I'm considering doing a PR to update the syndicate lavabase ruin on lavaland.
Current ideas I am considering:
Removing the "syndicate cargo shuttle terminal" computer in the NE cargo area, as it does nothing, and when you interact with it, it just displays a "missing shuttle" error.
Removing the two sets of mining gear along the south wall. Aside from the fact they're typically unusable (how, exactly, are syndies on the base expected to cross the lava moat?), they also encourage syndies to break the rules by leaving the lavabase when they're not supposed to.
Adding some new areas. One person suggested a bigger explosives testing area - the current area is arguably too small to be testing maxcaps in.
Adding more designated job practice areas. Functionally the reason that the syndie lavabase is useful is that it lets you practice some jobs (viro, scichem) off-station in an area where it doesn't matter if you mess up. Perhaps, with some minor mapping changes, it could be expanded to allow the practice of some more jobs. Botany is somewhat off-limits as there is already a ruin for that. Still, perhaps other jobs (chef, xenobio, toxins, some parts of eng/atmos, etc) could be practiced here with a few map edits.
Extensive rework or removal of the syndicate comms agent. For example, moving them from the lavaland syndiebase to another ruin. Or giving them the ability to notify all syndicate on station that they exist (once per round, does NOT require the on-station traitors to have radio keys). Or adding some form of counterplay that command can use to eliminate comms agents that reveal themselves, but at a cost. So any comms agent who insists on doing stupid things like talking on common radio using an obviously fake ID can be dealt with without command having to ask CC to do so. Or removing their ability to change the PDA server password roundstart and lock the crew out of the PDA system. Or something else?
Adding some cryopods so that scientists/agents can cryo themselves if they need to leave. Unsure if this would free up new spawners for new ones to come in. At the very least though if they need to disconnect they can, without leaving SSD bodies behind.
Make the TG weapons_auth implants given to the lavabase syndies actually work. They're meant to stop anyone but the syndies firing their sniper rifles - but the implants don't work. Either the implants should work, or they should be removed. This might also reduce the incentive for miners to raid the base, as it will be harder (but not impossible) for them to get access to high grade syndicate weapons.
Removing the atmos canisters from the lavabase atmos setup. They're not even connected to the ports - they're only there for looks and when the lavabase blows up (which it does regularly) they create a much bigger fire (by additional O2/plasma) than would otherwise happen.
Converting the entire lavabase into a space ruin. Since syndies can't leave the lavabase and it shouldn't be worth miners attacking it... why exactly have it on lavaland anyway?
Add an emagged teleporter beacon, so that syndies who emag into teleporter can use the teleporter to get there. As well as possibly some method of getting back. So syndies can visit the lavabase more easily, without having to traverse lavaland.
If you have suggestions for syndie lavabase tweaks, or opinions about these ideas, post them here please.