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Zone de commandement général - 1 - Mapping CIC Rework #3903
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if this doesn't get approved you could remove what as been rejected and cut the rest into multiple PR. |
An 'apollo' console have been added to the CIC and I adjusted some of the required accesses for airlocks and shutters, as they proved to be incoherent in tests |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
Everything ready to run |
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See above. Also, CIC armory button is linked to the other armouries, not CIC.
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Random assortment of things that need changed:
HG kit needs to be back in CIC, not the CO's personal locker in his room. (I do not care if a CO councilor said otherwise)
Ammo changes need logged (although I do not mind the change to 1:2 AP:normal split). The shotgun lockers do need more buckshot/slug containers. Probably 2 of each per locker.
SOs must be within sight of each other. The center bubble will likely need to be made smaller.
The ladders west side of CIC are used by all sorts of people and having to walk through an already crowded and tight space to get to them now is not good. People should not be encouraged to walk through CIC. This must change.
CO hypersleep should be with the general command crew, not in their room.
Jones need his bed back.
My first pass opinion is the separated overwatch consoles will make non-4 SO structures far harder and needlessly annoying (especially considering that 4 SOs is rare outside of peak hours). You must justify this change to be better than the previous design or change it so two SOs can control four consoles.
Otherwise:
Officer study is neat.
New XO room looks good.
Synth closet is tight but functional.
Command power substation looks good.
CO office looks good (other than Jones bed)
Hm...I didn't saw any beds belonging to Jones when I started to work on the rework, I don't know what is that |
Sorry, but I'm not a fan, to be honest. The current iteration of the CIC is deliberately designed to give officers access to all the essential computers and tools within two to five tile's worth of walking from each other. With the current CIC, you can man multiple overwatch consoles at the same time, and the CO/XO only has to walk a short bit to make an announcement towards the computer. This layout looks pretty, but practically speaking it drastically increases travel time of officers to get from A. between overwatch consoles and B. to the operations (announcement) computers. Command's job is communication and intelligence, and extra seconds spent commuting from computer to computer can spell the difference between victory and defeat as they experience delays in gathering information. Not to mention lowpop too, where having a single XO running CIC is a regular occurrence. They can manage just fine with the existing CIC, but will have to run a marathon with this layout. Charlie asks for a critical SL change while Delta SL requests an OB -- with the current layout an officer can do both simultaneously, but with this the XO will have to run back and forth to get things done. Overall, I get the effort you've put into making this and it looks nice. But it just isn't practical for gameplay purposes and myself as well as a few other community members have stated their dislike of the layout. The CIC is fine as it it is right now. |
Making it a nightmare segment would make it viable? It could be set to only be used on higher pops, such as 150 to 160 players |
I may be able to easily make two versions, one which is fitted with a scheme in a smaller fashion, for small pop rounds, and this one, which is bigger and can certainly work better on bigger pops. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
About the pull request
This PR is focused on updating and modifying the Bridge and any command rooms around it (Such as the XO's/CO's Quarters, Synthetic Storage, etc), with the purpose of giving the place a refreshment and, of course, an improvement on efficiency. Feel free to analyse the photos below and to tinker with the map files.
Explain why it's good for the game
Analyse the map changes and say if its an improvement or not.
Testing Photographs and Procedure
Changelog
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add: Added a little more munitions for the MK1 lockers (2 more normal mags per locker) and some extra boxes of buckshot/slugs to the MK221s lockers.
maptweak: Tweaked the Almayer's Bridge and the rooms surrounding it, such as the PO's, SO's, XO's and CO's quarters and others.
/:cl: