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Showing content with the highest reputation on 03/23/2017 in all areas

  1. I would like to propose a change that will drastically reduce the current issue of over population and further add a unique element to Paradise Station. The IC premise is this: As a means to counteract the NT monopoly on plasma development, the Human government have bought many of the Asteroids used for mining to colonize. The research patents are controlled by NT, but science installations, like the Cyberiad, must secure the raw minerals from their sister SolGov colonies. The colonies are left alone by the SWF and syndicate, and similar groups, but are under constant attack from asteroid creatures. The one linked to the Cyberiad is called the Roanoke, and is under the protection of federal marines, rather than NT ERTs. It trades raw minerals with the Cyberiad in exchange for research and genetics disks, food, and logistical aid. Unlike, the Cyberiad, it is (ICly) a permanent settlement and there is no transfer shutle, although in practice the marines can evacuate them via ferry. It has quarters for all of it's residents, a large number of whom will be miners. The miners are overseen by the Mining Foreman, whom also sees the trade with the Cyberiad's Quartermaster. Law and order is upheld by the Federal Marshall, whom is aided by serveral deputies. They have riot shotguns with limited ammo and police batons (in other words, no instastun.). The Marshall himself has an additional revolver and two disabler guns in his locker, as well as a forensic scanner. They also have tear gas and pepper spray. No bolas or flashes by default, though. They will follow "Colonial Regulations", which will, ideally, be distinct from Space Law. They should wear civilian-ish clothes with armbands/badges. 3 cells and an isolation room. Other miscellaneous jobs will include a Personnel Officer, Earth Liason, Maintenance techs, Doctors and Head Surgeon, and Supply Chief. The Colony as a whole is run by the Governor/Commander or whatever you guys want it to be, whom has a Fax machine capable of communicating with the Cyberiad's Captain. The Roanoke will spy on the Cyberiad's activities and report it to thier superiors, and vice versa. There a lot of room for this idea to be expanded on, but what do you think? Additional Clarifications: This will all be on the same server, with the intention of dispersing the population more evenly across the map. The Colony will be contained within the asteroid z level, likely just a remodeled and expanded mining outpost. The Mining area will no longer be a NT possession The Brig and Science outposts on the asteroid will be deleted and replaced with asteroid. Station Security will not have jurisdiction on the outpost or asteroid. It has its own laws and own police force. The Cyberiad will not staff any miners, and the mining dock will likely be used for exchanging the minerals for goods. To iterate it once more: The Roanoke is not another space station, it is an asteroid base that has sole legal claim to the asteroid. The Cyberiad has no holdings on the asteroid unless they renovate the derelict mining base.
    2 points
  2. As it has started to come to be known, I've recently taken up the mantle of making a new station to better support large job distribution and to have more space to better spread the large number of people currently present on the NSS Cyberiad. It's design features many things present in other servers, things that many people have requested be done for a new server map. The common complaint with Metastation I've heard isn't that the map is large, for it is, and does have things in its design that I support, including a new layout, but that it's chalk full of bugs, has 'too much' making it seem more crowded than necessary, and that the map seems put together too much like a game of Tetris. My understanding of it is that Metastation itself is not an original map, as it was taken elsewhere, and was being re-purposed for Paradise. This has lead to a number of inconsistencies, in remapping, adding things, and reworking systems, having lead to the 'too stuffed/crowded' feel and bugs that have been being handled by Fethas to make the map workable, something many people agree would be good as we'd have another working map, able to change the meta of the game slightly by change maps occasionally. The intention of the construction of Ragnarok Station isn't to replace the NSS Cyberiad, but to create a new station to have a new play style through the usage of the map itself, and spice up the game with a fresh environment. Mechanically, only a couple of things change, and these changes are only map-related rather than code related. One such change is giving each department their own power substation, rather than all departments running off the main grid. What this does is allow a few different checks and modifications to the way admins can interact with a department as well as antagonists going after a department. Before, if you cut the power, it's going to start knocking out pwer to the entire station, and there wasn't a 'safe' way to do so short of breaking into engineering and turning off the SMES machines, otherwise you'd need gloves or a power outage to take power lines down or break into a department with ease, presuming the engine or solar arrays were not hot-wired to the grid. With the addition of department substations, you can, as long as you know the wires before-hand to break into a substation through the doors, simply turn off the SMES to the department and watch as the APCs slowly drain. With a power-sink, you don't have the exact same freedom, however, that you had before, but you can quickly drain any department of all power rather than having to slowly drain the entire station just to get to the one room you were after. Hooking up a power-sink to the main grid would deny all departmental SMES machines any input of power and knock out all of service rather quickly. It gives a more focused attack on a department rather than general station, excluding doing so to the main power grid. This adds an additional check, though, for admins in doing so, as it has been tossed about to be able to see how much a department takes in actual power, to see where we'd like to increase power usage of machinery to make power slightly more realistic, such as increasing the power costs to use a cloning machine. How much is reasonable, however, remains to be seen and requires see what the actual affect on a department this would have. In doing so, upgrading SMES machinery will also be more of a probably venture for science and engineering, and could even support making it so that departments are more likely to adjust their input/output ratios to support their department or turn non-critical systems off to conserve power, changing the dynamic of the game's engineering systems, a thought that has been entertained recently. I am currently looking for any suggestions people have for what they'd like to see in this new station, design-wise. Once I have the time, I'll add some pictures of the layout of various areas I have so far. I'm not saying I'm taking all suggestions, but if I like one, I'll see if I can implement it. Same for changing anything that is already laid out, as I want to have the station layout ready before I do any major item additions and what have you other than piping, wires (and APCs), doors, and 'general' appliances (lights, light switches, fire alarm, air alarms, etc) before adding in the major tables, objects, etc, so we know how an area will look before we put the final touches in and get adjustments out of the way. https://github.com/Twinmold93/Paradise/tree/RagnarokStation Some current points of notice are: - Polaris Docks: Escape and arrivals are both on the same side of the station. You can still bomb Docks 1 and 2 while making it possible to leave the arrivals shuttle between Dock 3 and 4 (bombing Dock 2 will make Dock 3 unsafe, but leave Dock 4 untouched). - More Maintenance: Maintenance tunnels around the station are generally larger than now, in they sprawl more and have more nooks and crannies. More rooms and more space for construction for both engineers and crew (with permits)! - Departmental Substations: Changing the mechanics of power via just a map change, departments now have their own power sources, fed by the main grid. Now, you can cut the power to an individual department or just ignore safety regulations and hook up the department to the main grid. - Port and Starboard Pod Bays: Highly requested by many people was making the mechanic more directly able to interact with crew, by giving them more direct access to the very crew. Making the mechanics office directly adjacent to the Starboard Pod Bay gives them just that, but now you also get a pod bay on the Port side so you don't have to go all the way around just to enter the station! - No More Engineering and Science Outposts: In this design, the engineering outpost is no longer implemented, leaving many to wonder "Why?" In a sad truth, it serves no actual purpose and is practically unused other than for antagonist, much like the Science Outpost. In that regard, both are not being included. This is, however, PENDING in design, as I may add in the Science Outpost to be for Xenobiology and/or Toxins Testing, making the station itself have less science on it. In the case of Nations, this would mean Science's direct weakness would be Cargo. Depending on necessity, the Labor Camp may also not be added back in. - More Escape Ways: With the change of where the general port of the station is, where the arrivals and escape shuttle are, it'd make sense for there to be more larger pods on the station, capable of carrying crew away in case of emergencies. As such, medical and security both get a public-access large escape pod each, opposite sides of the station from each other. Makes moving the injured and hardened criminals safer. - With More Escapes Means More Entrances: As the station is designed around having more access points to it, it'd make sense for the Emergency Response Team to also get at least one more point of entry. Not only can they dock all the way down at Dock 1, they can also dock right next to security. This changes the balance a bit by giving them options, rather than just being awaited all the time at Arrivals. Naming Scheme (Norse Mythology): - Central Command, NAS Odin - Main Station, NSS Ragnarok - Tele-Comms, NXS Hermoth - Escape Shuttle, NTV Vidar - Cargo Shuttle, NTV Freya - Syndicate Base, SRB Loki - Syndicate Nuclear Shuttle, STV Tyr *SLB = Syndicate Response Base * STV = Syndicate Transport Vessel Current plan is to turn the derelict station into an overgrowth situation, named Yggdrasil. The asteroid itself would be named Jormungandr due to its general hostility and size. Current Layouts include: - Arrivals: https://i.imgur.com/uqvTbng.png - Cargo: https://i.imgur.com/GUnW1Tr.png - Chapel, Library, and Visitor Dormitories: https://i.imgur.com/gKMvYv0.png - Cryo Dorms, Holo-Room, and Locker Room: https://i.imgur.com/JuOtyU1.png - Engineering: http://i.imgur.com/N4ApWJn.png - Medical: https://i.imgur.com/vCGmCkR.png - Science: https://i.imgur.com/rZqtG65.png - Security: https://i.imgur.com/yetF7B1.png The main station (z1) overall layout is pending and being reviewed to take a look at the station layout overall. Some rooms are fully decked out (minus pipes), some have just a few things, but both of these are few. Looking for feedback, including if I should move toxins testing to the asteroid to replace the science outpost. Of course, if Lavaland gets ported fully, I will have to update the asteroid again to allow it to work, but that's a necessary evil. Otherwise, I will be taking the current asteroid map and stripping the science outpost more likely than not. Once we decide what we are doing with Lavaland, we'll see what happens. There is no turbine in this station design, though there is space near engineering for a Thermal-Electric Generator (TEG), including much of a burn chamber. The space vented room adjacent is used to make the cold loop, but you have to do it yourself. So get creative. Got questions, ask!
    1 point
  3. I have to inject that a midway option would be perfect. Imagine if you could opt out of objectives pre-game, but the sever would generate a list of objectives and find players to use those objectives. This way you still have all the murderbone objectives, and have the option to be a pacifist without having to loose out on an interesting round or be forced to do something that you don't know, don't want to do, aren't comfortable doing, ext. With the benefit that if you want the murder objectives, which I like more then steal unless if its something from the vault, you are more likely to get it. This way we get rambo scientist, debt owing clowns, and anything else people want without having to sacrifice a thing. Maybe even add in the support role for people who just want to help other syndies, but that is a little more out there for this topic.
    1 point
  4. Hello, wiki/lore-team. I've been in touch through discord, but figured I should compile a list of changes I have made to Greys in my first of many PRs which will make your lives harder (Sorry.) In this PR, not too many changes should affect the wiki or the lore of the Greys, but I'll put the ones that do in bold. Remote talk can now be used on creatures in a radius of two screens from the grey, removing the line of sight restriction, but not buffing it to its previous capabilities. Psionic Hivemind (the Grey language) is now Z-level wide, but requires at least one hand to be able to hold an item, justified IC-ly by having them press their finger to their temple. Greys are once again allergic to water, but not water derivatives, such as Holy Water. Fire extinguishers and showers are now deadly weapons. Greys treat sulfuric acid as if it were water, taking no damage from it at all. Remote Talk can now be formatted slightly, allowing for slightly better usability in the consistently blue notification chat. Notably, there is one final change I'd like to make, but it will not be included in the current Grey Rework PR. I intend to give Greys the ability to create illusions which living humans can see, but not interact with, giving them more mental control over a situation to build upon their lack of physical strength.
    1 point
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