jackfractal Posted October 30, 2015 Share Posted October 30, 2015 OK, so this is an idea I've been kicking around for a while and I'm pretty sure it can be done. So right now the Nuke Ops have variable equipment through the use of their telecrystals, but the stuff they get from their ship is pretty static. What if we made their ships various rooms cost telecrystals but have several different possible forms? When I say different forms, I mean the dimensions would be the same, but the contents would be different. Like, say a 'basic medbay' like they have now, would be thirty telecrystals, but an 'advanced medbay' would be 45 telecrystals. The default load-out room with it's jetpacks, pinpointers, and carbines might be 50, but a 'basic' load-out room that has only standard softsuits without weaponry could be as little as 10. This would let people play gimmicks with Nuke a lot easier. Just choosing a 'luxury cabin' for a person playing a VIP, or a 'hoard of treasure' for people wanting to trade, or 'slave cells' (which would include cryobags for transporting prisoners) would offer a lot of variety. The number of available telecrystals would of course be adjusted to reflect the additional costs. What do you think? Worth trying out? Link to comment
Killerhurtz Posted October 30, 2015 Share Posted October 30, 2015 ...If there's a coder that wants to tackle that. I've had a look at how the shuttle works, and I'm not 100% sure that it's feasible, unless there's some sort of scripted teleportation happening. But swapping out whole rooms? I don't know if it's possible. Link to comment
jackfractal Posted October 30, 2015 Author Share Posted October 30, 2015 We do it for the holodeck. It's just a matter of repurposing that tech to let us build multiple copies of the rooms of the shuttle. I think it's doable. Link to comment
Skull132 Posted October 30, 2015 Share Posted October 30, 2015 Jack, be careful. Using holodeck mechanics directly won't be a good idea: it'll break any machinery there, and the items can also act funky. Though, as long as you use New() procs, that problem should be remedied. Link to comment
jackfractal Posted October 30, 2015 Author Share Posted October 30, 2015 Yeah, I wouldn't use them directly. I'd use the same concept, duplicate rooms on other z-levels that get copied across (the machinery would probably need to be treated separately). Link to comment
Guest Posted October 30, 2015 Share Posted October 30, 2015 Bay's nuke shuttle is actually fantastically mapped. Has its own brig and such. Only 'issue' is that the nuke op armory there is at the nuke op HQ, but I don't really see that as a problem. Think it also has a surgery table and tools? Which is more than can be said about the current nuke op shuttle. Link to comment
LordFowl Posted October 31, 2015 Share Posted October 31, 2015 Well, I'm speaking out of what little understanding of mapping I have when I say this, but from what I understand from my forays into the art. . . The holodeck and shuttles work of the same mechanic - region based teleportation. The holodeck switches the /turf and /obj filepaths in one region with another region, and the shuttles do much the same. The issue is that the nuke ship is ALREADY a shuttle. This idea would work great on a static region (See the holodeck), but I'm not sure how it would work for a shuttle region. The most obvious work-around is creating a nuke shuttle with every possible permutation of rooms, and since we'd probably redesign the nuke shuttle to be a lot bigger so there would be more customization options this presents a significant chunk of map being dedicate to nuke op permutations. Link to comment
witchbells Posted October 31, 2015 Share Posted October 31, 2015 Bay's nuke shuttle is actually fantastically mapped. Has its own brig and such. Only 'issue' is that the nuke op armory there is at the nuke op HQ, but I don't really see that as a problem. Think it also has a surgery table and tools? Which is more than can be said about the current nuke op shuttle. I propose we just steal their shuttle. Link to comment
canon35 Posted October 31, 2015 Share Posted October 31, 2015 I say we steal Bay's shuttle. Link to comment
K0NFL1QT Posted November 2, 2015 Share Posted November 2, 2015 Remapping the shuttle sounds like a great idea. It'd also be good if the damn thing could actually dock at Arrivals for those nuke rounds which go that way... which is most on Aurora. But a dynamic ship re-purposing revamp? Sounds like a lot of work for very little gain, when the ship can just generally be improved. And given the costs you stated, there would need to be an exponential increase in TCs nuke ops start with, which will probably just be spent on other things. Link to comment
Nikov Posted November 2, 2015 Share Posted November 2, 2015 Things I'd want. 1. Slave pit. Remote flashes, electrified grilles, etc. Maybe some rough-spun rags for them to wear. 2. Lean and efficient medical bay. Box with surgical tools, surgical table, sleeper, scanner, chemicals etc. 3. Chemistry dispenser and grenades. Slavers with sleep-toxin chemical foam grenades? Yes please. You might think 'oh the griff' but consider it a less severe option compared to a plasma bomb when you need to drop a lot of people. 4. Locks on everything. 5. Teleporter beacon. In the slave pit, preferably. Can't just spacewalk fresh meat to the butcher. 6. Exterior turrets. Pew pew. No more rambo engineers. 7. Mass driver insertion; move all the shuttle movement points straight off of a solar array or other mess of floor rods. Have one mass driver pointing each of the cardinal directions. Pile in, lay down, stack the whole team together, and launch to a good start. Or fire a five-second time bomb. Your call. Link to comment
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