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Interdyne Shuttle Update #2140
Interdyne Shuttle Update #2140
Conversation
As the creator and owner of this shuttle I wish you wouldve asked me first |
I'ma be fr I didn't even know it was DeltaV original, my bad og |
Hey. Uh. The reason this was a chemvend and not a syndie juice was so that the syndie chemists could barter for restocks and use them. Now as it stands they can't restock their machine and are far more limited in terms of supplies |
I disagree on the pacman change, uranium is harder to get by a lot, Logi can order plasma which you can barter to get, with uranium you have to get lucky that the salvagers aren't bad and actually do some mining. |
It was also on my list to make it more interdyne themed rather than syndicate themed, with the colors and whatnot |
Yeah interdyne shouldn't be going too heavy into syndicate side of things with the public merchants |
I personally disagree, I believe it should still have many Syndicate variants to it. Though I do agree with Fox and Lyndo with it having Interdyne colors and being seen as more a trader shuttle. Why I took down several posters I felt wasn't appropriate in exchange for others. |
Nothing's locked of course, also I have at least 5 or so rounds done exactly that and never once have I gotten plasma from logi. They either just tell me no, go talk to epi, or it'll show up soon and then I'll never get it. |
Would it be that hard of a PR to make them restockable :blunt: |
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Big fan of the generator change. I have played Interdyne I think twice (at least once) and both times actually getting plasma sheets was a huge pain point. Even if you do get someone to come over with, say, logistics access, plasma is usually the first on the list to hand over to epistemics, and epistemics is 1) not likely to have free time to come do Interdyne RP, 2) not likely to hand over their precious, precious plasma. Uranium at least has a chance of being stockpiled by logistics, which is a department that is much more likely to head over to buy some stimulants (salv) or LSD (cargo techs). Honestly, I also wonder if it's possible to just have one of both generators, so you can just barter for whatever's available. But yeah, getting fuel was definitely the most tedious and least-enjoyable part of playing Interdyne for me and why I haven't played it much at all since those two times. |
Hey, you know what would really give these guys a good bargaining chip space-wizards/space-station-14#32720 Give em one of these. People would love to be able to buy some of this kit from them |
Well I'm ngl it kinda takes away the whole "Synthesiser" part of the job, it's just meds and a fancy defib |
Not really. People can still ask for things they can make. IE Hyperzine. Lexorin. CLF3 smoke bomb mixes. This is just a bag of semi-legal goods they can sell to the station for their initial fuel needs |
They are an antag, if they can't get fuel they can steal it. I designed it
such that it rewards players good at chem, it doesn't need to just be a
medical merchant
…On Sat, Nov 9, 2024, 7:16 PM Avalon ***@***.***> wrote:
Not really. People can still ask for things they can make. IE Hyperzine.
Lexorin. CLF3 smoke bomb mixes. This is just a bag of semi-legal goods they
can sell to the station for their initial fuel needs
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I'd also advocate that in patches like this we don't power creep it. These changes so far seem fine, but let's see how it plays out before we add more and more stuff - roles should be imperfect in what supplies they have |
So, another thing that isn't clear then is that leaving the ship is perfectly reasonable. Part of the ghost role description seems to imply that leaving the ship shouldn't occur at all. This is also mentioned in the original PR that "They are ruled to stay attached to their ship, and should encourage a bit more creative antagonism." which is made also made me think this was strictly the case. Pretty difficult to get out to steal some fuel if you can't leave your ship. |
If their ship has no fuel, I don't think anyone could begrudge them setting out to refueling it by any means necessary. |
Just to elaborate a bit more, broadly every rule is framed in the "spirit of the law". If this player has done their part in trying to make the original rules work, but circumstances have dictated their ship no longer functions, ship happens. |
almost every time I've had to steal power sources like the cargo ship generator. I want to play my trader syndicate synthesis not the "run around looking for fuel until you inevitably steal the cargo generator" questline. |
Closed per request of Foxmin on discord
About the PR
Alters the Synthesis Specialist Shuttle
Changes:
Why / Balance
Lets start with the backroom rework, the original backroom was cramp, sad, and couldn't even fit both specialist in the back. This is just overall nicer and gives them a better living environment for their long work trips!
Now the more important change: P.A.C.M.A.N. Generator to a S.U.P.E.R.P.A.C.M.A.N. Generator
The P.A.C.M.A.N. Generator uses plasma sheets creating around 30kW for 16 minutes, the reason I changed it for the S.U.P.E.R.P.A.C.M.A.N. is because of two reasons. First being fuel time, this isn't a huge issue but more a luxury. The second is Plasma Sheets are hell to get compared to Uranium Sheets. Uranium is rarer yes but you have to realize, several departments inhale every plasma sheet that is blessed on this station. 90% of the time I have to resort to stealing other power sources from the station and feeling bad about it.
Uranium is easier, and still encourages the trading with station idea.
Media
Requirements
Breaking changes
yeag
Changelog
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