General ideas on maint z-level
So general things. Bombs could go through to maint z-level or a bomb could be detonated in maint-z level to damage the area above. This also means the potential to FALL through the floor to the maint z-level below.
APC's or perhaps fuseboxes could be placed to control power. Has its own atmos systemand power system because it would be a utter clusterfuck to code atmos and power nets through z-levels. Unless perhaps... Some sort of wireless power system using a SMES HUB that takes power from a smes above it or something. Perhaps Maint Z-level could have its own miniatmos with all the normal gases. If possible it would be interesting to have apcs in the underground maintenance but I think this would be hard to code.
I assume their would be stairwells strategically placed around the station. Also with the ability to fall through the z-level this has the potential to allow traitors to break into an area by climbing up from underneath perhaps having some way to cut a hole into the area above(But be really obvious like a animation of a welder being played for those around and a loud hissing noise.
Possibility for the captain or HoS to hit the purge button to clean out maintenance if infested with xeno scum or something or the other. Perhaps it would be a slow wave of chemicals or fire to allow escape. Perhaps the clean button only being usable once every 10 minutes if two keypads are swiped or something. This is so incase xeno's get in it could be cleared out.
We could keep the original band maintenance around the station as a "Meteor shield" or something or the other.
Nuke disc can enter this z-level if using stairs. Nuke ops pinpointer only points vertically up if in the z-level as to not allow the ops to easily just detonate a portion of the maint in an attempt to capture the captain.
Buildable ladders to place in holes to climb down or up from maint into station vice versa.
Also a note from Remie Richards on atmos and bombs
Remie Richards wrote:
Explosions on Z-levels is actually pretty simple.
Check the turf beneath/above the epicentre exists (if(locate(X,Y,Z+1)), call explode() on that new turf with about 2/3 of the strength of the initial blast (so it's a sort of donut/sphere explosion, since 3D)
Atmos is more annoying yeah, perhaps just allow it to share (when the gases in the turfs equalise, Atmo code calls it sharing) with the turf above/below it if there are vents or UP/DOWN pipes.
I actually said one of my goals this year (after the other stuff I'm doing) is to make a nice framework for 3D Interactions in SS13 (sort of like that weird old tri-dimension WIP stuff)
Stuff like setting space tiles with a non space tile beneath them show up as 0 alpha with an underlay of the turf below so you can *see* 3D
It is a wretched hive of scum and villainy the likes of which the station has never seen before.
Please suggest more ideas on how to make Maintenance Z-level more intersting