TL:DR
new dept which replaces robotics and makes hardsuits,
I Remember a few days ago, I was on a singulo-ravaged station, and the only people who survived were those who got hardsuits or EVA suits, everyone else, was screwed when the singulo took out most of the dept lounge leaving the area unhospitable to those without suits. I was thinking, what if there were a way to get more then the 9 hardsuits+4(or 8 depending on the map) EVA suits at round start. I Know /VG/station has a "mechanic" dept added to engineering, but me and my friends think-tank had a better idea, and a list of changes to accompany it.
1, Remove all hardsuits except maybe 2 or 3 that engineering gets.
2, remove robotics from science, replace with a secondary portion of the library, labled "non-fiction" or "encyclopedia" section. This dept has books that are updated once or twice a week straight from the wiki. Everything from hacking to how to play as captain is right there.
2a, alternatively, replace with telescience. It could be limited in some form, like there are restricted z-levels and areas on the map, due to blue-space distortion fields (arround the brig, armory, head's offices, etc.) which can be overcome by either making a second machine to filter out the interference, or just shove 10 or 20 bluespess crystals in the console to unlock some parts of the map.
3, Add a "factory" or "sweatshop" or "shop" sub-dept to engineering. Similar to how mining is under control of cargo, or how chem, genetics, and viro are all slaved to medical. This dept replaces robotics in its entirety, by making bots, borgs, mechs, and now, hardsuits/space suits.
Due to this depts ability to produce very useful stuff, it should be designed in a similar way to science (shutters at every window, double-airlock chambers, no airlocks with windows) security wise, yet enforced in a similar way to engineering (unless your allowed there, sec would not like you.)
there should be more then one type of fabrication machine. for example, you should have a subsystem production machine and a suit assembly machine, by taking special components (made from the subsystem machine) you can make specialized suits (ex, extra armor for sec, shock and rad shielding for engineering, fire-proofing for atmo, glass-fibre reinforcement for bomb suit, or advanced motor controller for a faster response suit)
4, add the shop dept to either cargo, or engineering. Originally, I was thinking cargo, but after a while, I think engineering should get it, as they need spess suits the most, and cargo should be a sort of backup in case nobody mans the shop dept (still let cargo be able to order SWAT suit crates, and EVA suit crates, to prevent a monopoly on space-travel.)
5, code and add a final device called the "uni-lathe" (unique lathe) this device works similarly to an autolathe, but uses rare materials like the proto-lathe. however, this device is used to generate unique items that cannot be generated with an autolathe, or protolathe. For example, cargo only has 2 destination taggers, if someone spaces or disposels both of them, then the mail system is useless for cargo. With a unilathe, cargo can go to the shop and ask for a new destination tagger, or paper-bin, or door remote (maybe needs to be encoded with an id card, or comes in a locked crate, similar to cargo, which requires an id to open.) These items should cost a relatively higher price, then expected, due to the jack-of-all-trades inefficiancy problem of the uni-lathe, and the items should have no tech level, to prevent RND bullshit going on.
Keep in mind, I am fairly new to this game (been playing for a few months now, read the wiki during school when im bored.) and this is how I believe the game could be improved.
Factory Sub-Dept.
- Alipheese
- Joined: Sun May 01, 2016 12:56 pm
- Byond Username: Daturix
- Github Username: Daturix
Re: Factory Sub-Dept.
Tldr. Make a model of thr map changes you want. Either code it yourself. Those 2 things will greatly improve the chance for it to happen (from 0 to 50%)christ110 wrote:TL:DR
new dept which replaces robotics and makes hardsuits,
I Remember a few days ago, I was on a singulo-ravaged station, and the only people who survived were those who got hardsuits or EVA suits, everyone else, was screwed when the singulo took out most of the dept lounge leaving the area unhospitable to those without suits. I was thinking, what if there were a way to get more then the 9 hardsuits+4(or 8 depending on the map) EVA suits at round start. I Know /VG/station has a "mechanic" dept added to engineering, but me and my friends think-tank had a better idea, and a list of changes to accompany it.
1, Remove all hardsuits except maybe 2 or 3 that engineering gets.
2, remove robotics from science, replace with a secondary portion of the library, labled "non-fiction" or "encyclopedia" section. This dept has books that are updated once or twice a week straight from the wiki. Everything from hacking to how to play as captain is right there.
2a, alternatively, replace with telescience. It could be limited in some form, like there are restricted z-levels and areas on the map, due to blue-space distortion fields (arround the brig, armory, head's offices, etc.) which can be overcome by either making a second machine to filter out the interference, or just shove 10 or 20 bluespess crystals in the console to unlock some parts of the map.
3, Add a "factory" or "sweatshop" or "shop" sub-dept to engineering. Similar to how mining is under control of cargo, or how chem, genetics, and viro are all slaved to medical. This dept replaces robotics in its entirety, by making bots, borgs, mechs, and now, hardsuits/space suits.
Due to this depts ability to produce very useful stuff, it should be designed in a similar way to science (shutters at every window, double-airlock chambers, no airlocks with windows) security wise, yet enforced in a similar way to engineering (unless your allowed there, sec would not like you.)
there should be more then one type of fabrication machine. for example, you should have a subsystem production machine and a suit assembly machine, by taking special components (made from the subsystem machine) you can make specialized suits (ex, extra armor for sec, shock and rad shielding for engineering, fire-proofing for atmo, glass-fibre reinforcement for bomb suit, or advanced motor controller for a faster response suit)
4, add the shop dept to either cargo, or engineering. Originally, I was thinking cargo, but after a while, I think engineering should get it, as they need spess suits the most, and cargo should be a sort of backup in case nobody mans the shop dept (still let cargo be able to order SWAT suit crates, and EVA suit crates, to prevent a monopoly on space-travel.)
5, code and add a final device called the "uni-lathe" (unique lathe) this device works similarly to an autolathe, but uses rare materials like the proto-lathe. however, this device is used to generate unique items that cannot be generated with an autolathe, or protolathe. For example, cargo only has 2 destination taggers, if someone spaces or disposels both of them, then the mail system is useless for cargo. With a unilathe, cargo can go to the shop and ask for a new destination tagger, or paper-bin, or door remote (maybe needs to be encoded with an id card, or comes in a locked crate, similar to cargo, which requires an id to open.) These items should cost a relatively higher price, then expected, due to the jack-of-all-trades inefficiancy problem of the uni-lathe, and the items should have no tech level, to prevent RND bullshit going on.
Keep in mind, I am fairly new to this game (been playing for a few months now, read the wiki during school when im bored.) and this is how I believe the game could be improved.
- christ110
- Joined: Sat Oct 01, 2016 4:40 am
- Byond Username: Christ110
Re: Factory Sub-Dept.
I was tempted to ask for PR access, and get my friends to help me work on it, But I posted on this forum as a preliminary measure in the hopes that someone faster, more efficiant, and more experienced then me would decide to do it.Alipheese wrote:Tldr. Make a model of thr map changes you want. Either code it yourself. Those 2 things will greatly improve the chance for it to happen (from 0 to 50%)
That and I also want feedback on the idea.
- kevinz000
- Joined: Fri Nov 14, 2014 8:41 am
- Byond Username: Kevinz000
- Github Username: kevinz000
- Location: Dorm Room 3
Re: Factory Sub-Dept.
uh you don't need PR access to make PRS lmao
Local catgirl scratching post - Shezza


Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR


Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
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