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Von Neumann Class - a mid-pop solgov ship #2656

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@Pockets-byte Pockets-byte commented May 20, 2024

About The Pull Request

I've been playing NSV on and off recently, and many of the ships we play on have some glaring issues- the first of which being that they're all... Just. Too. Big.
the first goal of this ship is to reach near full functionality in less space use, to allow crew function more effectively during combat and out of it- in this it currently is more than half the size of the atlas while still mounting most of what I'd consider an effective ship to need. secondly, the other solgov ship currently in rotation suffers from a serious lack of redundancy, and is frankly too big for it's crew complement, the von Neumann was designed almost from the ground up with redundancy and damage control in mind. in addition, solgov ships suffer from muni being overly simplified, which this ship also attempts to address via the inclusion of~~ a railgun~~,a full VLS system and a strong emphasis on muni-operated laser PDCs
finally this ship (re)introduces viable singularity engines with some poking at the rad collector balancing to allow pure singularity ships to be viable, but does not include one itself

description very out of date

Why It's Good For The Game

more solgov ships good. more energy weapon propaganda, small ship that shouldn't be completely awful.

Testing Photographs and Procedure

Screenshots&Videos

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destroyer
frigate

https://github.com/BeeStation/NSV13/assets/55299415/4080afcf-42f2-4fd0-bf8b-2faa735139ca
image

Changelog

🆑
add: a new shipmap
tweak: radiation engines are still not viable for anyone who isn't solgov
add: two new solgov ship-sprites
add: a new AI ship for solgov, the VN class frigate, a lighter ship mounting no heavy weaponry, but carries torpedos making it just as dangerous as any other solgov ship
tweak:solgov interdictor has it's own sprite
tweak:changed twoish laser descriptions slightly to respect the setting more
/:cl:

@SerynEngi SerynEngi added Do Not Merge This PR is not ready to be merged yet Work In Progress labels May 20, 2024
@DuskLight9978
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Ping me to this PR when the ships complete as it regards SOLGOV ships

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I'm finishing this up
I just want this over at this point
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@Bokkiewokkie Bokkiewokkie left a comment

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I looked over the ship, and here are some things I noticed in the mapping:
Botany can't reach half of their machines (you can't reach over trays)
The ORM is in the hangar instead of cargo
There are two mining point vendors, one of which is blocked by two suit storage units (you can just remove it? This ship also doesn't need four miners, so you could consider removing a job slot)
You are allowed to stack the freight torps to take up less space (they are currently blocking the freight tube console)
This ship has plenty of space near Cargo for a cargo shuttle, so please use one instead of the Atlas freight elevator.
Please don't put hull tiles below the big (front) engines, they cannot be repaired there. We also do not use those old engine block objects you put there, so please remove them.
The AI section does not need a whole cyborg recharging room, there are a lot of cyborg chargers in the hallway already. (please put some rechargers around the rest of the ship?)
The crew should not be expected to walk through the hangar to reach a bathroom or shower, they should be easily accessible.
A camera and lamp are on the same wall spot in the central starboard hallway.
You do not need to place zebra interlock points on windows, these are spawned automatically.
You DO need to place zebra interlock points on doors and directionally windowed counters (also don't forget to add directional firelocks to them), specifically talking about medical & the bar.
Medical is currently very big and open, consider adding some firelock points for fire safety (and remember to add fire alarms for seperated sections).
There is a corner wall missing in genetics, causing a diagonal disconnect (you do not need two geneticists on such a small ship, if you want to save space).
The chemists cannot reach the counter next to their chem machine, and neither can medical reach the laptop on their counter (unless that's just fluff?).
The CMO office does not need two entrances, if you want to save space to move that fire alarm onto an unoccupied wall instead of under the air alarm.
The hallway being two tiles wide is already pretty tough, but adding fire and emergency lockers which block half of the path outside of cryo is even worse, consider taking some space from xenobio's bottom left to give them a little spot inside the wall.
It seems like you added an accidental south-all-access marker and pod docking point to the starboard aft airlock, if you do want to make this a docking point, please remove the armour plates.
There is no centcom shuttle docking point.
The atmospherics and reactor rooms are pretty big, consider adding some firedoor points to compartmentalize them.
EVA has no RCD and magboots, this is not required but a standard pretty much everwhere. You also cannot insert objects into SSUs by mapping them on top of the SSU.
The HoS has a request console in the middle of their office, instead of on the wall.
The armory has no fire or air alarms
The shutters on the windows of the Detective's office are vertical instead of horizontal.
You cannot reach the bank safe in the vault, as it is blocked by the IFF console and nuclear device. Please also move the gold into a storage object that can actually be opened normally (e.g. vault freezer).
The camera in the bottom left of the torp factory room is on the same tile as a lamp (and the entire factory area could use some better light coverage, I think.
That extra bit of vault area (entrance airlock?) doesn't do much outside of adding one extra door. You could use some of it to place extra lockers/vending machines instead of having them block the hallway.
The bathroom stalls need door bolt buttons and lightbulbs, and one of them should be a cyborg recharging station.
This janitorial cupboard is sadder than the one on the Atlas, and I didn't even know that was possible. Please give the janitor a key that actually makes it possible to ride the wagon.
The portside airlocks do not have lighbulbs in them.
The hangar window has a camera inside of it.
The hangar should contain at least one sabre, for recovery and boarding missions.
The shield generator should not be accessible by science, or vice versa. That connecting engineering door seems pointless. (and removing it will give you space to take that fire alarm off the window, where it cannot be interacted with.

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4 participants