but there has to be at least one way to communicate with the Horizon. Slap a long-range holopad somewhere at the centre of the mining pod, so that everyone can be seen and can communicate with the Bridge. The Consoles: As of now I am uncertain as whether they're meant to be placeholders or are here to stay. Bay's consoles were immediately recognizable and with nothing but a glance, you could tell their purpose. In our first iteration of the mining pod it's a lot less immediate. The two seats on the left and right are also virtually useless, the idea of each miner contributing to piloting in a short-range mining pod is, I am sorry say it, rather naive. ONE person should be left in charge of the flight. One. Add a NanoMed: A basic NanoMed for the sake of first aid.
Tristan63 Posted January 24, 2022 Posted January 24, 2022 11 hours ago, OffRoad99 said: Mining Bay/Refinery Review 1. Please add marking lights on the voidsuit racks. As of now it is impossible to mark a path on the asteroid. 2. From the moment the mining pod leaves the ship, everything from GPS, to suit sensors and comms stops working. That is done intentionally, as we fly out of the Horizon's telecomms range. Baystation's headsets networked with a hand-held radio that you hopefully carried with you that ran on a limited power battery and created a local comms network that allowed people to communicate). As I am not sure on whether you want to replicate that or not, perhaps station-bounced radios in this scenario would be both immensely helpful and represent a rather immediate solution. Would it be possible to have a large stack of station-bounced radios spawn on a table, somewhere near the mining gear lockers, perhaps? Mining Pod Review For the sake of the review I will put Aurora's first iteration of the mining pod (picture on the left) with Baystation's final iteration of the mining pod, also known as the GUP (picture on the right). Disclaimer: This is not an attempt to discriminate or undermine our current mappers or the current iteration of the NBT map, it is an informative reply that hopes to help and rectify some perceived issues whilst drawing from Baystation's experience and an amply-tested map design. As it is now, and I am sorry to say it, but the current structural design of the mining pod is completely insufficient. On the 2nd NBT round there were three miners, with me being one of them, and we were barely able to move around the shuttle. To keep us from getting stuck inside we had to leave one box in the airlock. I have taken a picture of the shuttle during that round and with some light and amateur editing, have mostly recreated the situation in the mining pod at that time. The people sitting on the left and right are effectively stuck: they're trapped in by the guy sitting in the middle and the engine console/hydrogen canister respectively. There is barely enough space for the TWO boxes. To leave the pod we had to shift the boxes on the rightmost and center of the airlock. Two of the Miners had to lie down under the third while he worked on the airlock controller. Now imagine trying to push three ore boxes in there. I will tell you right away, it's impossible without cycling the airlock twice to get both the boxes and the people out. Here is some suggestions I would like to offer: Remove the airlock: Leave the external doors and remove the three internal airlocks. That will clear a lot of space and if we're hellbent on keeping the current mining pod as it is, it MAY fix most of our issues. The air pumps will either fill or depressurize the entire mining pod once it lands on an asteroid and store the air in the bright red canister on the picture. If we worry about an air contamination I am certain that Atmospherics could find a way to help with that. I believe Bay had a system in which the mining pod connected to an atmospherics port once it landed which took care of the air recycling/filtering process of its ships. I am not sure of that right now. Add a Long-Range Holopad: I am fine with a complete absence of comms, but there has to be at least one way to communicate with the Horizon. Slap a long-range holopad somewhere at the centre of the mining pod, so that everyone can be seen and can communicate with the Bridge. The Consoles: As of now I am uncertain as whether they're meant to be placeholders or are here to stay. Bay's consoles were immediately recognizable and with nothing but a glance, you could tell their purpose. In our first iteration of the mining pod it's a lot less immediate. The two seats on the left and right are also virtually useless, the idea of each miner contributing to piloting in a short-range mining pod is, I am sorry say it, rather naive. ONE person should be left in charge of the flight. One. Add a NanoMed: A basic NanoMed for the sake of first aid. I think the mining pod should retain the airlock but remove the rightmost airlock doors, replace with walls. I also think the third chair in the middle should be back where that console is, and that there should be an extension downwards by 1 tile for the whole thing to facilitate having cargo.
Zelmana Posted January 24, 2022 Posted January 24, 2022 Sorry for the mappers reading this. Please note my intent is to provide helpful feedback. I am a very blunt and technical person so please don't read any sort of ill-willed tone in this. The central atrium is very confusing. I like being able to look down. However, From the top floor it looks very messy in terms of z-levels. The central park area is nice, but the railing are not needed. This is a specific complaint about a broader dislike of the map- the needless stairs and "fake" z-level changes seemingly everywhere. During one of the test rounds I asked a few in LOOC if they could tell the depth/perspective, mainly from standing around the coffee area. It just looks confusing with all the rafters and railings. Some simplicity in this area would be better to convey how deep things go. No faking z-level here would be preferred. Continuation from this, the catwalks/partitioned and glassed-off walkways on the side of the levels here. It's odd. What are their purpose? Functionally, it is on the same level as the flooring surrounding it, but there is a tile missing with railing all over. Why not just make the flooring go all the way to the walls? I'm lazy, and the map isn't up right now, but picture something like this: And with it surrounded by railing, I just don't get it. It uglifies things to me. Again, the whole center atrium z-level perspectives need some work. The legitimate z-change in one of the restrooms is odd. You enter the restroom via a door, and in the area before the stalls there is a staircase. Double-decker shitting? No. It leads to directly into a hallway above 1 z-level with no entryway/door. The best way to explain my pain of this restroom is through memes. Spoiler
ClemTheDuck Posted January 24, 2022 Posted January 24, 2022 16 hours ago, OffRoad99 said: Mining Bay/Refinery Review 1. Please add marking lights on the voidsuit racks. As of now it is impossible to mark a path on the asteroid. 2. From the moment the mining pod leaves the ship, everything from GPS, to suit sensors and comms stops working. That is done intentionally, as we fly out of the Horizon's telecomms range. Baystation's headsets networked with a hand-held radio that you hopefully carried with you that ran on a limited power battery and created a local comms network that allowed people to communicate). As I am not sure on whether you want to replicate that or not, perhaps station-bounced radios in this scenario would be both immensely helpful and represent a rather immediate solution. Would it be possible to have a large stack of station-bounced radios spawn on a table, somewhere near the mining gear lockers, perhaps? Mining Pod Review For the sake of the review I will put Aurora's first iteration of the mining pod (picture on the left) with Baystation's final iteration of the mining pod, also known as the GUP (picture on the right). Disclaimer: This is not an attempt to discriminate or undermine our current mappers or the current iteration of the NBT map, it is an informative reply that hopes to help and rectify some perceived issues whilst drawing from Baystation's experience and an amply-tested map design. As it is now, and I am sorry to say it, but the current structural design of the mining pod is completely insufficient. On the 2nd NBT round there were three miners, with me being one of them, and we were barely able to move around the shuttle. To keep us from getting stuck inside we had to leave one box in the airlock. I have taken a picture of the shuttle during that round and with some light and amateur editing, have mostly recreated the situation in the mining pod at that time. The people sitting on the left and right are effectively stuck: they're trapped in by the guy sitting in the middle and the engine console/hydrogen canister respectively. There is barely enough space for the TWO boxes. To leave the pod we had to shift the boxes on the rightmost and center of the airlock. Two of the Miners had to lie down under the third while he worked on the airlock controller. Now imagine trying to push three ore boxes in there. I will tell you right away, it's impossible without cycling the airlock twice to get both the boxes and the people out. Here is some suggestions I would like to offer: Remove the airlock: Leave the external doors and remove the three internal airlocks. That will clear a lot of space and if we're hellbent on keeping the current mining pod as it is, it MAY fix most of our issues. The air pumps will either fill or depressurize the entire mining pod once it lands on an asteroid and store the air in the bright red canister on the picture. If we worry about an air contamination I am certain that Atmospherics could find a way to help with that. I believe Bay had a system in which the mining pod connected to an atmospherics port once it landed which took care of the air recycling/filtering process of its ships. I am not sure of that right now. Add a Long-Range Holopad: I am fine with a complete absence of comms, but there has to be at least one way to communicate with the Horizon. Slap a long-range holopad somewhere at the centre of the mining pod, so that everyone can be seen and can communicate with the Bridge. The Consoles: As of now I am uncertain as whether they're meant to be placeholders or are here to stay. Bay's consoles were immediately recognizable and with nothing but a glance, you could tell their purpose. In our first iteration of the mining pod it's a lot less immediate. The two seats on the left and right are also virtually useless, the idea of each miner contributing to piloting in a short-range mining pod is, I am sorry say it, rather naive. ONE person should be left in charge of the flight. One. Add a NanoMed: A basic NanoMed for the sake of first aid. honestly feel like there should be 2 mining shuttles, if they keep this design, its more suited for like two people max. Could be an issue with mapping but iirc there is some room in the hangar deck for another. Additionally giving mining access to flight helmets would be pretty cool. Given they do alot more flying.
OffRoad99 Posted January 24, 2022 Posted January 24, 2022 (edited) 6 hours ago, ClemTheDuck said: honestly feel like there should be 2 mining shuttles, if they keep this design, its more suited for like two people max. Could be an issue with mapping but iirc there is some room in the hangar deck for another. Additionally giving mining access to flight helmets would be pretty cool. Given they do alot more flying. Yes, two mining pods with some tweaks could also work. That'd allow another person to play as Miner, thus bringing it from three to four. AND, it'd allow two simultaneous mining operations in two different away sites! Great idea. EDIT: The airlock still needs a rework. I'd still remove the three internal doors because, even if it's only marketed for two miners, you would still be unable to drag two ore boxes *and* be in the airlock at the same time unless one lies down, which I profoundly dislike. And God helps you if you're hoping to drag a drill down. Edited January 24, 2022 by OffRoad99
Montyfatcat Posted January 29, 2022 Posted January 29, 2022 (edited) Machinist being split from science seems to be a really random choice when aligned with the map's design. They can't actually do any of their job in operations, so they end up being this weird enclave in science with no radio to the people around them, and a slightly redundant radio to the people who are a floor below and only interact when an expedition starts. Feels like the map was designed without these choices in mind. This is making me seriously doubtful about the job switch quite honestly, since it feels like all that's happened is the roboticist has been isolated even further from research and their upgrades, and that they've lost a lot of their duties. I get that no major changes will be made, but honestly it feels like this is a major change that SHOULD be made else you'll get an issue of the job being even more unintuitive to new players. Also there's the issue that neither the machinist room nor robotics bay has access to multitools and therefore the creation of IPCs and voluntary AI cores is now impossible. Edited January 29, 2022 by Montyfatcat
Montyfatcat Posted January 29, 2022 Posted January 29, 2022 On 22/01/2022 at 23:16, Desven said: You can't tell what's going on at the computer screens, the newscaster and other wall items are still butchered versions from the better ones Wezzy did time ago, and telecomms still look flat and with a totally out of place color palette. The former examples are direct downgrades and the latter are arguably “better”, though my same criticism stands as to why they a) look weird over all because of the poor machine design and b) don't fit at all because of the colors. If one person were to actually take the herculean task to resprite the whole server and make it unique they would at least require to be consistent within themselves, which these sprites aren't. Really, it's easier and more in line to just port tg telecomms sprites than to try make our own, there is no value in originality if it will simply not fit. Also fully agree with this, the new console sprites especially are way too busy and not very distinguishable
Pratepresidenten Posted January 29, 2022 Posted January 29, 2022 I havent explored the map too hard, but I feel the tesla bay is way too close to the AI chambers. Having to listen to the emitters fire non-stop makes me wanna cry :c
WickedCybs Posted January 30, 2022 Posted January 30, 2022 I expect this to maybe be an after NBT thing. I find a lot of pathways being two tiles wide may cause traversal to be an issue, especially the ones near areas like research or the holodeck or those pathways above the tree. I think 3 wide for anywhere with moderate to high traffic is desirable because it lets people navigate themselves and large objects with less issue
whitewolftamer Posted January 30, 2022 Posted January 30, 2022 Welp, I observed today, and before I get into the meat I DO want to say that a lot of the things i mentioned last time have been fixed! Theres a disposals bin in science, and the shutters of the areas I pointed out, well, now have shutters Unfortunately, this whole post is going to be about missed shutters, and BOY do I have a lot (It's a big map I don't blame the mappers for missing them) Well, lets dive in (For brevities sake HS=Has Shutters NS=No Shutters [This is only in reference to emergency shutters as there may be lockdown shutters in place but no emergency shutters]) First one I saw was in security, up the stairs from the first level (think this is the security conference room or whatever it's called) Also in security, the holding cells AND the entrance Then theres that like, viewing platform in the hangar In medical theres the upper level which has this And the entrance next to psych which has this In science theres the entry to xenobot And anomalous power in xenoarch In the library theres this area at the southward end And in cargo at the front desk In engineering theres the locker room/prep area And the Atmos prep area and the Chief Engineers office Thats all for now, I wasnt able to fully investigate the lowest level so I likely missed some, hopefully this helps!
ClemTheDuck Posted January 30, 2022 Posted January 30, 2022 For bridge crew, having those half face gas masks that sec and engineering gets would be nice. Could put it in the pilots lockers in the hangar. goes great with the helmets too
Sbeve Posted January 30, 2022 Posted January 30, 2022 (edited) The bar needs a sink. Also, the CoffeeMaster should be with the rest of the dispenser, it gets redundant having to walk all the way down just to make someone a coffee. Also, ringer buttons on both the sides of the bar would be a great help. Since there's no window (which I like because it makes the lounge area more cozy), ringer buttons would be a great help to let one know if there's someone on the other side. This is probably also too much to ask for, but I'll speak my opinion anyway. The bar should just be the lounge are imo. Make it more cozy and more like a place to hang out in a nice calm area. I dunno how it'd be positioned and place or whatever but it's just what I think :)) Edited January 30, 2022 by Sbeve
Captain Gecko Posted January 30, 2022 Posted January 30, 2022 (edited) Alrighty, so I've already sent all I had to say on Github, but I'm going to point them out here as well since I'm a only speaking of design matters (and not glitches, such as the Protolathe/Circuit Printers not accepting materials). *** First, the most important to me. In short, Xenoarcheology cannot do its job by itself. Xenoarcheologists, on paper, specialize in extracting finds outside, while Anomalists study these finds (although the two end up doing both part of the job since they are very often without each other), which means that they must, at some point, go out there and dig out their things. On the Horizon, this means leaving the ship and landing on some rock/planet. The problem is that, currently, they cannot do that independantly. The Intrepid obviously needs a pilot, and seems to be more fit for larger expeditions anyways. The only other alternative seems, then, to be to use a mining pod... BUT, the local Xenoarch does not have access to the Operations department, and thus, needs to rely on a miner to reach one of these shuttles in the first place. I do mind working alongside miners, however, in the absence of these people, or at least, absence of miners willing to go out there, the Xenoarcheologist ends up being stuck on station. And I'm not even mentionning the risks of bringing a possibly active anomaly to the Operation departments and needing to carry it all the way to the other side of Deck 1 to finally store it in an isolation room... Needing miners to also leave the Operations department, of course. The best solution, by far, seems to be, simply, to give the science department its own little shuttle/pod to do its job, one that can easily be accessed and lead quickly to the Xenoarcheology department, the same way the mining pods can lead to the smelting room. Until then, giving scientists access to the Operations Department can be a temporary solution, so that a mining pod can be borrowed for their work, if no miner is willing/able to work/share if they are present at all. Issue on Github here: https://github.com/Aurorastation/Aurora.3/issues/13030 *** Secondly, let's speak of the Science Storage room. Located by the conference room, just like on the Aurora, it, however, absolutely doesn't fill the purpose it had to fill back on the Aurora. The point of the Storage room, and reason why we asked for one, was because science needed an area to store the prototypes it created, items it found, etc. (and possibly, somewhere SECURE.) This room, then, also gave new roleplaying opportunities, by turning into an objective for antags, for instance, as an alternative to the Vault. I have made, in the Github issue (find it here: https://github.com/Aurorastation/Aurora.3/issues/13034) a mock-up of a more fit storage room already. *** I don't think that's bad design, I think you guys probably just forgot (no biggie), but there's only nitrile gloves for humans in Science's EVA prep room. You could add Tajara and Unathi-fitting gloves in these excavation lockers, that's how it is on the Aurora, currently, at least. Issue here: https://github.com/Aurorastation/Aurora.3/issues/13033 *** Not the first one to speak of lacking disposals. It seems that it's currently being addressed, I can see new chutes popping here and there, that's good. I couldn't find these areas being pointed out so far, on Github, so I'll had my bit. Deck 1 (The Horizon's equivalent of sub-level), as far Science goes... Is lacking too as far as Disposal Units go. So far I've only spotted one in the firing range. I've proposed multiple spots for extra Disposal Units (https://github.com/Aurorastation/Aurora.3/issues/13031) throughout the area. *** PS: things barred and in green have been already dealt with. Great job with the fast response, guys. Edited January 30, 2022 by Captain Gecko
TrainTN Posted January 30, 2022 Posted January 30, 2022 7 hours ago, Captain Gecko said: The best solution, by far, seems to be, simply, to give the science department its own little shuttle/pod to do its job Question: if this was done, what would be the purpose of the Intrepid, then? The two departments most focused on leaving the ship would not need to use the Intrepid to leave the ship. What uses would it still have that justify its existence?
Spacemanspark Posted January 31, 2022 Posted January 31, 2022 (edited) On 29/01/2022 at 11:22, Montyfatcat said: Machinist being split from science seems to be a really random choice when aligned with the map's design. They can't actually do any of their job in operations, so they end up being this weird enclave in science with no radio to the people around them, and a slightly redundant radio to the people who are a floor below and only interact when an expedition starts. Feels like the map was designed without these choices in mind. This is making me seriously doubtful about the job switch quite honestly, since it feels like all that's happened is the roboticist has been isolated even further from research and their upgrades, and that they've lost a lot of their duties. I get that no major changes will be made, but honestly it feels like this is a major change that SHOULD be made else you'll get an issue of the job being even more unintuitive to new players. Also there's the issue that neither the machinist room nor robotics bay has access to multitools and therefore the creation of IPCs and voluntary AI cores is now impossible. My thoughts largely echo this. I doubt that the machinists will ever really use the workshop room they spawn within; the majority of their job still revolves around the two fabricators in the robotics lab proper. For the most part, the only thing this change seems to do in terms of changing robotics gameplay is adding about three extra minutes of movement from the workshop up to the robotics lab. As well, it'll also cause a lot of confusion for new players trying to get into robotics, on top of players from other servers who may be interested in trying HRP for the first time under the robotics title (such as myself, about a year ago). I'm curious to the reasoning given for this--and mind, when I heard robotics was being moved to cargo, I was actually quite interested; the cargo crowd are often some of the more interesting characters to RP with in my experience. While I'm here, I may as well say that, while it's definitely of the same quality as most other Aurora sprites... I don't really dig the machinist uniforms. I understand they're meant to have more cargo themed colors, but they just feel... really out of place, I suppose. Admittedly, however, I'm also used to the green Hephaestus uniform I've come to love during my time playing on Aurora. Perhaps some different options to choose from in the loadout, or even just restoring the old jumpsuits as selectable options within the loadout, would be better for all parties. Edited January 31, 2022 by Spacemanspark
Alberyk Posted January 31, 2022 Author Posted January 31, 2022 I will transfer all of the robotics stuff to the first deck, while keeping the mech bay on the second second and moving the teleporter to that area.
Spacemanspark Posted January 31, 2022 Posted January 31, 2022 (edited) 21 minutes ago, Alberyk said: I will transfer all of the robotics stuff to the first deck, while keeping the mech bay on the second second and moving the teleporter to that area. Oh, sounds good! EDIT: Oh, one other thing. Presuming it's still their responsibility, shouldn't the machinists have access to a private surgical room for borgification procedures? At present I'm not even certain they have all the tools to conduct one in the robotics lab. Edited January 31, 2022 by Spacemanspark
ClemTheDuck Posted January 31, 2022 Posted January 31, 2022 With Bridge Crew using the Intrepid and doing a bit more EVA stuff now. Is it any way possible to give them a better voidsuit? Right now BCs can only really get the Space Suit which isnt even a voidsuit. You cant attach helmets or boots or use the suit slot to attach an air tank. Plus it is incredibly slow and still a holdover from the Aurora. Are there any plans to update and possibly buff them to be more in line with other voidsuits?
OffRoad99 Posted January 31, 2022 Posted January 31, 2022 1 hour ago, TrainTN said: Question: if this was done, what would be the purpose of the Intrepid, then? The two departments most focused on leaving the ship would not need to use the Intrepid to leave the ship. What uses would it still have that justify its existence? That's simple, it keeps its role of a multi-role ship. Examples: Search and Rescue? Check. Salvage recovery? Maybe with a decent ship redesign. As it is now, there's an awful lot of wasted space in the Intrepid. Multi-department expedition? Check. Refueling missions? We've already experienced incidents with people running out of fuel somewhere. Check.
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