feat: The Ptarmigan Outpost Surface Station - #910
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General thoughts
I love and have been endlessly yearning for a planetside station, so I was excited for this from the get-go. I'm also a HUGE fan of exomorphs and their Yssmoon presence and I can't wait to subject the players to even more alien threats here.
Lore & flavor
I love the station's background, it's grounded in the setting, with the exact level of detail required for it to be evocative of a greater story and to spark conversation and curiosity, without being stifling to player expression or a GM's ability to come up with interesting round narratives. The companies' character is clearly reflected on the write-up and the map, as is to be expected from your work. I really appreciate all the Hawkmoon and Electra posters on the walls, the snowed-on road to evac, the sporadic use of less common tree prototypes. The names of the shuttles are lovely.
General design
The ruins dotting the area around the station and the everyday use areas that start out snowed (evac and the salvage bay exterior) give players an immediate, mood-setting task that is immersive of an extended shift in an arctic outpost while not being mandatory or taking so long or so much effort so as to wear them out.
I also love that some of the important but not super crucial facilities are actually outside of the station and require trudging through the snow to get to them, including the mailbox. This station feels tailored for survival horror moments, with tense walks to the server backup shed or the maintenance room where the emergency insulated gloves are through exomorph howls in the night. The fact that the salvage shuttle, should it be repaired and used for expeditions, will land away from the station and necessitate back and worth walks only adds to this. When we discussed adding vehicles for planetside play, this is the exact scenario one was thinking about. Cargo really really wants a Ripley here (itself an Aliens reference) and I love that they do not start with one.
Secret areas for the players to find are always a favorite for me and the igloo is a standout, being not just a secret area but a whole exterior building on its own, again bringing me back to how much I love that choice.
Having this station be more salvage and science focused, and relying on the Quartermaster for orders and the salvagers as much as security for protection, is a very nice thematic angle that may not play very well in space but here has a very good narrative reason to exist.
As for the unfortunate bugs and the more experimental ideas, those are an easy pass for me. You have clearly put a lot of thought of this, and also put all that thought to paper - these aren't wild swings in the dark, these are ideas that I think are worth trying. I fully subscribe to the stock maxim that make it exist first, make it better later, and I really want this premise to stop being a concept and to start actually existing. I believe that our players will be willing to suspend their disbelief and collaborate with the fiction to enjoy this station in its current state while we try and figure out how to iron them out.
Comments and recommendations
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Blast doors in the mail office feel a bit overkill, a bit of an overexpenditure. I feel like blast door should protect the rest of the station from an exploding hazard, mechanical or narrative, not serve as the handy go-to for doors that can be closed or not without extra tech. Maybe just another set of doors with courier access? I'm not opposed to them being there until we develop a new prototype for that type of door.
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Kitchen's hallway area feels a bit bare. Perhaps a plant in the hallway or a vendor in the lower right corner, or some unobtrusive decoration on the floor.
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Some more uses of the step gradient decal would aid the illusion of verticality in a few tiles where there are no entities to cover it. There's two tiles of stairs that I feel subtly benefit from it.
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Crypod area has two VERY tempting spots for hostile Yssmoon fauna to try and break in that allow them rather quick access to vital facilities. I feel like SyndComm would've taken note of this and taken some extra security measures, even if they're not functional now. Perhaps a broken turret outside? Or some debris to show that there was such defenses at some point, and were taken down.
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The floral anomaly makes loud scary noises periodically but doesn't supercrit. Don't know if this is something you can work on.
Consider:
- Adding curtains on some exterior windows. Library, perhaps?
- Adding a scrubber/air alarm in the backup server building.
- Adding a scrubber/air alarm in the maintenance building.
- Adding desk somewhere in the main hallway, possibly with a notebook or a forgotten reading book from the library.
Issues:
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Missing intercomms: departmental ones might be optional, do add a couple publicly accessible ones, maybe in different ends of the main hallway.
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Add more emergency lockers/winter EVA suits.
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Missing air alarms in norther hallway, souther hallway, bar area, hydroponics, janitorial, and chutes room.
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Several scrubbers (possibly all of them) are freezer versions and not connected to air alarms.
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There's a second, redundant air alarm in science (not the atifact chamber's).
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The artifact chamber's air alarm not connected, needs a rename.
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Door floor tile check: bar area, northern airlocks; robotics blast doors; medical substation (both airlocks) have inconsisten tiling.
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Named airlocks check: Security to hallway's airlock is not named.
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Access checks: exterior medical airlock is unlocked (paramedic access?). Mailroom blast doors are low access.
Conclusion
I'm really, really excited and looking forward to this. Once the issues are addressed I'll be happy to approve it.
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RSI Diff Bot; head commit d513416 merging into dcbfba4 Resources/Textures/_DEN/Clothing/OuterClothing/WinterCoats/corpo_jacket_cybersun.rsi
Resources/Textures/_DEN/Clothing/OuterClothing/WinterCoats/corpo_jacket_defunct_starship_company.rsi
Resources/Textures/_DEN/Clothing/OuterClothing/WinterCoats/corpo_jacket_discount_dans.rsi
Resources/Textures/_DEN/Clothing/OuterClothing/WinterCoats/corpo_jacket_five_points_armory.rsi
Resources/Textures/_DEN/Clothing/OuterClothing/WinterCoats/corpo_jacket_gilthari_exports.rsi
Resources/Textures/_DEN/Clothing/OuterClothing/WinterCoats/corpo_jacket_hawkmoon_aquisitions.rsi
Resources/Textures/_DEN/Clothing/OuterClothing/WinterCoats/corpo_jacket_hephestus_industries.rsi
Resources/Textures/_DEN/Clothing/OuterClothing/WinterCoats/corpo_jacket_interdyne.rsi
Resources/Textures/_DEN/Clothing/OuterClothing/WinterCoats/corpo_jacket_zeng_hu_pharma.rsi
Resources/Textures/_starcup/Clothing/Eyes/Glasses/masquerade.rsi
Resources/Textures/_starcup/Clothing/Mask/blackfacemask.rsi
Resources/Textures/_starcup/Clothing/Mask/pyritemask.rsi
Resources/Textures/_starcup/Clothing/Mask/redfacemask.rsi
Resources/Textures/_starcup/Clothing/Mask/whitefacemask.rsi
Resources/Textures/_starcup/Clothing/Neck/Ties/blackbow.rsi
Resources/Textures/_starcup/Clothing/Neck/Ties/redbow.rsi
Resources/Textures/_starcup/Clothing/OuterClothing/WinterCoats/corpo_jacket_bishop_cybernetics.rsi
Resources/Textures/_starcup/Clothing/OuterClothing/WinterCoats/corpo_jacket_cybersun.rsi
Resources/Textures/_starcup/Clothing/OuterClothing/WinterCoats/corpo_jacket_donk_flavorist.rsi
Resources/Textures/_starcup/Clothing/OuterClothing/WinterCoats/corpo_jacket_donk_toymaker.rsi
Resources/Textures/_starcup/Clothing/OuterClothing/WinterCoats/corpo_jacket_electra_dynamics.rsi
Resources/Textures/_starcup/Clothing/OuterClothing/WinterCoats/corpo_jacket_gorlex_liason.rsi
Resources/Textures/_starcup/Clothing/OuterClothing/WinterCoats/corpo_jacket_scarab_security.rsi
Resources/Textures/_starcup/Clothing/OuterClothing/WinterCoats/corpo_jacket_syndicate_communications.rsi
Resources/Textures/_starcup/Decals/Flora/flora_redtop_grass.rsi
Resources/Textures/_starcup/Structures/Nature/Flora/Cacti/flora_barrel_cactus.rsi
Resources/Textures/_starcup/Structures/Nature/Flora/Cacti/flora_cactus.rsi
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…e emergency shuttle, a filled airlock that spawns the exped shuttle, the introductory handout, and the introductory tape, as well as tests and feedback popups
…pushing this sucker through
…ious changes requested in review (with exception of Mailroom hall), added electrified fence APCs
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Psymbiote
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Really like the changes. The indoor railings are a rare, welcome sight that breaks the big spaces while keeping the room whole. Super excited to curse in-character and rub my arms as I go do horrible chores outside in the exomorph infested snow plains.







































































































Courtesy of our fine friends at Electra Dynamics, welcome to the Ptarmigan Outpost, a small snowy terrestrial station on the opposite side of the planet from Glacier!
The original Ptarmigan was a small camp established some time ago by Electra Dynamics to try and terraform Yss's only moon into something more habitable. Although the terraforming didn't pan out, it did cause the generation of an unusual floral anomaly dubbed the Gloamflower. (Some would argue the Gloamflower is why the terraforming fell apart.)
Electra decided to construct a research outpost to experiment on the Gloamflower further. Now, some time later, Electra Dynamics has generously decided to gift the Ptarmigan to Syndicate Communications! Mine plasma to fuel the generators, tinker with the Gloamflower to generate a steady stream of arcane data, drop the laundry in the properly-marked chute, and watch out for exomorphs.
Or at least try to get a warning out to Glacier before dying horribly to them.
This is a second take on #883, featuring a narrowed scope, building on what was added in #893 and #894.
Intended Play
Ptarmigan is meant to serve as a cozy little lowpop station--similar to Reach, but with more to explore, and more space for events like exomorph attacks and hypothetical changeling infiltrations.
Station Outline
Command
Engineering
Logistics
Medical
Science
Security
Service
General/Misc
Bugs & Quirks
As our first terrestrial station, the Ptarmigan has uncovered numerous small bugs and oddities with how the StationBiome system handles planet generation. Some of these bugs are minor or easily-fixed, others are probably with us for the long temr.
Minor Bugs
Weird Ore Generation: At present, the StationBiome system does not support ore veins like dungeons and mining planets do. I did a temporary fix (a custom biome and random ore spawner), but it'll look a little goofy!
Long-Term Fix: We could probably copy over code from the StationPlanet system to fix this.Cluttered Shuttle Landings: At present, the StationBiome system does not support cleared-out areas for shuttle landings like mining planets do, meaning the evac shuttle might be full of snowdrift, trees, and even plasma. Importantly, this plasma is not dangerous while you're on the shuttle even if it seems to be shining through, but it still looks scary!
Long-Term Fix: We could probably copy over code from the StationPlanet system to fix this.Off-Grid Kudzu: I only saw it happen once across about 5-6 tests, but kudzu spawns may have a small chance of spawning "between" grids. This allows them to spread through walls and pass across gridlines (normally impossible). Kudzu can also get pretty out of control outside the station just in general, but it's not unmanageable.
Temporary Fix: Just stay on top of it as admins and hope it was a total fluke. It seems quite rare.
Long-Term Fix: It could be smart to designate specific valid entities for kudzu to spawn on, similar to the vent critter events. Vents, hydroponics trays, soil, etc. This would allow us to eliminate unwanted "outdoor kudzu" spawns entirely.Major Bugs
Room Temperature Arctic: Ptarmigan's map defaults to 293 degrees and has some pressure issues on top of that. This is because the EnsurePlanet function automatically sets the map atmosphere to a basic 293K 82-20 N2-O mix, meaning the main outdoor grid rapidly warms up.
Temporary Fix: At the start of each round, a GM can run
setmapatmos [mapID] false 220 82 21. This will eventually fix the problem.Long-Term Fix: It seems likely that we can modify the EnsurePlanet or StationBiome code to prevent this, or even make the component fully customizable, but the infrastructure isn't really in place, so it might be a project. Alternatively, if we can make weather events change map temperature, that would also address this.Tile Placement: Because the station grid spawns on top of an existing grid, it is impossible to place tiles on the main grid. This includes if you pry up a floor tile and try to replace it.
Temporary Fix: None, really. An admin can coordinate with players to place what they want placed, but that's the best they can likely do.
Long-Term Fix: I don't know if there is one. Grids are weird. It's a bummer.Questions for Reviewers / Things to Watch For:
Media
The Ptarmigan Outpost's main grid:

The "Tern", Ptarmigan's Transfer Shuttle:

The HKMN-Woodfrog expedition shuttle:

Non-Player-Facing Changelog
Changelog
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