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Budgetstation

Posted: Fri May 26, 2017 7:25 pm
by christ110
I propose a new station, for extended typically.
It's like box, or meta, but on a budget.
Cryo is replaced with cold showers and beakers of cryoxadone.
Sleepers are just rollerbeds and IVs next to some chem dispensers.
Atmo has a severely reduced starting gas count, except n2o, and n2 you must harvest the SM shard to build up a massive store of plasma, o2, and co2.
Toxins is replaced by an empty room with an rpd, and a single freezer machine.
Rnd is replaced by a stack of metal, glass, a few toolboxes, a console screen, and a box with all the rnd boards plus an autolathe board.
Robotics and surgery are given normal tables, ghetto surgery tools, and bedsheets.
Xenobio has just a single super-large chamber. Slime processor not included.
Engineering is given a large empty room, plus all the components for their engine, (glass and metal included) in a series of crates.
Sec is given non-hybrid tasers and stunprod

Re: Budgetstation

Posted: Fri May 26, 2017 7:27 pm
by BeeSting12
i feel like if this were made a thing people would ruin it by making """quality of life""" changes to the station because they're so used to a hugbox.

Re: Budgetstation

Posted: Fri May 26, 2017 7:28 pm
by Armhulen
>Xenobio is a slime rage cage

I kinda like it

Re: Budgetstation

Posted: Fri May 26, 2017 8:09 pm
by John_Oxford
give sec ghetto metal armor painted red with the blood of assistants

also ghetto gunsmithing

Re: Budgetstation

Posted: Fri May 26, 2017 10:16 pm
by Tokiko2
There have been atleast 2 stations like this.

Re: Budgetstation

Posted: Fri May 26, 2017 10:38 pm
by Luke Cox
I like the idea. R&D will actually have to give people nice things.

Re: Budgetstation

Posted: Sun May 28, 2017 2:26 am
by Professor Hangar
The bar is a keg and a shotgun.

The kitchen is a campfire and a couple of monkeys.

Botany is a few piles of dirt and a bag of seeds.

Re: Budgetstation

Posted: Sun May 28, 2017 6:19 am
by Luke Cox
Here are a few more ideas in case any mappers want to take this up:
  • No proper medical supplies. Just chems and ghetto surgery
  • Security only has shotguns with lethal ammo
  • No proper engine at roundstart. Solars, PAC-MANs, and that's it
  • Atmos holding tanks are present but completely un-piped. All of atmos has to be piped manually.
Ideally, it'll actually feel dangerous to look on

Re: Budgetstation

Posted: Sun May 28, 2017 6:39 am
by DemonFiren
Luke Cox wrote:Security only has shotguns with lethal ammo
Image
how to identify a (((security main)))

Re: Budgetstation

Posted: Sun May 28, 2017 7:02 am
by Luke Cox
DemonFiren wrote:
Luke Cox wrote:Security only has shotguns with lethal ammo
Image
how to identify a (((security main)))
I knew somebody would say it, but I think it actually fits in with the motif of the station. A ghetto deathtrap. Every department should feel extremely hazardous, and both poorly equipped and dangerous. Security having to shoot people and patch them up, slimes escaping from Xenobio, inadequate power, etc. What a station would be if it was downtown Detroit.

Re: Budgetstation

Posted: Sun May 28, 2017 6:10 pm
by Professor Hangar
Cargo dock is open to space, forcing cargo to use ghetto space suits and manage airlocks so everything doesn't get sucked out into space every trip.

Mining doesn't actually get to go to Lavaland to start with, having to make do with an asteroid the station is built onto until they have sufficient materials to build/call a shuttle to actually go to a proper mining location.

Re: Budgetstation

Posted: Mon May 29, 2017 1:27 am
by John_Oxford
i bet minor ic crime will not exist

tap the glass get the blast

Re: Budgetstation

Posted: Tue May 30, 2017 5:13 am
by Luke Cox
So far, we've got:

SECURITY
  • Shotguns only
  • Poorly secured armory
  • Shitty armor
ENGINEERING
  • Solars and Pac-Man only
  • Un-piped atmos
MEDICAL
  • No sleepers
  • No cryo
  • Ghetto surgery
SCIENCE
  • Unsecure Xenobio pens
  • Shitty toxins setup
    CARGO
  • Bay exposed to space
  • Mining has minimal gear
    OR
  • Mining doesn't start with lavaland access
OTHER
  • Bar is just a keg and a shotgun
  • Botany has minimal supplies

Re: Budgetstation

Posted: Tue May 30, 2017 11:23 am
by christ110
Holy shit, this is more approval than my ideas normally warrant.
More ideas.
Rnd is un-set up.
No individual dorm rooms.
Tool storage is just a cubby with vending machines.
The bridge has just a comms, ID, and sec camera console.
Cargo can be given an anti-breach shield projector.
No disposals. Instead the janitor closet has 3 conveyor belts and a crusher, for manual use.
Hop office is removed, hop now operates out of arrivals checkpoint.

Re: Budgetstation

Posted: Tue May 30, 2017 11:51 am
by BeeSting12
Luke Cox wrote:So far, we've got:

SECURITY
  • Shitty armor
no changes needed

Re: Budgetstation

Posted: Wed May 31, 2017 7:59 pm
by RandomMarine
The cherry on the top:
Map rotation is locked on budgetstation until a round's station goal is completed.

Re: Budgetstation

Posted: Wed May 31, 2017 8:06 pm
by Qbopper
I could do this pretty easily but I 2000% guarantee it would be universally reviled if it actually got merged

Re: Budgetstation

Posted: Wed May 31, 2017 8:09 pm
by MMMiracles
RandomMarine wrote:The cherry on the top:
Map rotation is locked on budgetstation until a round's station goal is completed.
No, make it lock to budgetstation only if the crew failed to do the station goal the round before. Nanotrasen needed that station project done for a reason.

Re: Budgetstation

Posted: Thu Jun 01, 2017 5:43 am
by RandomMarine
I've always liked the idea of punishments if the goals went uncompleted. Because otherwise (like our current situation), most of the time the station gives no fucks about it because it's meaningless, and I'd like that to change so that the station is pushed to do things other than going through the motions with whichever antag is on the loose.

But we'll need easier goals in general because the current ones are designed mostly for bragging rights (And nigh-unreachable if the round is ops or something)

I've got an idea on how this could work.

Basically, the server is given a persisting score value, and each round a set of objectives is given to the station. Objectives range from simple (Export X worth amount of goods, disks with so-and-so amount of research levels are either exported or on the shuttle at the end, etc, etc) to complex (Existing station goals). Each objective has its own bonus and penalty, which modify the server score whether they were passed or failed.

if the server score goes below a threshold, map rotation is locked to shitty maps like the proposed budgetstation, or maps in the same vein as birdboat(RIP) until the players get their shit together.


The ultimate goal of such a system would be to create more incentive for longer rounds, by making lasting consequences for calling the shuttle the instant shit goes awry instead of toughing it out and completing at least some of the goals.

Re: Budgetstation

Posted: Thu Jun 01, 2017 6:09 am
by Luke Cox
Problem is, that will actively discourage antags from doing anything ambitious, or else they'll end up on the shitty station next round, probably as non-antags. It'd be better just to make this a fun map that pops up every now and then.

Re: Budgetstation

Posted: Thu Jun 01, 2017 7:50 am
by RandomMarine
Ambitious like what? Maxcapping the station six times within the first twenty minutes?

Re: Budgetstation

Posted: Thu Jun 01, 2017 9:07 am
by darkpaladin109
Qbopper wrote:I could do this pretty easily but I 2000% guarantee it would be universally reviled if it actually got merged
Yeah as much as I'd like to play this every now and then, I know OOC would always just get flooded with a wave of complaints about how this station sucks. God knows people complain enough about stations that aren't Box or Meta.

Re: Budgetstation

Posted: Thu Jun 01, 2017 5:29 pm
by Qbopper
darkpaladin109 wrote:
Qbopper wrote:I could do this pretty easily but I 2000% guarantee it would be universally reviled if it actually got merged
Yeah as much as I'd like to play this every now and then, I know OOC would always just get flooded with a wave of complaints about how this station sucks. God knows people complain enough about stations that aren't Box or Meta.
yup

it's a shame because I think it would be really interesting and create some neat gameplay to be stuck with the shitty options by default, and working towards having stuff that doesn't suck dick could maybe be a way to avert the "nonantags have to kill time until antags happen" shit people complain about

but it's a pipedream

Re: Budgetstation

Posted: Thu Jun 01, 2017 7:30 pm
by Luke Cox
People seem to like the idea here. I think it's meme-y enough to be accepted.

Re: Budgetstation

Posted: Thu Jun 01, 2017 7:30 pm
by Armhulen
go for it lads.

Re: Budgetstation

Posted: Thu Jun 01, 2017 7:35 pm
by Qbopper
well if I get some free time I'll whip something up but I will be flabbergasted if this isn't universally hated ingame

Re: Budgetstation

Posted: Thu Jun 01, 2017 7:36 pm
by Armhulen
That's literally our job, go for it bopit

Re: Budgetstation

Posted: Thu Jun 01, 2017 7:41 pm
by BeeSting12
I haven't had time lately to work on the NT eagle but when I'm building stuff I'm trying to not add padded corners y'know, making the stuff actually dangerous so you feel like you're in a real workplace instead of a child's playground

Re: Budgetstation

Posted: Thu Jun 01, 2017 8:34 pm
by Qbopper
BeeSting12 wrote:I haven't had time lately to work on the NT eagle but when I'm building stuff I'm trying to not add padded corners y'know, making the stuff actually dangerous so you feel like you're in a real workplace instead of a child's playground
off topic but sorry about not having rats in for you yet, still don't have a sprite

Re: Budgetstation

Posted: Thu Jun 01, 2017 9:01 pm
by BeeSting12
Qbopper wrote:
BeeSting12 wrote:I haven't had time lately to work on the NT eagle but when I'm building stuff I'm trying to not add padded corners y'know, making the stuff actually dangerous so you feel like you're in a real workplace instead of a child's playground
off topic but sorry about not having rats in for you yet, still don't have a sprite
dont worry about it, ive had exams lately and ive been waiting for remie to finish up the multiz stuff so i can properly play with that. detailing like that will probably be added later anyways

Re: Budgetstation

Posted: Thu Jun 01, 2017 9:04 pm
by ShadowDimentio
Make this a map option, otherwise people will go feral. They'll still go feral, but at least then the majority of people can stomp on them and play their round.

Re: Budgetstation

Posted: Thu Jun 01, 2017 9:22 pm
by Tokiko2
Don't leave out their engine. People already fail to set up the regular engines, so building one on a map like this is probably only going to happen in 1 out of 100 rounds. Instead give them something like an RTG array and an APC console so that they have to depower certain departments to power others.

Re: Budgetstation

Posted: Thu Jun 01, 2017 9:36 pm
by Qbopper
Tokiko2 wrote:Don't leave out their engine. People already fail to set up the regular engines, so building one on a map like this is probably only going to happen in 1 out of 100 rounds. Instead give them something like an RTG array and an APC console so that they have to depower certain departments to power others.
this sounds in line with the "fuck you no fun allowed" gimmicks but I'm not 100% on how to set that up in DM

Re: Budgetstation

Posted: Thu Jun 01, 2017 9:40 pm
by Armhulen
Dark matter engine please

Re: Budgetstation

Posted: Thu Jun 01, 2017 10:35 pm
by XDTM
Solid gold captain's room/command staff rooms, just so you know why the rest is underfunded

Re: Budgetstation

Posted: Thu Jun 01, 2017 10:49 pm
by Luke Cox
Love the suggestion regarding depowering departments to power others. China in SS13. We'll be able to nitpick the details once we get a mock-up.

Re: Budgetstation

Posted: Fri Jun 02, 2017 1:10 am
by Qbopper
if someone can show me how to set that up in the map editor then I'd be glad to do it

(my previous maps used meme atmos and power where it was just a magic SMES)

Re: Budgetstation

Posted: Fri Jun 02, 2017 1:22 am
by BeeSting12
Qbopper wrote:if someone can show me how to set that up in the map editor then I'd be glad to do it

(my previous maps used meme atmos and power where it was just a magic SMES)
It wasn't that hard for me. I made a copy of box station in the maps folder, made a folder for the map, renamed all the files properly, then edit the map. Also need to make a json file and all that stuff for the map but it's basically copy paste.

Re: Budgetstation

Posted: Fri Jun 02, 2017 2:52 am
by Luke Cox
Qbopper wrote:if someone can show me how to set that up in the map editor then I'd be glad to do it

(my previous maps used meme atmos and power where it was just a magic SMES)
Actually, don't bother. Engineers should have to run frantically between departments flipping APCs on and off manually.

Re: Budgetstation

Posted: Fri Jun 02, 2017 2:57 am
by Qbopper
BeeSting12 wrote:
Qbopper wrote:if someone can show me how to set that up in the map editor then I'd be glad to do it

(my previous maps used meme atmos and power where it was just a magic SMES)
It wasn't that hard for me. I made a copy of box station in the maps folder, made a folder for the map, renamed all the files properly, then edit the map. Also need to make a json file and all that stuff for the map but it's basically copy paste.
no like I know how to map i mean the specific power setup discussed earlier

(the json shit is new though)

Re: Budgetstation

Posted: Fri Jun 02, 2017 3:52 am
by Steelpoint
If you want independant departmental power, have all the power in one department linked to a single SMES Unit. That means engineers can cut power off to one department, or lower the amount of power a department draws, to conserve power to other areas of the station.

Now you can either place that SMES Unit in the department, or put it all in engineering and have each department have a single, long, cable run from the department to engineering.

Re: Budgetstation

Posted: Fri Jun 02, 2017 6:48 am
by Luke Cox
Steelpoint wrote:If you want independant departmental power, have all the power in one department linked to a single SMES Unit. That means engineers can cut power off to one department, or lower the amount of power a department draws, to conserve power to other areas of the station.

Now you can either place that SMES Unit in the department, or put it all in engineering and have each department have a single, long, cable run from the department to engineering.
Too easy. They should all be linked to one powernet that can't supply enough power to everything, so engineers have to frantically run to APCs in vacant areas and flip them off manually.


Edit: Fuck it, no SMES either. No backups.

Re: Budgetstation

Posted: Fri Jun 02, 2017 10:01 am
by Nabski
I love this idea, so I'll likely try my hand at it in the next week or so. Q, if you want to do it before then and use someone else reviled for it I'll at least be that fall guy.

That said keep throwing out other ways to make suffersation great.

Medbay also gets no sleepers but gets a stocked oddy.
Genetics only gets one monkey.
Viral doesn't get a viral food dispenser.
Chemistry only starts with bottles, no beakers and the machines are all really awkwardly placed.

Every set of shutters toggles at the same time. Any button does it. Some start in the down position and some start in up.

The chef has to serve food from his food cart, and vending machines barely exist.

The ai core is in the main hallway surrounded by it's turrets. Maybe throw in some conveyer belts. It also has a combat upgrade somewhere in main so it can upgrade it's cameras/defend the station better.

All the chairs are made of wood and metal is lacking for engineering and robotics.

Re: Budgetstation

Posted: Sat Jun 03, 2017 5:09 pm
by Qbopper
I finally got around to setting up the branch and json and shit so I'll see how far i can get today

Re: Budgetstation

Posted: Sun Jun 04, 2017 2:04 am
by John_Oxford
make the AI like a pod that slammed into the side of the station that the crew built turrets and shitty fortifications around

give security armor that is GOOD against brute and laser, like 60 brute 50 burn resist, but make it like wearing a hardsuit.

if you've ever seen the movie the edge of tomorrow, the scene with the MP wearing a exosuit stops the car by punching the hood with the lady and tom cruise in it

imagine that, but without all the exo-suit ness and more just that level of armor.

only give them red beret's too, the shotguns should only be combat shotguns

cargo's landing bay should be like a 15x15 tileless metal floor thats exposed to space, but has breach projectors around it that just have cables running to them from engineering.

engineering fucks up power = cargo can't import shit cause no air

Re: Budgetstation

Posted: Sun Jun 04, 2017 1:27 pm
by Nabski
Qbopper, are you doing it as a real station, or a joke to be testmerged and laughed at a few times?

Re: Budgetstation

Posted: Sun Jun 04, 2017 4:37 pm
by Qbopper
Nabski wrote:Qbopper, are you doing it as a real station, or a joke to be testmerged and laughed at a few times?
I'm making it with actual effort and I want it to be good

that being said I know fully well it either won't be merged or it will be merged and everyone will cry for a revert

Re: Budgetstation

Posted: Sun Jun 04, 2017 7:45 pm
by Qbopper
Image

bar, kitchen, and botany so far

holy shit people will NOT like this map lol

Re: Budgetstation

Posted: Sun Jun 04, 2017 8:30 pm
by christ110
nice job qbopper, i originally intended for it to be like a modification of metastation, but looks like you're going the whole 9 yards.
regardless, we should prolly make this an admin-only station for if we want to plan extended or something like that.

Re: Budgetstation

Posted: Sun Jun 04, 2017 8:59 pm
by CPTANT
Make sure to include lots and lots of stupid safety hazards.