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Replaces the Hyena with the Derecho #3693
Replaces the Hyena with the Derecho #3693
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- There's a stray fire cabinet here on the bridge.
- There's no publicly accessible buttons to operate the hangar doors for the crew to use from what I can see, only the ones in the foreman's office behind locked doors.
- Bit of a nitpick, but I think the hangar storage shutter button would look better if the tank dispenser wasn't in front of it. I know it doesn't mechanically block the button, but it feels a bit odd to me. Try moving the dispenser somewhere else and see how you feel about it. Or maybe move it one to the left where the ore box currently is and put the ore box with the rest of the cargo.
The hangar door button being only in the foreman's office is intentional. Since this ship has an officer in command of the cargo section and the wreckers, he gets control over hangar access. The tank dispenser isn't moving either, I tried a few spots and liked none of them. It doesn't even visually block the button either since the tank rack doesn't stretch floor to ceiling. |
I can understand where you're coming from, but I don't agree with this. While it is flavorful, I don't think it would be enjoyable from a gameplay standpoint. Considering how often you need to open or close the hangar doors throughout the course of a round, restricting a basic function to the operation of a ship is effectively a lot of busywork and an artificial bottleneck. The foreman is going to be stuck to their chair on door duty with how load bearing it is to the operation of the ship. While there is an argument to be made that command staff should be staying on the ship, pressing a button repeatedly is not good gameplay. There's also the issue you are not always guaranteed a foreman joining your ship. The Captain can do it of course, but that's another set of duties artificially created by the single set of hangar controls on top of the normal responsibilities. In short, I don't think it will meaningfully improve the experience of the ship. Though, if you get another maptainer's approval for a single set controls for the hangar door, I'll be alright with it. Otherwise, I'd prefer you add a crew accessible set of controls. |
I did this on the bolide and it sucked major dick |
You aren’t guaranteed a foreman every round but you ARE guaranteed a captain every round, who will always be on the bridge right around the corner every time the ship lands or takes off, and will probably pass through the foreman’s office to get to cargo since it’s the fastest route. The door also only needs to be opened or closed when the ship is landing or departing- times when the foreman should probably be in his office anyway. Having to open or close the bay doesn’t chain him to his office, he’s supposed to just go there when landing or leaving and join the Wreckers when heading out. That’s one reason it’s directly accessible from cargo. I just don’t want Random Initiate opening the doors and fucking off the instant the ship lands. The Kali’s cargo bay controls are up at the Wrecker’s balcony similarly, the difference is just a lack of a restricted access door for them on that ship since the single Wrecker doesn’t really justify a room of their own. |
Ma'am I genuinely tried this and it was just... Not fun to play around. At the least put an access locked (sec/mining) secondary button inside the bay somewhere |
I would if I had literally any wall space left in cargo. Ough. I’ll figure something out. |
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Feedback after testing on live:
- These windows are missing grilles.
- The workshop door requires both engineering and mining access rather than one of them. Only the captain is able to open them right now.
- Still spawners here under the bridge window at the bottom
- Cryo has no control console.
- The foreman playing found it annoying how their office was a trafficked area, and the Captain had to kept shuffling past them to get by due to the layout of the doors
Maybe shuffle the SSU and rack over to the right, and align the doors vertically so you don't need to move past the foreman to get by.
- A complaint players had was how far hangar door button in the bay was from the blast doors. Though it is understandable since the cargo bay is lacking wall space like you said before. Maybe take down one of the signs by the airlock?
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Platforms in the cargo bay will need to be adjusted since #3745 fixed them due to their side states being backwards.
Cryo room still has no console.
Once that's done, and the smelter is fixed, I believe this should be good to merge.
Just tested this out on Round 2862, as captain for its first test merge. I've got a few pros and cons for it personally. It reminds me a lot of the Vaquero, honestly. PROS:
CONS:
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About The Pull Request
Replaces the Hyena with the Derecho-class Auxiliary Wrecker, a mid-sized New Gorlex salvage ship. Comes with more advanced engineering gear than usual and a moderate array of weaponry including two Asp pistols and one Bulldog shotgun. Features a crew of six players:
Why It's Good For The Game
NGR needs more ships and the Hyena's been slated for replacement for a while now due to its outdated and profoundly crusty design.
Changelog
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add: Replaced NGR Hyena with the NGR Derecho-class salvage ship
/:cl: