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Replaces the Hyena with the Derecho #3693

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merged 37 commits into from
Nov 17, 2024

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Apogee-dev
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@Apogee-dev Apogee-dev commented Nov 2, 2024

About The Pull Request

derecho
derecho_areas
derecho_ingame

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:

  • Captain: You know what this is.
  • Foreman: Direct the efforts of the Wreckers and the Mechanic.
  • Wrecker x2: Explore, mine, and most especially salvage wrecks for materials and valuables. Comes with a limited number of advanced salvage supplies including power tools and a plasma cutter. One wrecker can wear a toolbelt, the other gets a mining webbing.
  • Mechanic: Maintain, repair, and improve the ship.
  • Initiate x2: The starter role. Keep the ship clean, your crewmates fed, and in general try to be useful while learning the ropes of the faction and/or the game.

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NGR needs more ships and the Hyena's been slated for replacement for a while now due to its outdated and profoundly crusty design.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

🆑
add: Replaced NGR Hyena with the NGR Derecho-class salvage ship
/:cl:

@Apogee-dev Apogee-dev requested review from FalloutFalcon and a team as code owners November 2, 2024 02:20
@github-actions github-actions bot added Map Change Tile placing is hard. Thank you for your service. Sprites A bikeshed full of soulless bikes. Ship Ship successfully tested. Code change Watch something violently break. labels Nov 2, 2024
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  • There's a stray fire cabinet here on the bridge.
    image
    image
  • 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.
    image
  • 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.
    image

@Apogee-dev
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Apogee-dev commented Nov 9, 2024

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.

@Gristlebee
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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.

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.
Another problem is how finnicky holofields can be, any issues with the hangar can't be resolved until the foreman gets to it.

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.

@Erikafox
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Erikafox commented Nov 9, 2024

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 did this on the bolide and it sucked major dick

@Apogee-dev
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Apogee-dev commented Nov 9, 2024

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.

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Erikafox commented Nov 9, 2024

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

@Apogee-dev
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Apogee-dev commented Nov 9, 2024

I would if I had literally any wall space left in cargo. Ough. I’ll figure something out.

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  • So with the security and mining access on the button in the hangar. The issue then is the Foreman doesn't have either of those accesses so they can't use that button, which doesn't make sense if the intent is that they're supposed to be in charge of the hangar.
    image
    image
    I still don't agree with restricting access to the hangar doors at all either way. I'd prefer if you made it open access. If an initiate runs off on their own without the permission of the foreman or anyone else, that can be something handled IC or administratively if it's really egregious. If you're still set on having the restricted/limited access, I'm alright if you ask another maptainer for approval on it and I'll be okay with it if they give their assent on it.. But right now it's a no from me.

@Erikafox
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Erikafox commented Nov 9, 2024

image
foreman needs a different belt this looks like a diaper on them

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Feedback after testing on live:

  • These windows are missing grilles.
    image
  • The workshop door requires both engineering and mining access rather than one of them. Only the captain is able to open them right now.
    image
  • Still spawners here under the bridge window at the bottom
    image
  • Cryo has no control console.
    image
  • 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
    image
    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.
    image
  • 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?

@Jedi-Toothpaste
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Jedi-Toothpaste commented Nov 13, 2024

Hi, the smeltery console also starts unlinked, this is a minor fix but it would be nice
image

EDIT: the semlter also exports to the wrong side, but I imagine this was a byproduct of fixing it inround
image

@fighterslam
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image
you are missing a grille on this window

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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.

@EPSLYN
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EPSLYN commented Nov 15, 2024

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:

  • A LOT more spacious than the Hyena.
  • A lot more storage--considering it's a salvage ship, that makes sense.
  • Nice smelting room.
  • Much nicer stock of gear. Weapons are good enough for two wreckers and the mechanic if they have to get out and fight.

CONS:

  • Mechanic commented that the atmos was very small and compact. I agree, and feel that if something bad happened in there, the ship would be rather fucked as to how close it is with the engines.
  • No real armory room. I liked that the Hyena had it, and that it served as a good way to get from one side to the other quickly if left open. The guns are stored in the bridge with the ammo, which is a very weird change from the Hyena, whose armory had armor, and the guns in it too, as well as space to keep them.
  • VERY long to walk inbetween rooms from one side of the ship to other. Now that isn't bad, but there is quite a lot of doors in the way to get to and fro in the ship.

@Gristlebee Gristlebee added this pull request to the merge queue Nov 17, 2024
Merged via the queue into shiptest-ss13:master with commit d7f6d8f Nov 17, 2024
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6 participants