Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

NSV Shrike - A GAMEPLAY EXPERIMENT #1298

Closed
wants to merge 124 commits into from

Conversation

Karmic-Skink
Copy link
Contributor

@Karmic-Skink Karmic-Skink commented Mar 18, 2021

About The Pull Request

This PR includes an experimental set of maps aka ships designed for lower pop numbers.

Please do note: there are a large number of experiments being run on this map regarding population, jobs, mechanics and priorities.

"Map is missing X feature!!!!!" - This is likely intentional, unless we are talking about an APC or something along those lines, X feature is likely not included on purpose as a part of the testing.

Main Features:

  • Heavily reduced job variety (non-critical roles to the core gameplay loop have been removed or made accessible by all crew members)
  • Streamlined Munitions (experimenting with main ship weapons to facilitate lower pop ships)
  • Cargo Focus: Cargo is considered essential to the operation of this vessel, players actively manning cargo have plenty of tasks to do (please do not just greytide cargo, use your words and play nice)
  • Preconfigured SMSD reactor for faster round starts (the level of this will be adjusted following feedback, follow the ingame notes)
  • Moody Multi-Z Aesthetics (stop stealing parts of my ship from early screenshots - you know who are)
  • A pile of code changes and additions etc

Insert Pictures Here:
s1 - Copy
s2 - Copy

Why It's Good For The Game

Experimenting with a number of features to help shape the future of NSV13 mapping and gameplay.
Probably code stuff too.

Changelog

🆑
config: New map! Edit config!
add: Added a new 2 layer multi-z heavy map
add: Added a new mining "ship"
add: Added 3 unique shuttles
add: Did some code stuff probably
code: Updated some old code functionality
imageadd: Added some floor sprites
imageadd: Probably added other sprites too
/:cl:

@github-actions
Copy link

This pull request has conflicts, please resolve those before we can evaluate the pull request.

@Karmic-Skink
Copy link
Contributor Author

Updated map images up top.

@github-actions
Copy link

This pull request has conflicts, please resolve those before we can evaluate the pull request.

@IndusRobot
Copy link
Contributor

There was an issue with guns being inaccessible after maintenance, despite being in a powered area

These were the steps I took:

Open panel with screwdriver, wrench, crowbar
Apply oil, although the oil was flushed and rejected for some reason
Apply multitool to fix the alignment
Close panel with crowbar, wrench and screwdriver
Lose access

I did check to make sure it was out of maintenance, tried relogging, and make sure the other gun wasn't affected. Nothing seemed to work

image

@Pontenerd
Copy link
Contributor

Stormdrive room gets very hot during normal operations
image

@Pontenerd
Copy link
Contributor

image
engineering doesn't have actual airlocks, relys on firelocks instead

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet