-
-
Notifications
You must be signed in to change notification settings - Fork 256
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Von Neumann Class - a mid-pop solgov ship #2656
base: master
Are you sure you want to change the base?
Conversation
…ity and other radiation based engines more viable push you idiot, also rad collector stats are not touched
hweeeeeeeeeeeeeeeeeeeeeeeeeeeee. help
Ping me to this PR when the ships complete as it regards SOLGOV ships |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
An updated mapping review with my notes:
The centcom ferry docking point needs more space (the cc shuttle is 5 tiles wide)
The ORM needs two access points, one side to input ores, and one side which can output ores (usually the opposite side)
The button for the mining hangar should probably be on the other side, putting it behind a closet is a bit weird.
The mulebot in cargo cannot get out on its own right now if anything is in the storage spot, consider putting its stationed point somewhere more accessible.
The choice to have a full cargo shuttle inside the ship is weird to me. Cargo is very close to space, and if you just let it dock from outside you have a ton more space inside, perhaps you can even add a QM office then.
There's a fire alarm on the same wall as a camera in the AI upload, in the room next to it, and there is a lamp on a fire alarm in the hallway below it.
There are still zebra interlock helpers on the windows everywhere.
This ship really does not need a Thirring Drive, since it's pretty small.You also don't need to install four pylons for the engine to work, for a smaller ship having a few less could make saving space easier at the cost of efficiency.
There is a camera on a lamp in telecomms, and a lamp on a window in tech storage (where you already have a lamp anyway in the top right).
There are two intercoms in the CE office.
There's an intercom on the same wall as a camera in atmospherics.
There's cameras on an APC, wall medivend, and fire alarm in medical. There is also a camera on a lamp in chemistry.
There's an air alarm on a window in the hallway outside of medical (consider putting it on the wall south of it)
The floor markings in the main hallway are inconsistent between the forward port and starboard for the same structural turn and it's slightly upsetting.
There is a camera and lamp on a door into the armor pump room.
There is a turret control unit on the floor in the vault
There's a requests console in the vault wall on the right
There are two air alarms and a camera on the floor in the shieldgen room
There is a camera on the outside button to the hangar door, maybe move the button.
There is a lamp on a fire alarm in munitions
Please make the nucleium tank injector pipe go through the FTL room instead of EVA, engineers do not have default access there.
The FTL room does not have a fire alarm
You need to manually set the department
, department type
, and id
for every requests console (you can look in the code and on other maps for references) they do not set themselves.
added a tiny bit of protection to the ore silo. a little bit of mostly aesthetic "protective" glass on the reactor console. made the QM's closet not be in front of the ORM, stuff like that
I gotta fix the durn doors next
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Only specific things for requests are what I marked in the code. I don't see any functional issues on the map outside of things I have previously mentioned (e.g. tight hallways)
For me to approve it, though, I'd like you to justify why this ship needs a complete Thirring drive and AGCNR, while it is supposedly a small and simple ship (as both of these things make it more complex and require more crew)
the AGCNR is actually the only engine that can meet the energy requirements of this ship as far as I know- and at least with my engineering skills, it still needs a significant fuel use rate to power the ship. I don't remember the exact stats, but I believe the overall power draw is actually higher than the wisp for example with the weapons and shields charged. the thirring drive is there, partially because I prefer it over the FTL console, and because it lines up with the population guidelines in the requirements- this ship was designed to be small and compact, but not necessarily low pop- you could theoretically fly it with one person, but I don't believe you'd see any actual capability that way. to actually see functionality out of this ship, you need at least 4+ people, and ideally 9-10+ people to really get your money's worth. I wasn't really aiming for simplicity here honestly. small yes, simple, not really. |
Co-authored-by: Bokkiewokkie <[email protected]>
Sorry for the late reply. Secondly, if the weapon power draw is your issue, maybe turn off or remove some of the weapons? The whisp is already incredibly powerful, so if you are using more power than it, that's probably a sign you will be fine after removing a few! Your personal preference for an FTL drive, in this case, does not seem like a good reason to me. But because you have mentioned the ship is not for lowpop as the second, I will then be raising the player limit for the map to at least 15 as well (to fit the requirements in the mapping guidelines, as you referenced). We will hopefully be making the "regular" FTL drive more interesting in the future as well, though right now it is obviously still as it remains. Replacing some of the pylons still seems like a fine idea to me too, that's up to you, though. |
About The Pull Request
I've been playing NSV on and off recently, and many of the ships we play on have some glaring issues- the first of which being that they're all... Just. Too. Big.
the first goal of this ship is to reach near full functionality in less space use, to allow crew function more effectively during combat and out of it- in this it currently is a little over half the size of the atlas while still mounting most of what I'd consider an effective ship to need. secondly, the other solgov ship currently in rotation suffers from a serious lack of redundancy, and is frankly too big for it's crew complement, the von Neumann was designed almost from the ground up with redundancy and damage control in mind, although this has been toned down. in addition, solgov ships suffer from muni being overly simplified, which this ship also attempts to address via the inclusion of a full VLS system and a strong emphasis on muni-operated laser PDCs, as well as generally requiring at least one person per weapon
finally this ship does nothing to singularity engines =(
the ship itself is powered by an overclocked ANGCR, and has a disconnected TEG for people who want even more power. it also mounts a shield, and has provisioning mostly inspired or copied from the wisp. for armament, there are six laser PDCs, a small full VLS system with 8 silos. a heavy LAMS system, and two burst phasers. it has no heavy weapons, and will be the most fragile ship in the game comparatively, but the powerful reactor and high maneuverability make up for that
most departments exist in some form on this ship, although a few things have been cut in the name of compactness, there is no church or chaplain, no lawyer, no viro, brig physican, deputy, or ATC. in keeping with the star-treky theme of solgov, the ship does mount replicators in a couple places, although there is both botany and a kitchen-bar.
maint was initially overlooked, but has some presence. and the there are two hangars and a full turing drive as with respects to the ship's higher crew requirements.
the ship's sprite is also fully animated, and has semi-realistic navigation lights
description very out of date
Why It's Good For The Game
more solgov ships good. more energy weapon propaganda, small ship that shouldn't be completely awful.
Testing Photographs and Procedure
Screenshots&Videos
https://github.com/BeeStation/NSV13/assets/55299415/4080afcf-42f2-4fd0-bf8b-2faa735139ca
Changelog
🆑
add: a new shipmap
add: two new solgov ship-sprites
add: a new AI ship for solgov, the VN class frigate, a lighter ship mounting no heavy weaponry, but carries torpedos making it just as dangerous as any other solgov ship
tweak:solgov interdictor has it's own sprite
tweak:changed twoish laser descriptions slightly to respect the setting more
/:cl: