New Escape Wing?

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Steelpoint
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New Escape Wing?

Post by Steelpoint » #61883

After some in game discussion I've decided to throw out a possible alternative escape wing design that seemed to get good feedback.

The idea is to create a more vertical ship than a horizontal one, and to make the escape wing look more like a docking ring.

This image shows the new wing without any ships docked.
Spoiler:
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This one shows it with the main escape wing docked.
Spoiler:
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I also have a idea of creating two smaller escape ships, one prisoner transfer ship and one cargo ship. But with a twist.

Here's a image example of the Sec ship.
Spoiler:
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Now the cool idea I have is that once the escape ships are in flight, the Cargo and Sec shuttles will attach to the main ship while in flight! Then they will detatch once they've reached Centcom.

What do you think? Good, bad, unnecessary?
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Re: New Escape Wing?

Post by Scott » #61887

Don't separate the shuttle brig from the shuttle.
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Re: New Escape Wing?

Post by Steelpoint » #61888

They're not separate, at least in flight.
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Re: New Escape Wing?

Post by lumipharon » #61891

there is no access from space except the bridge window, which has consoles and tables blocking the way.
What's the issue with the current design?

Also this is more horizontal - the current one is vertical.
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Re: New Escape Wing?

Post by Perakp » #61893

Just some observations, not sure if good or bad:
- slightly more difficult to bomb/ flood with plasma
- can't run straight from hallway onto the shuttle
- only one airlock that has a straight throw to the edge of the spacecube
- might be more cramped because of the gardens
- no arcade machine
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Re: New Escape Wing?

Post by danno » #61902

Needs way more windows on both ships, but it's a cool idea otherwise.
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Re: New Escape Wing?

Post by Steelpoint » #61903

Yeah, I'm going to add more windows in. Assuming I can get the two side ships to work.

This change will make it harder for someone to hijack the evac shuttle, as well as harder to kill a whole bunch of people as now people will congregate in three areas instead of just one.
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Re: New Escape Wing?

Post by Steelpoint » #61910

I'll go ahead with the design, but I don't think I can set it up to have two separate escape shuttles alongside the main one. I simply don't know how the system works after Carn did those big changes.

E: Hm, I might be able to get away with it by making the Sec/Cargo shuttle start on station but leave once the evac shuttle leaves, akin to the Escape Pods.
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Re: New Escape Wing?

Post by Steelpoint » #61946

System seems to work, minor bugs notwithstanding.

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Re: New Escape Wing?

Post by 420weedscopes » #62049

i don't understand why we need a new escape wing
also is this supposed to be for box or efficiency
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Re: New Escape Wing?

Post by NikNakFlak » #62052

Personally, I prefer the current design. I don't like a lot of things you map, this is just an opinion of mine, I don't mean to offend.
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Re: New Escape Wing?

Post by Cipher3 » #62088

Funny enough, I just took a look at Hippiestation today and this is basically what's on there.
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Re: New Escape Wing?

Post by Jalleo » #62115

It looks nice but the shuttle connection would have to be more inclusive looking but I would rather ya wait until carn finishes their change to shuttles if its still being done
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Re: New Escape Wing?

Post by Saegrimr » #62131

The separate pod is just plain strange, even if they "link up" later which is even more strange.

The escape hallway is both good and bad. It'd separate a lot of people in the escape wing leading to a lot less chaos in larger population. Bad side is it'd be near impossible to hijack the shuttle for antags.
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Re: New Escape Wing?

Post by Steelpoint » #62320

I'll work on the design some more and see what I get. I'll try and make the Sec/Cargo shuttle look more inclusive with the main shuttle while in transit.
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Re: New Escape Wing?

Post by QuartzCrystal » #62375

One bad thing, one good thing:

Bad: There is no logical reason to have a separate shuttle for sec/cargo. Where did this idea come from? It's silly and unnecessary.

Good: While it does make it harder to escape alone/hijack, it does make it significantly more useful to blow up the escape hallway as now you can't just load up on coffee and throw on your internals and hit the door to the shuttle if you run in the right spot.
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Re: New Escape Wing?

Post by Ahammer18 » #62516

I think it looks really good, I like this design more than the current one.
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Re: New Escape Wing?

Post by Vekter » #62624

I like the idea of it linking if you could do it without any major bugs.

What's with the AI core on the shuttle?
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Re: New Escape Wing?

Post by Steelpoint » #62626

Where else to put the AI?

The Shuttle linking works perfectly with no bugs as far as I can tell.

Not only that, but the system is set up so that red shuttle tiles will fail antagonists if they are standing on it for their "escape alive" objective. So the Sec Shuttle works in that regard.
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Re: New Escape Wing?

Post by Jordie0608 » #62627

An AI on a shuttle that goes into transit will lose power.
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Re: New Escape Wing?

Post by Vigilare » #62635

Make the shuttle a powered area (for the purposes of rechargers, AI cores, etc) --> problem solved
(just put an APC with a hyper-cap cell in there maybe)
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Re: New Escape Wing?

Post by Vekter » #62653

Steelpoint wrote:Where else to put the AI?
that core isn't complete.
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Re: New Escape Wing?

Post by Steelpoint » #62654

I know, my design is not finished.
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Re: New Escape Wing?

Post by Jordie0608 » #62666

Vigilare wrote:Make the shuttle a powered area (for the purposes of rechargers, AI cores, etc) --> problem solved
(just put an APC with a hyper-cap cell in there maybe)
It may be different with the new system for handling shuttle movement, but stuff broke majorly hard last time an APC on a shuttle was tried.
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Re: New Escape Wing?

Post by Steelpoint » #67609

Still planning on going ahead with this, but only when my Robotics overhaul is merged/closed.
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