New job - Expeditionist/Explorer

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FantasticFwoosh
Joined: Mon May 04, 2015 11:25 pm
Byond Username: FantasticFwoosh

New job - Expeditionist/Explorer

Post by FantasticFwoosh » #208615

Upon reading the title some of you may be like this

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But hear me out, here is my suggestion.

New sub-department - Exploratory core

Initially, this is unique in which it is a job department with no slots, people have to volunteer with the HOP to get in or latejoin when slots have been opened manually by the HOP's position (which is also on cool-down to prevent a flood of explorers)

On the exploratory core initial access are

> The garage (a new area out of a combined/chopped up disposals, maint and vacant office where the white ship is docked for basil anyway, alternative spaces can be considered for other maps)
> The gateway
> EVA access
> Teleporter access


And nothing else for balancing reasons without HOP intervention, naturally, command staff are not permitted to take dedicated trips (to a ahelpable extent) but do have access to those areas, minor command staff such as the RD and the CMO may be permitted to go along if they sign up through the required command channels and issue a valid reason and are of use on the trip.

The white ship, the vessel and space travel

Instead of being a random chance to be docked, the white ship after 'being bought out' becomes a staple fixture of this faux department and receives some minor upgrades such as a new unique shuttle console (that can't be deconned fully but has alternative means to be fixed)

To stop the white ship being abused as before, without a emag to override the ID restrictions (requiring fixing by cutting wires of the custom monitor which is actually a machine) or hacking with a toolset people without the minimum requirement of exploratory core access cannot use the console. This is to stop shitters jumping in the saddle and rushing towards the sunset as fast as they can, while having it a option for people crafty enough to get inside (one such suggested method is a teleport beacon, though if you dont have the access/tools to hack the doors too you might get stuck)

In the case that it is stolen or otherwise needs to be reclaimed, there is a console in command/garage (alternatively the communication console) to issue it back to the station, in which it'll return in about three minutes, giving explorers/shitters/antagonists time to get back on board or be marooned at their own risk, a station announcement will ring to inform them. Alternatively the security/command staff can board by overriding the teleporter beacon lock on the shuttle, imposed by the main console but this is non-advisable in the case of a trap.

As to flying the ship around, the choice of where you want to fly is open ended and all the ruins are jumbled up, however actual major locations are usually at the end of a route located in deep space, so...

> Empty space starsector 1a might connect to system 1b2 which may or may not have anything and split up from there, because it takes time to jump the shuttle, naturally jumping from the start to the finish will take time so it'll take a hour or so to 'map' everything you encounter out of the possiblities, even on seemingly empty maps there might be something lurking in a particular corner or outside typical view, so scouting is recommended.

> Once you know where to go after it's been charted, label it in the ship computers and jump from the station to that location for a duration of time, upgrading the ships console with parts (and summarily the ship as a whole) will make it travel faster.

> Events can happen whilst on the ship while in transit, things do go wrong (taking preparations to upgrade the ship console and therefore raise reliability is a must)

Garage

The garage area itself is a mixture of the gateway room on metastation, and a semi-cosy corporate showroom, on one hand it has the dock with the ship but it also has windows to look into a similar showroom of things they have found (reusing the vacant offices wood floors) with display cases, there is a small staffroom inside this 'museum' which is connected by a door to the main garage. The room itself is opposite the security checkpoint in arrivals.

Gateway improvements

The gateway itself summarily gets a facelift, with being dropped into a select few of the space ruins directly at random, as well as the typical lineup of planetary/location based additions to explore with some easy ones for warm-ups and more advanced ones.

In true stargate fashion there is a dialup system that entering random sequences will yield different results to any number of places, either summoning you at a similar gateway, or a open teleportation wormhole for a short period in time until you confirm your decision and proceed onward or go back (though the wormhole is much like a jaunter in which you'll be battered without protection), using the ship is more direct as you can determine which area of space you want to go to, but often the gateway will land you right in the thick of the action/inside where you want to go if you configure it right.

Perks of the job
- Employ shitters who want to space travel anyway, show them your wardrobe full of immaculate ironed red shirts to a creepy level, laugh as they get horribly mauled by space horrors and act as bait, and sacrificed in terrible rituals. They might do their job and be helpful (might)
- Indulge in visiting different varied z level sites, tombs, pirate fleets and good old open space dotted with derpy asteroids.
- Plunder wealth and questionably dangerous riches (are you sure that cursed sarcophagus of a spess pharaoh is safe?)
- Solve puzzles made by map-makers
> Sizzle sexual tension as admins intervene with posing toughness advanced demi-gods of fitness and masculinity to stop your progress with your egyptian themed holo-stand loot in temple, before commiting to a pose-off to determine the winner
- Fight monsters, bosses and pirates in space
- Potentially even become a spooky mummy skeleton yourself
- Stop the lavaland ruin bloat and raise ruin standards in the community. (looking at you vetinary hospital)

If you're not yet sold...
Spoiler:
Throw in a ship's cat too
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That loose collation of points was my suggestion, feedback and thoughts would be appreciated.

Spoiler:
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InsaneHyena
Joined: Thu Aug 27, 2015 9:13 pm
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Github Username: InsaneHyena
Location: Russia

Re: New job - Expeditionist/Explorer

Post by InsaneHyena » #208620

We goon now?
Bring back papercult.

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TheColdTurtle
Joined: Sun Sep 13, 2015 7:58 pm
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Re: New job - Expeditionist/Explorer

Post by TheColdTurtle » #208648

Sounds good, but who will actually code this
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Falamazeer
Joined: Sat Oct 18, 2014 12:05 am
Byond Username: Wootanon

Re: New job - Expeditionist/Explorer

Post by Falamazeer » #208650

TheColdTurtle wrote:Sounds good, but who will actually code this
People keep asking this and the answer is always the same:
Whoever can code who takes a liking to the concept, or nobody.
Ham Sammich, beating a dead horse since 2010.
NikNakFlak wrote:....It's true...that is why I removed my forum avatar
lumipharon wrote:ass parasite was pretty meh when I tried it.
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FantasticFwoosh
Joined: Mon May 04, 2015 11:25 pm
Byond Username: FantasticFwoosh

Re: New job - Expeditionist/Explorer

Post by FantasticFwoosh » #208661

TheColdTurtle wrote:Sounds good, but who will actually code this
> A mapper to relocate the new shuttle area and possibly a team of mappers to flesh out and re-jiggle the space ruins appropriately
> A coder to work with relating the special shuttle console to the ship and give orders to go to different sectors based off a loose option driven star map using the existing systems for the white ship and shuttle
> Coder/coders to work on making better space ruin systems (room to fill it up with their own ideas)
> Spriters to create new assets (i can step in if wanted for bits and bobs)
> and another coder/spriter duo to make a faux stargate console that either links you up to multiple places (lets say 1 away mission per standard) chosen by default as normal and teleporter bluespace-beacon esque relationship with wormholes (teleporter holes) that can blatently rip off bluespace beacons entirely but use jaunter worm holes etc.

I know this'd be right down coiax's street but they've gone quiet as of late.

Spoiler:
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