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StS fixes and improvements #22

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General changes:

  • Sector Patrol will now be very clear about its atypical use of intents versus traditional space station 13 variants.

I'm not sure why I expected this to be obvious honestly, a literal case of dev blindness :U

  • Terminals should terminate their displays upon movement.
  • Turn Phases have been eliminated, a Turn now cosists of enemy/npc movement and the Player phase. Ship consoles become unresponsive during the former.
  • During normal operation, all coordinates now use absolute values based on the 100x100 grid. Special conditions like nebulas etc may disrupt this functionality, in which case all coordinates will fall back to relative. The latter mechanic won't be included for now.
  • Coordinates are now clearly displayed as "Coordinate (X:[Coordinate],Y:[Coordinate])" and the display is consistent across the board.
  • Sectors are now displayed as "Sector [W:[Number]-H:[number]]" (and they correctly range from 1 to 10 not 0 to 9 :F)

I have originally thought to replace them with letters, but that would require reference charts and thus run into the original problem of being unclear

Signals/Probes:

  • Probes are now split into two types:
    • Sweeper probes are launched into a sector and scan the whole sector for contacts, which they list by absolute coordinate.
    • Scanner probes need to be launched directly at a target and return detailed information. This will later include stuff like ship cargo manifest, vital signs on board etc for "patrol" missions where you scan ships for contraband etc.

I had intended to include the latter, "cargo scanning" probes anyway and this seems like a good solution to the scan range issue we've had during the test. The mixing and matching of probes still makes the maximum probes allowed per per turn relevant.

  • COMM will offer significantly more feedback about if the message was sent etc etc.

Weapons

  • LD-Homing Missiles now read potential targets from the ships scanner probe buffer and needs a readout from the Command Chair to be targeted right.

Essentially, the mechanic is still the same - a direct hit with a probe provides data that need to be parsed during missile launch from the command and/or signals console, but now the data required is distinct and unique, in an effort to avoid confusion with other aiming methods.

  • All other weapons now use absolute coordinates per the general change above. This includes secondary weapons which return an "out of range" message if fired incorrectly.

Cargo

  • The cargo console has been split into two elements:
    • The general console, where the CARGO command is less spammy and additionally the user has an option to create a printout of codes needed to withdraw cargo from specific bays, or all of them at once. This list than can be either pinned to a bb board like implement or handed out or just used as reference for the other part.
    • Each bay now has a withdrawal keypad where you enter an alphanumeric sequence without any console window and it either dispenses the object you want (or up to 5 of them at once in case of the smaller bays) or just beeps at you with no other input to make the withdrawals faster.

Again, there are features I have planned for this as part of the general cargo system and work for aspiring quartermasters, in terms of taking inventory and tracking withdrawals/deposits, so this console will see more work in the future.

  • Each weapons room and the cargo room will receive storage bays for their ammo. The Primary weapons room will additionally have its own walker for reloading, so cargo can use theirs.

Commanders Chair

  • The command chairs will now brief you on their usage, including the multiple intents, on first use.
  • The display UI will now include IC explanations on what they display and give context to how is that useful/relevant to teh rest of the ship.

Essentially the goal here is to provide a "tutorial" of sorts via IC context clues

  • The officer in charge of the ship will now have an option to indicate they are ready to advance the turn.

Terminals:

  • Terminal windows will also get their own "close me" and "resummon input" buttons.

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