Post by absynth on Oct 11, 2013 10:44:53 GMT -5
First off, I have no idea the kind of direction (if any) the admins even want to take the FP server. But with that in mind I have a few suggestions. Bear in mind these are the opinions of someone who's played SS13 since it existed and was involved with writing some of the code that FP itself is using, so it's not like these are totally uninformed opinions. So anyway
* Make power go out in the order of Lights, Equipment, Environment, not equipment first. Why does valuable and life-saving equipment get turned off before the LIGHTS do? Lights almost always take up thousands more watts than equipment in a room (notable exception: Robotics), and having the lights go out first would give people an early warning sign that a power failure is imminent.
* Remove librarian and make them officially Nanotrasen Journalists. Librarians suck. People don't read books NOW, why the hell would they read them in the future? Why would they even exist? It's one of the few jobs that is very jarring with the whole 'FUTURE SPACE' theme.
* Remove Shaft Miners and give all departments that use metals a small stock of it. Allow the QMs to order cheap metal crates. Keep the asteroid, but make the mining department a public place, and change the mining hardsuits to crappy, cheap EVA spacesuits.
* Make eguns, tasers, and advanced eguns hackable. Screwdriver, wirecutters, give them 4 wires, all randomized for each gun. 1 wire unlocks it, 1 wire drains the power in it, 1 wire makes it shoot you in the face and 1 wire makes it explode. Can't be multitooled, you just gotta roll the dice.
* More item slots for monkeys, specifically overbody and head. Monkeys in lab coats! Monkeys with space helmets!
* Is it really necessary for text to show 'Assistant <name> (Assistant)' every time someone talks? Just use whatever's on their ID.
* Grenade launcher still shows the variable in examine: Contains list / 3 grenades. Should be 0/3.
* Temperature gun still does nothing.
* Add a graphic GUI display when inside an exosuit showing how much battery power is left. Steal the one from borgs.
* Give MALF AI's a new malfbility option: Walker Mode. This is a toggle that allows an AI core to grow spindly robotic spider legs from their core and lets them both walk around and shoot small lasers on each click. When in Walker Mode, the AI drains power from the area's APC; if there's an area with no power, it starts draining AI health. AIs in Walker Mode cannot use any malf ability, cannot shunt, and cannot hack APCs.
* Burst canisters don't spill their contents into a room, it all seems to just magically vanish.
* 12500u of diamond (6.25 sheets) just to let someone play a sec borg? Really? An entire Gygax is 3-4.
* Cold Resist mutation does less than nothing. Make it into an overall temperature-reduction mutation so that you are more resistant to both extreme cold and extreme heat -- exactly like wearing a permanent hardsuit.
Now some suggestions with the new station layout:
* The departments are too isolated, either by location or size. Departments that are WAY too big: Chapel, Library, Bar. Departments that are WAY too isolated (compared to before): Robotics, Disposals, Kitchen. The choice to isolate areas that depend entirely on interaction with the general public are now bafflingly hard to get to by anyone. Almost no departments have windows with which to pass items or talk to people. Kitchen can't even SEE Botany, let alone talk to them, and having to go thru maint with no cameras, lights, or security in order to give food means nobody ever does it.
* RD is way, way, WAY too powerful a job now, with full chemistry access. RD is easily the most versatile and destructive job (above Captain, as the Captain has many responsibilities while the RD can putter away and not give a shit about anything ever), and giving them access to: unlimited acid, extremely powerful large grenades, and rapid syringe guns with any chemical they want.. uhh. Notice how Medbay is a deserted wasteland now? 75% of rounds I play there isn't even a CMO, let alone any actual doctors doing doctoring. They have no extra medicines except what they can beg or steal from Chemistry, which is now broken into every single round because of its more isolated position.
* AI loses a LOT of camera access, even in major hallways. Someone in maint next to Medbay was begging me to open the door to the hall and I couldn't even see that one was there!
* No luchador masks
* Every department has excessive lighting, which is an ENORMOUS drain on the room's power requirement. I see rooms with -4- large lights in like a tiny 6x6 room (vacant office comes to mind). One light can light up a very large area, guys.
* Every maint hallway is bland, uninteresting, and uniform. You should be able to recognize where you are based on your surroundings, but 90% of the maint tunnels look exactly the same and even many of the item spawns are duplicates.
* Bar north-facing doors are using the Prosecution chair from the courtroom.
* Prison shuttle triangular corner-pieces use simple black backgrounds instead of the transparent-opaque ones. See: White triangular shuttle corners. You place them on a turf and the turf shows up underneath it.
* No luchador masks
* Way too many critical station departments are on the outer edge of the station, which means they get absolutely wrecked by meteors every single round. See: bridge, genetics, etc. At least add a maintenance buffer zone or extra-thick glass/walls so the meteors hit that first. Not a round goes by where every genetics monkey doesn't asphyxiate.
There's more but that's all I'm writing for now.
* Make power go out in the order of Lights, Equipment, Environment, not equipment first. Why does valuable and life-saving equipment get turned off before the LIGHTS do? Lights almost always take up thousands more watts than equipment in a room (notable exception: Robotics), and having the lights go out first would give people an early warning sign that a power failure is imminent.
* Remove librarian and make them officially Nanotrasen Journalists. Librarians suck. People don't read books NOW, why the hell would they read them in the future? Why would they even exist? It's one of the few jobs that is very jarring with the whole 'FUTURE SPACE' theme.
* Remove Shaft Miners and give all departments that use metals a small stock of it. Allow the QMs to order cheap metal crates. Keep the asteroid, but make the mining department a public place, and change the mining hardsuits to crappy, cheap EVA spacesuits.
* Make eguns, tasers, and advanced eguns hackable. Screwdriver, wirecutters, give them 4 wires, all randomized for each gun. 1 wire unlocks it, 1 wire drains the power in it, 1 wire makes it shoot you in the face and 1 wire makes it explode. Can't be multitooled, you just gotta roll the dice.
* More item slots for monkeys, specifically overbody and head. Monkeys in lab coats! Monkeys with space helmets!
* Is it really necessary for text to show 'Assistant <name> (Assistant)' every time someone talks? Just use whatever's on their ID.
* Grenade launcher still shows the variable in examine: Contains list / 3 grenades. Should be 0/3.
* Temperature gun still does nothing.
* Add a graphic GUI display when inside an exosuit showing how much battery power is left. Steal the one from borgs.
* Give MALF AI's a new malfbility option: Walker Mode. This is a toggle that allows an AI core to grow spindly robotic spider legs from their core and lets them both walk around and shoot small lasers on each click. When in Walker Mode, the AI drains power from the area's APC; if there's an area with no power, it starts draining AI health. AIs in Walker Mode cannot use any malf ability, cannot shunt, and cannot hack APCs.
* Burst canisters don't spill their contents into a room, it all seems to just magically vanish.
* 12500u of diamond (6.25 sheets) just to let someone play a sec borg? Really? An entire Gygax is 3-4.
* Cold Resist mutation does less than nothing. Make it into an overall temperature-reduction mutation so that you are more resistant to both extreme cold and extreme heat -- exactly like wearing a permanent hardsuit.
Now some suggestions with the new station layout:
* The departments are too isolated, either by location or size. Departments that are WAY too big: Chapel, Library, Bar. Departments that are WAY too isolated (compared to before): Robotics, Disposals, Kitchen. The choice to isolate areas that depend entirely on interaction with the general public are now bafflingly hard to get to by anyone. Almost no departments have windows with which to pass items or talk to people. Kitchen can't even SEE Botany, let alone talk to them, and having to go thru maint with no cameras, lights, or security in order to give food means nobody ever does it.
* RD is way, way, WAY too powerful a job now, with full chemistry access. RD is easily the most versatile and destructive job (above Captain, as the Captain has many responsibilities while the RD can putter away and not give a shit about anything ever), and giving them access to: unlimited acid, extremely powerful large grenades, and rapid syringe guns with any chemical they want.. uhh. Notice how Medbay is a deserted wasteland now? 75% of rounds I play there isn't even a CMO, let alone any actual doctors doing doctoring. They have no extra medicines except what they can beg or steal from Chemistry, which is now broken into every single round because of its more isolated position.
* AI loses a LOT of camera access, even in major hallways. Someone in maint next to Medbay was begging me to open the door to the hall and I couldn't even see that one was there!
* No luchador masks
* Every department has excessive lighting, which is an ENORMOUS drain on the room's power requirement. I see rooms with -4- large lights in like a tiny 6x6 room (vacant office comes to mind). One light can light up a very large area, guys.
* Every maint hallway is bland, uninteresting, and uniform. You should be able to recognize where you are based on your surroundings, but 90% of the maint tunnels look exactly the same and even many of the item spawns are duplicates.
* Bar north-facing doors are using the Prosecution chair from the courtroom.
* Prison shuttle triangular corner-pieces use simple black backgrounds instead of the transparent-opaque ones. See: White triangular shuttle corners. You place them on a turf and the turf shows up underneath it.
* No luchador masks
* Way too many critical station departments are on the outer edge of the station, which means they get absolutely wrecked by meteors every single round. See: bridge, genetics, etc. At least add a maintenance buffer zone or extra-thick glass/walls so the meteors hit that first. Not a round goes by where every genetics monkey doesn't asphyxiate.
There's more but that's all I'm writing for now.