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Out of workplace spawns

Posted: Fri May 09, 2014 8:11 pm
by Helios
I think if there is a chance for your character to spawn out of their designated workplace could be neat.
People spawn the round in the bathroom, in a bedroom in the dorms, at the Bar.
I don't know how difficult this would be to program, but could give some diversity and kind of give the notion "This person's life did not start the minute this round started"

Re: Out of workplace spawns

Posted: Fri May 09, 2014 8:32 pm
by Jeb
Spawn drunk in space

Re: Out of workplace spawns

Posted: Fri May 09, 2014 9:26 pm
by Drynwyn
This would be bad for newbies. I learned how to do things by never going far from my workplace, because otherwise I got lost.

Re: Out of workplace spawns

Posted: Fri May 09, 2014 9:58 pm
by iamgoofball
Drynwyn, we do have the ability to check player age. We can always make it check someone's age before determining their spawn.

Re: Out of workplace spawns

Posted: Fri May 09, 2014 10:52 pm
by Drynwyn
That'd work.

Re: Out of workplace spawns

Posted: Thu May 22, 2014 3:01 pm
by paprika
Seems like a convoluted amount of coding for a simple thing that isn't really that necessary. Plus, traitors rely on people spawning in their departments at roundstart a lot of the time, adding more goosechase is bad.

Re: Out of workplace spawns

Posted: Thu May 22, 2014 4:31 pm
by ShizCalev
paprika wrote:Plus, traitors rely on people spawning in their departments at roundstart a lot of the time, adding more goosechase is bad.
This is literally the worst argument I've ever heard.

>Hey guys, let's not add another fun level of immersion because it would mean that traitors can't metaknowledge where their targets are going to be at the start of the round to get their valids on.

Re: Out of workplace spawns

Posted: Thu May 22, 2014 4:54 pm
by paprika
>fun level of immersion
>people spawning in random locations like bathrooms, dorms, bar, even though those aren't their departments where literally everyone should be at the start of the shift

Sure, engineers shouldn't be encouraged to set up the engine, atmos techs to set up atmos, security to gear up, medbay to set up cryo, robotics to do their fucking job, etc.

Seriously? We already have a hard enough time with this, don't be stupid.

Re: Out of workplace spawns

Posted: Thu May 22, 2014 6:16 pm
by NikNakFlak
I think if this were to be a thing, it would consist of mostly mapping code and more mapping related change.

Re: Out of workplace spawns

Posted: Thu May 22, 2014 6:43 pm
by iamgoofball
Yeah, literally all I'd have to do is put some spawn points down for each job in random areas, like at the urinals or in the holodeck.

Hell, if I wanted to I could make someone spawn drunk in space.

Re: Out of workplace spawns

Posted: Thu May 22, 2014 10:34 pm
by miggles
Yeah this just sounds like a needless hassle with no benefit.

Re: Out of workplace spawns

Posted: Fri May 23, 2014 12:48 am
by ShizCalev
you guys are horrible.

Re: Out of workplace spawns

Posted: Fri May 23, 2014 1:04 am
by paprika
>Wow you guys don't like this for no reason! Literally the worst argument I've ever heard!
>Provide legitimate reasons
>You guys are horrible

Yeah the reason I didn't provide any in-depth arguments as to why this isn't a good idea is because I figured it would be obvious to anyone who's played the game enough to know how gameplay flow works.

Re: Out of workplace spawns

Posted: Fri May 23, 2014 4:07 am
by ShizCalev
So far from what I've read though, your reasons are that

1) Antags will have to look for their targets instead of knowing exactly where they are at the start of the round
2) People are shit at doing their jobs
3) Mappers will have to make more spawns


These are all really horrible reasons in my opinion. If the only way an antagonist will get their valids on is by using metaknowledge to know that EVERYBODY is in their station at the start of the round, then they're shit and don't really deserve those valids to start with.
If someone doesn't do their job; then have them demoted (which is standard procedure, and not really an issue adding extra spawns will throw off even further.)
Additional spawns take literally three clicks to add as well, so that's not even that major of an issue/hassle either. Hell, once you have one set down you could probably just copy pasta them all anywhere you want with ease.

Re: Out of workplace spawns

Posted: Fri May 23, 2014 4:46 am
by Psyentific
I for one want more spawn locations. Even if it's just Bar, Dorms, Tool Storage, Holodeck, Arrivals, whatever.
Spoiler:
Unlocked locker, four random bottles of liquor
Dorms, naked, with another person
Chapel
Library
Library back room w/ random book & cup of coffee

Re: Out of workplace spawns

Posted: Fri May 23, 2014 5:18 am
by miggles
ShizCalev wrote:So far from what I've read though, your reasons are that

1) Antags will have to look for their targets instead of knowing exactly where they are at the start of the round
2) People are shit at doing their jobs
3) Mappers will have to make more spawns


These are all really horrible reasons in my opinion. If the only way an antagonist will get their valids on is by using metaknowledge to know that EVERYBODY is in their station at the start of the round, then they're shit and don't really deserve those valids to start with.
If someone doesn't do their job; then have them demoted (which is standard procedure, and not really an issue adding extra spawns will throw off even further.)
Additional spawns take literally three clicks to add as well, so that's not even that major of an issue/hassle either. Hell, once you have one set down you could probably just copy pasta them all anywhere you want with ease.
The first one is called "common fucking sense." At the start of a shift at your job which you do for money so you can live, NOT being in your work place isn't going to get you any closer to the goal of getting money and staying alive. It's not "metaknowledge" to expect someone with a job to be at their workplace on time like a normal person with a job. (because people who fail to do that also fail to continue having jobs)
Incompetence and ignorance are 2 different things. One is being shit, and the other is not knowing how to be good. If you don't want to do your job, then either nobody will care, someone else will take your job, or, depending on the job, admins will jobban you.
It's not hard to do, no.
There just isn't a reason to do it.
It needlessly inconveniences people who actually do want to do their job, encourages people who only signed on for the gear (coughengineerscough) to NOT do their job, and in the end, doesn't really do anything for traitors either way. Anyone who was or was not going to do their job will continue with their choice of doing their job or not. Scientists who wanted to do xenobio will still make their way back to their workplace and do their job. Engineers who don't actually want to do their job will still go to the bar or build stupid shit in maint. Starting people in different places isn't going to ultimately change whether people do these things; it's just going to encourage laziness and inconvenience people who intended to be productive.

Re: Out of workplace spawns

Posted: Fri May 23, 2014 5:52 am
by Tokiko2
I don't like the idea of spawning in public areas because it means that if you are AFK at roundstart, assistants are going to try and loot your ID.

Re: Out of workplace spawns

Posted: Fri May 23, 2014 6:01 am
by Steelpoint
I would not be against assistants spawning in random locations, but anyone else and all it would do is inconvenience them and get annoying.

Re: Out of workplace spawns

Posted: Fri May 23, 2014 7:12 am
by paprika
I don't see why assistants spawn in this assistant breeding ground hive with all the tools around them. They should spawn all over the station and especially in service so service people got something to do at roundstart before people take off for gloves or whatever.

Re: Out of workplace spawns

Posted: Thu May 29, 2014 12:10 am
by Reimoo
At the very least, the captain should have a chance to spawn on his toilet.

Re: Out of workplace spawns

Posted: Thu May 29, 2014 4:53 am
by paprika
I'm probably going to implement some new greyshirt/misc spawns later today, but I don't really want to mess with metastation.

Re: Out of workplace spawns

Posted: Thu May 29, 2014 1:08 pm
by AseaHeru
Make a copy called TESTMETA or something and do it there, test it out and if it dosent kill it, well there you go.

Re: Out of workplace spawns

Posted: Fri May 30, 2014 12:47 pm
by miggles
i dont think thats going to help with anything

Re: Out of workplace spawns

Posted: Fri May 30, 2014 2:28 pm
by AseaHeru
Theres always a minute chance that it will.
Also, I think that I had the mistaken idea that paprka was hosting it for some reason.

Now, if I knew why I thought that...

Re: Out of workplace spawns

Posted: Fri May 30, 2014 8:35 pm
by Rolan7
I like this. Fix the newbie and hassle problem by making it a preference option (defaulting to off). Spawning in dorms makes the most sense, spawning in the cafe would be good too.

It's a chance for people to get some (fast) food, maybe socialize a little, before retreating to their respective fortresses when the code blue arrives.

Shitty people already run straight out of their department on roundstart, this won't make things any easier for them.

Re: Out of workplace spawns

Posted: Sat May 31, 2014 9:02 am
by paprika
I'm going to start this by moving the assistant spawns around a bit on the NT metastation.