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Showing content with the highest reputation on 06/14/2018 in all areas

  1. It's not really about punishment, people can do things to you to take you out of a round or change your gameplay, and that's part of SS13. An assistant with a crowbar might kill you as a drone or a diona nymph, but that's just how playing one of those is. So, if it sucks to be emagged, well, that's SS13. Shitty things can happen to you. I'd still prefer drones not be emaggable at all, but I don't think how it is now is much different than other things in SS13. I think making them purchasable traitor items could work, because we can apply a specific TC cost to make them balanced. It wouldn't be infinitely respawnable through no action of the person in the round, and it wouldn't be something that's converted so there'd be no issue with drones trying to be emagged. I think the only thing I'd want addressed at that point is the ability of drones to interface with electronics while inside pipes.
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  2. If you ever wondered how the first cultists got into the book club when they arrived on the station. Remember! Stranger danger!
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  3. Hello! This probably will be my last post with decent quality images for a bit! Or any, my laptop is getting repaired, so yeah. This time I did some redraws of Sue, my character. Lots of improvement since the last two pictures I showed. Missing hands edition! Here's civi sue without a costume. Here's a roboticist Sue in a mech. Pardon the shitty surroundings, they were a last second afterthought when they PROBABLY shouldn't have been.and ramblings, it seems I can't stop talking even when I'm not talking. I feel like her hair goes through a redesign every time i draw her but whatever.
    1 point
  4. Power! One of the biggest duties of engineering, is currently in a very weird state. There's a lot of sides of this, and I'd like some input about how terrible my ideas are, etc. There's a few parts to this, but my biggest problem with power right now is that it is essentially binary. Either the station has power, or it doesn't. We have all kinds of systems around power drain, amounts used and generated, but that doesn't really matter, because if the engine is up, there's more than enough. Power Storage: 3 Main Engi SMES. 1 Engine SMES. 2 in Electrical Maint, not hooked up by default. 4 Solar SMES. 1 in the Grav Gen 1 in the turbine. That's 12 in total. If they're all wired up to the SMES, that's 2.4MW needed to keep them all fully charged. Total load, once all APCs are fully charged, seems to be around...150KW. Enough for 1 SMES to handle. Once all the SMES are fully charged, then you could probably turn off the power generation alltogether and be fine, as long as it isn't super early in the round. Even then, I wouldn't be surprised if all 12 SMES, fully charged, could keep the station going for 2 hours. Power Generation: Tesla: 5MW. Minimum. Maximum? Well, at the end of a shift with the PA on 2 the whole time, you're looking at 120MW+. Stupid amounts. Singulo: ~3MW. There are all kinds of ways to get more, but there's no real point. Turbine: Maybe 50kw, with work. Lol. Solars: 45KW average I think, or might be 90. *4 is either 360 of 180. Just enough to power the station. The Tesla is off from the rest here by -stupid- amounts. There's lots of other problems I have with it, which i'll bring up another time, but the problem here clearly is that it produces more power than every other method, combined, when it starts. By the end of the shift (let alone with a PA at 3, or multiple PAs), it's producing 30-50x the amount possible from the others. Power Usage: How much power the station uses is hard to get an idea of. The bridge for instance uses 5kw, 4.5 of that being for the 15 computers there, 500w on the lights. Looking at the "load" on the grid with all APCs charged seems about 150kw. This comes back to the "binary" nature of power. There's no real use for it, except for avoiding a blackout. A proposed change, mapping only: Nerf the tesla power output for a start. 10x is the number I'm throwing out for a start. Then, so that a better idea can be gotten of power usage, and how to tweak it - create a small elec maint room for each major area, with 1 SMES in it, that feeds the entire area. (Bridge, Sec, Cargo, Service, Med, R&D). Main SMES units in engi would feed maint, main corridors, and then the department SMES. That'd be the "main" grid, with each other section being a sub grid. This would also allow for a lot more fun in sabotaging individual sources of power, rather than the whole grid at once. Powersinks could be tactically placed, and bombing the SMES for a department would have major effects for them. It'd also be great so we could see what the load from each individual department is, then tweak it for individual machines. If these values are all at the right levels, and there are some better uses for power (Shields, sci machines, cloning taking lots, etc), then we could get a cool system going with engineers rushing around to divert power to shields, etc, as needed. Sabotage becomes a lot more interesting, as does repair and customization for engineers. Bigger changes: This would be best to do after the above one. Create a limit on the amount of power normal wires can hold, and have a "main" loop grid with heavy duty wires, and have the departmental SMES units more like step-down transformers than actual batteries. Have engineering have a main (and maybe another backup?) SMES battery setup. This is mainly to avoid the problem with departmental SMES, which is that you'd be better off just bypassing them alltogether, and wiring the dept into the main grid.
    1 point
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