Page 1 of 2
Socially segregated station
Posted: Tue Nov 10, 2015 4:23 pm
by DrPillzRedux
Instead of making a plain ol' station with hallways, I thought it'd be neat to make one with a gimmick; social segregation based on rank.
• One half of the station will be well maintained with lights, decorations, and housing
• Other half dark, dirty, with broken crap all over and long maint tunnels
• Both halves linked via a double door gateway that the HoP mans, where he can permit low class peasents into the high class area
• Upper class half gets full size and well equipped departments
• Lower class gets small, dirty medbay, bar, etc
• Cargo would be on the half way line and would be in charge of selling goods to the peasents
• A new, simple money system controled by the HoP
• Poor half gets engineering and mining as they're dirty jobs
• Poor half possibly inside an asteroid
• Meant to be a high player map as multiple job slots to fill both halves
• Maybe have lizards spawn in the poor half regardless of rank
I'm currently in the drafting stage and need community ideas to help flesh this out. First thing that I need to establish is what jobs are high and low class.
Re: Socially segregated station
Posted: Tue Nov 10, 2015 4:30 pm
by Saegrimr
You just want a place to put the liggers, don't you?
Re: Socially segregated station
Posted: Tue Nov 10, 2015 4:34 pm
by DrPillzRedux
Saegrimr wrote:You just want a place to put the liggers, don't you?
We already have a place for that.
the trash
Re: Socially segregated station
Posted: Tue Nov 10, 2015 4:37 pm
by TheNightingale
This isn't the 1870s, this is the 2550s.
Re: Socially segregated station
Posted: Tue Nov 10, 2015 4:38 pm
by Steelpoint
Reminds me of a station I was designing last year based on a similar concept. There are two space station's connected via cords and a single tube, the new station held the fancy shamcy command, science and security while the shitty station held everything else.
I got quite far until I had to stop due to a combo of real life and Puddl telling me my design was shit constantly.
Re: Socially segregated station
Posted: Tue Nov 10, 2015 4:43 pm
by DrPillzRedux
TheNightingale wrote:This isn't the 1870s, this is the 2550s.
Social experiment done by Nanotrasen to understand the minds of the grey tide.
Re: Socially segregated station
Posted: Tue Nov 10, 2015 4:51 pm
by Bluespace
The divide between the two would have to be fairly well manned. Maybe laser defended checkpoint? A single set of doors will be hacked through.
Re: Socially segregated station
Posted: Tue Nov 10, 2015 4:52 pm
by asskek
DrPillzRedux wrote:TheNightingale wrote:This isn't the 1870s, this is the 2550s.
Social experiment done by Nanotrasen to understand the minds of the grey tide.
>implying society hasn't regressed
Re: Socially segregated station
Posted: Tue Nov 10, 2015 4:55 pm
by DrPillzRedux
Bluespace wrote:The divide between the two would have to be fairly well manned. Maybe laser defended checkpoint? A single set of doors will be hacked through.
R-walls all across the way with one side of customs being the HoP and the other being a sec checkpoint. HoP gets a dual set of shutters to prevent quick airlock hacking.
Also, again, the custom checkpoint would have 2 sets of doors as well as a quarantine room that is linked to medbay in case they need to be examined for disease or something.
Re: Socially segregated station
Posted: Tue Nov 10, 2015 5:03 pm
by Wyzack
Steelpoint wrote:Reminds me of a station I was designing last year based on a similar concept. There are two space station's connected via cords and a single tube, the new station held the fancy shamcy command, science and security while the shitty station held everything else.
I got quite far until I had to stop due to a combo of real life and Puddl telling me my design was shit constantly.
>Taking Puddl seriously over map design
cmon man, you are smarter than that
Re: Socially segregated station
Posted: Tue Nov 10, 2015 5:15 pm
by Steelpoint
It's just that making a map is a very time consuming effort and I kinda ran out of free time to make a full map, that was more of a hobby.
The thread's still on this forum somewhere.
Ah, here we go. Nostalgia:
https://tgstation13.org/phpBB/viewtopic ... 42&p=38870
Re: Socially segregated station
Posted: Tue Nov 10, 2015 7:58 pm
by Luke Cox
This could be really interesting. Much better than some of the maps we have in rotation now.
Re: Socially segregated station
Posted: Tue Nov 10, 2015 10:02 pm
by DrPillzRedux
Just a crude mock up of what I mean. Deparments that overlap between the zones are in fact linked and could offer a way to sneak in so there's not just one entry point. Obviously fluff like dorms and maint aren't on this.
Buy your way in through cargo
End your peasent life in robotics to become a cyborg protector of high town
Atmos and AI on sides of station to help balance the importance of both halves
Botany in lower town to keep upper town in life with food control
Lower town gets their own bar
I'd like to use the new starlight to help set the spooky/grim mood for lower town as well

Re: Socially segregated station
Posted: Tue Nov 10, 2015 10:08 pm
by Wyzack
Sounds amazing, i really hope this does not run out of steam
Re: Socially segregated station
Posted: Wed Nov 11, 2015 2:57 am
by Zilenan91
Sounds like something straight out of Lifeweb. Really liking the idea tbh, it'll promote organic conflicts between the two sides when those dirty greys want to invade our grorious rich side of town.
Re: Socially segregated station
Posted: Wed Nov 11, 2015 3:20 am
by Super Aggro Crag
one time captain donald trump r-walled off arrivals to keep out the greysuits and would dunk all the greysuits in disposals to put them there, but people used crayons to build a secret underground railroad path into the station and it turned into a bloodbath
Re: Socially segregated station
Posted: Wed Nov 11, 2015 3:35 am
by Zilenan91
what if this happened every round with the heroic security force mowing down dirty migrants assistants as they try in vain to pass the walls.
Re: Socially segregated station
Posted: Wed Nov 11, 2015 3:36 am
by Luke Cox
I'd recommend having a tunnel or two connecting two disconnected stations. Otherwise, it'll be too easy to get over by just cutting down a wall in a department on the border.
Re: Socially segregated station
Posted: Wed Nov 11, 2015 4:09 am
by Zilenan91
Or putting that new lava turf/space between them both with a small connector the HoP office crossing.
Re: Socially segregated station
Posted: Wed Nov 11, 2015 4:21 am
by DrPillzRedux
Of course I wouldn't leave a small space between the halves with mines and barbwire!
Re: Socially segregated station
Posted: Wed Nov 11, 2015 4:47 am
by Steelpoint
Why not take some inspriation from what I did, make there be one primary connection between the two station's, add a secondary, maintenance located, entrance for drug smuggling. Also make there a somewhat bigger space based gap between the stations but add connection grilles/floors to carry power, air and other across, as well as having some all access space walkways for quick movement over.
Re: Socially segregated station
Posted: Wed Nov 11, 2015 4:49 am
by Zilenan91
Good idea, make it so all the chemistry equipment is on the poor side of town so that chemists can have some good rp by smuggling drugs.
Re: Socially segregated station
Posted: Wed Nov 11, 2015 5:31 am
by Wyzack
We need paperwork, guest passes and permits to enter the nice side of town
Re: Socially segregated station
Posted: Wed Nov 11, 2015 5:35 am
by DemonFiren
I can see all of the subversive potential.
Excellent.
Re: Socially segregated station
Posted: Wed Nov 11, 2015 10:04 am
by oranges
>roll security
>spawn in lowclass area
>suicide before the greyshit tide rolls over me
Re: Socially segregated station
Posted: Wed Nov 11, 2015 10:43 am
by asskek
make an even shittier segment with hullbreaches all over, unkillable monsters, and a forcefield separating it from the other part of the station
put permabanned players there
Re: Socially segregated station
Posted: Wed Nov 11, 2015 7:24 pm
by Amelius
Sounds cool. It offers something the other maps don't, so +1. Maint/AI core/etc. design pending, but it'd offer unique opportunities specific to that map.
You'd need to make sec low-rules though. You gotta be able to handle greytiders that try to hop the border with lethality or how will they learn?
Also, expect the wall to be thermited 5 minutes in.
Re: Socially segregated station
Posted: Sun Nov 22, 2015 7:48 am
by Zilenan91
Are you still working on this?
Re: Socially segregated station
Posted: Sun Nov 22, 2015 12:23 pm
by Incomptinence
Make all limbs and organs cooking ingredients so security can raid the assistants to turn some of them into foodstuffs in the high class bar. Be the morlock nobility.
Re: Socially segregated station
Posted: Sun Nov 22, 2015 8:10 pm
by Scones
Having played another game that will not be named but shares many similarities to SS13, which somewhat recently implemented a map with physical class divides - I can say it's shit. Seriously, it sounds fun until you play it, round after round. It doesn't slowly blend into a harmonious society, it degrades into painfully boring perpetual combat between two rather arbitrary factions where neither side is having fun because this is what they've been doing for the past ten rounds, and will be doing for the next ten.
I hate to burst the collective bubble, but segregation through obstructive map design is shit. It works best in a roleplay environment that will enact the tenants of discrimination and segregation. Otherwise, dull perma-deathmatch/Everyone in the lower-class side dies from disease/engineering catastrophe/antagonist.
If you were actually considering making something, consider this: If you aim for inequality, eliminate equalizers. The biggest offender would be common radio. Sure, you might be able to talk to your other indentured servants with the monochannel headset meant for short-range communication between the engineers... But should you really be afforded what is essentially a casual, luxury channel? Things like this would make it an actually interesting and unique experience, and it should be able to be uniquely configured for a map.
As for general station design, the purpose of the low-section should be to provide for and support the upper. Their job is to fend for themselves while not invoking the wrath of corporate security who wants to know where those extra 500k units of power are going.
Just thoughts of someone who has played similar map/tried to make one/thought on it a bit
Re: Socially segregated station
Posted: Sun Nov 22, 2015 8:17 pm
by oranges
lifeweb
Re: Socially segregated station
Posted: Sun Nov 22, 2015 8:22 pm
by Scones
oranges wrote:lifeweb
you've done it now
Re: Socially segregated station
Posted: Sun Nov 22, 2015 10:03 pm
by rdght91
This would be awesome as long as you can quickly respawn as an assistant and try to work your way to be a noble or security officer. The only rules should be no total dicknesses and that implanted persons have to be loyal to command staff.
Re: Socially segregated station
Posted: Sun Nov 22, 2015 11:45 pm
by Incomptinence
Implement paddles for hazing rituals on entry to the highjob coven.
Re: Socially segregated station
Posted: Mon Nov 23, 2015 1:09 am
by Malkevin
Scones wrote:Having played another game that will not be named but shares many similarities to SS13, which somewhat recently implemented a map with physical class divides - I can say it's shit. Seriously, it sounds fun until you play it, round after round. It doesn't slowly blend into a harmonious society, it degrades into painfully boring perpetual combat between two rather arbitrary factions where neither side is having fun because this is what they've been doing for the past ten rounds, and will be doing for the next ten.
And no one in that game keeps the dirty smerds down where they belong, so it doesn't work anyway.
There's not even any incentive to want to go upstairs.
Sure the medbay equivalent is up there... but medbay staff is so utterly incompetent most of the time you're better off asking for mercy so you can respawn.
All its really done is rob the interaction jobs of most of their interaction.
On the plus side a job that used to get overwealmed (medical) doesn't any more, but cargo and smithing (RnD/robotics I guess is the spess equivilent?) don't get any interaction at all.
Re: Socially segregated station
Posted: Mon Nov 23, 2015 1:45 am
by Scones
There is no space equivalent.
Those roles all die due to the hazards of the lower town, pretty consistently.
Fucking smerds.
Re: Socially segregated station
Posted: Mon Nov 23, 2015 12:43 pm
by Xhuis
I guess this would finally give me an excuse to dabble in mapping.
Eh, maybe.
Re: Socially segregated station
Posted: Mon Nov 23, 2015 3:01 pm
by Drynwyn
Scones wrote:There is no spaaaaaace equivalent.
Those roles all die due to the hazards of the lower town, pretty consistently.
Fucking smerds.
pits for days
also malkevin as as someone who plays serpent i resent the implication that we are all incompetent. some of us are merely malicious.
Also: This shall be called SegreStation or no deal.
Re: Socially segregated station
Posted: Mon Nov 23, 2015 5:12 pm
by Poorman
This sounds like one of those fun ideas.
Rev rounds would be sweet on this station.
Re: Socially segregated station
Posted: Mon Nov 23, 2015 5:15 pm
by DrPillzRedux
Segstation is under development though progress will be slow. I'll be busy with IRL stuff for a bit.
Re: Socially segregated station
Posted: Mon Nov 23, 2015 6:35 pm
by rdght91
This sounds awesome. You don't even need the antag system or our valid/novalid rules, just let the drama and violence happen with crew transferring new assistants into the ghetto every 10 minutes so people aren't getting butthurt about getting killed. Like I said, as long as loyalty implanted people are obligated to be on the side of the heads it would work out just fine. The ghetto residents have an incentive to try and "be good" to be accepted as security or get permission into the high class side of the ship or work together to organized and take it from the heads.
Re: Socially segregated station
Posted: Wed Nov 25, 2015 5:29 am
by 1g88a
TheNightingale wrote:This isn't the 1870s, this is the 2550s.
NT forcing its employees, even those that staff important research stations, into segregated worker housing and forcing them to buy from the company store with scrip sounds fairly cool and like something a farcical megacorporation would do.
Re: Socially segregated station
Posted: Wed Nov 25, 2015 4:01 pm
by Zellion
What if instead of a space station its a fortress with a really poor lowtown outside it?
Re: Socially segregated station
Posted: Wed Nov 25, 2015 5:09 pm
by Malkevin
Spess station where all the elite live.
Planet, full of hostile life forms and deadly environment, where all the dirt eating peasants live
Basically the spessmens version of elysium.
Re: Socially segregated station
Posted: Wed Nov 25, 2015 6:12 pm
by DrPillzRedux
I'd rather not go full startoad but I might make it in a big asteroid or something.
Re: Socially segregated station
Posted: Wed Nov 25, 2015 11:44 pm
by Zilenan91
Yes! Force the lowtown to collectively mine a stupidly high amount of mineral points to get into hightown. Little do they know, that there are not enough minerals on the entire outskirts of the station to open the gates...
Re: Socially segregated station
Posted: Sat Nov 28, 2015 3:55 pm
by ClumsyAlcoholic
Lowtown should have birdstation style supplies scattered around, just so sec doesn't have an easy job purging the low classes.
Re: Socially segregated station
Posted: Sat Nov 28, 2015 10:25 pm
by Zilenan91
Something else I'd love to see is a set of flamethrowers and fire suits in the armory so sec has an easier time at purging should the need arise.
Re: Socially segregated station
Posted: Thu Dec 03, 2015 11:00 pm
by Qbopper
The only problem I have with this idea is that while it's interesting and could be fun, the way map rotation seems to work it would probably be quite a few rounds before it switches to a traditional station and people could get burnt out easily
Re: Socially segregated station
Posted: Fri Dec 04, 2015 10:08 am
by ThanatosRa
Yes for unethical social experiment station.