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New Ghost Roll: Abandoned Station

Posted: Mon Jun 26, 2017 12:36 am
by Qbmax32
Made by Steelpoint, this ghost roll leaves several players, each with their own starting roll on a small abandoned station. The station starts out losing power, and only a few items. All the tech is outdated and clunky and a collection of Hivebots have taken up residence in a portion of the station. You need to clear out the hivebots, start your own mini RND and get the station into working order. Unlike all the other ghost rolls, it has depth and I feel is a lot more interesting then all of the other ghost rolls. I've only played it a couple of times, but I loved it. Fucking A+ on this steelpoint, really great ghost roll that I believe could be expanded even more then it already is.

Re: New Ghost Roll: Abandoned Station

Posted: Mon Jun 26, 2017 12:41 am
by D&B
One big problem with this ruin, and the golem ruin too in general, is that if the station makes enough RnD, you only need to hit sync to have their levels too.

If you could find a way to make research exclusive per z level, that'd improve things tenfold

Re: New Ghost Roll: Abandoned Station

Posted: Mon Jun 26, 2017 12:42 am
by Armhulen
D&B wrote:One big problem with this ruin, and the golem ruin too in general, is that if the station makes enough RnD, you only need to hit sync to have their levels too.

If you could find a way to make research exclusive per z level, that'd improve things tenfold
I don't think this is true anymore

Re: New Ghost Roll: Abandoned Station

Posted: Mon Jun 26, 2017 12:45 am
by Steelpoint
Thank you for the feedback, I did make a feedback thread over here but either way works: https://tgstation13.org/phpBB/viewtopic ... 10&t=11887

My short term goals for additions are as follows.
  • Rusted Engineering Tools, old tools that take slightly longer to use.
  • Degraded Insulated Gloves: Essentially some budget Insuls but with a better chance of them being useful
  • Mirror mirror on the wall, is my hair the fairest of them all?
Features I would love to see but are beyond my coding abilities
  • The station crew get a "objective" similar to antags or the ERT. The objective would be to clear the station of Hivebots and level up the Station's RnD to a certain level. So they can get a nice end of round report.
  • Proper Hivebot spawners, so once the crew get onto Delta Station (RnD) they start pumping out Hivebots at a constant but slow rate.
I'll look into the RnD issue but I think they are on seperate networks.

Re: New Ghost Roll: Abandoned Station

Posted: Mon Jun 26, 2017 12:46 am
by Anonmare
It is Arm. And it's intentional, the L O R E of the abandoned station is that the occupants have woken up because the decaying systems detected a burst of R&D information from the station nearby.

Re: New Ghost Roll: Abandoned Station

Posted: Mon Jun 26, 2017 12:55 am
by Armhulen
Steelpoint wrote:Thank you for the feedback, I did make a feedback thread over here but either way works: https://tgstation13.org/phpBB/viewtopic ... 10&t=11887

My short term goals for additions are as follows.
  • Rusted Engineering Tools, old tools that take slightly longer to use.
    x but worse :(
  • Degraded Insulated Gloves: Essentially some budget Insuls but with a better chance of them being useful[/color]
    Good
  • Mirror mirror on the wall, is my hair the fairest of them all?
THANK FUCK
Features I would love to see but are beyond my coding abilities
  • The station crew get a "objective" similar to antags or the ERT. The objective would be to clear the station of Hivebots and level up the Station's RnD to a certain level. So they can get a nice end of round report.
    maybe look at borer code or something? i dunno here either
  • Proper Hivebot spawners, so once the crew get onto Delta Station (RnD) they start pumping out Hivebots at a constant but slow rate.
Oh god
I'll look into the RnD issue but I think they are on seperate networks.
I swear this isn't an issue anymore but then again the scientist we had could have been REEEEEEAAALLY GOOD...
Armhulen's suggestions
This is all bout the FEEL of a broken down station and you've gotten it down pretty good but i think the exosuit feels more like... just trust me, it feels dumb. We should have it feels super techy and nerdy, like give the helmet activate sound the same one the rnd upgrader device, et cet

Re: New Ghost Roll: Abandoned Station

Posted: Mon Jun 26, 2017 12:57 am
by Steelpoint
I'll look into the hard suit.

Issue is I could not find any techy sounding footstep sounds.

Re: New Ghost Roll: Abandoned Station

Posted: Mon Jun 26, 2017 1:55 am
by Armhulen
oh, and remove all the vision problems. I've never seen people use the sec helm and only the hardsuit helm when absolutely nessessary

Re: New Ghost Roll: Abandoned Station

Posted: Mon Jun 26, 2017 1:56 am
by Armhulen
Steelpoint wrote:I'll look into the hard suit.

Issue is I could not find any techy sounding footstep sounds.
any servo sounds would be amazing

Re: New Ghost Roll: Abandoned Station

Posted: Mon Jun 26, 2017 2:38 am
by Anonmare
[youtube]eo0W-4S0eJ0[/youtube]

Re: New Ghost Roll: Abandoned Station

Posted: Mon Jun 26, 2017 8:10 am
by Steelpoint
Unfortunately there's no easy way I can see to make the old prototype hardsuits helmet have a different opening and closing sound.

Re: New Ghost Roll: Abandoned Station

Posted: Mon Jun 26, 2017 8:35 am
by Steelpoint
First PR up: https://github.com/tgstation/tgstation/pull/28843

Code: Select all

* Fixed minor mapping issues, such as broken glass and similar.
* Added some bluespace crystals to the Hivebot ship for RnD.
* All station helmets and the hardsuit helmet no longer block vision.
* NASA Engineering Void Suit now has a proper slowdown of 4.
* Two pairs of 'worn down insulated gloves' have been added to engineering. Think of them as Budget Gloves, but they have a much better chance of working.
* New movement sounds for the prototype RIG Hardsuit, much more fitting.
* Minor map changes, such as a extra oxygen cannister and similar.