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Editable Job limitations
Posted: Sat Jun 11, 2016 9:36 pm
by Frostdemon727
Since on some servers and subs things like welders are limited or the sub has its own "job limits", I think it would be an nice addition if the host would be capable of editing the job limitations in the settings screen while hosting.
This way, there would be the possibility of the crew being orgnazied in a way, that perfectly fits the sub itslef. For example = 1 captain spawn with his two security officers in a four player room, while two medical doctors spawn inside their room. 4 engineers and mechanics spawn each in their room. And now that the job limitations of engineers and mechanics is 4, there is 1 assistant in the captains room, and 2 in the medical spawn room.
So yeah, in short, the host shouldb be capable of changing the job limitations.
Re: Editable Job limitations
Posted: Sat Jun 11, 2016 10:04 pm
by Warhawk
Unsure of how that would impact something like single player AI crew rosters. It would certainly come in handy for me, that's for sure, but I'll settle for a 100% reliable job selection system up front.
Re: Editable Job limitations
Posted: Sat Jun 11, 2016 10:32 pm
by TheOverseerOfAll
What should be made is a system which detects if a job's spawn point is present on the selected submarine which, compared to this, would be more convenient for both the players and the host's choice of job. It would work by replacing your no. 1 job preference as you spawn in game with another if there is no specific spawn point available for it. For instance, you want to play as a medic on a submarine that is not up to date, therefore bearing no Medical Doctor spawn points. The game would then quickly change your job to another, such as an engineer or mechanic (as they are most commonly available on submarines).
EDIT: This, of course, is mainly referring to multiplayer gameplay. Single player would be something else.
Re: Editable Job limitations
Posted: Sun Jun 12, 2016 8:51 am
by Frostdemon727
TheOverseerOfAll wrote:What should be made is a system which detects if a job's spawn point is present on the selected submarine which, compared to this, would be more convenient for both the players and the host's choice of job. It would work by replacing your no. 1 job preference as you spawn in game with another if there is no specific spawn point available for it. For instance, you want to play as a medic on a submarine that is not up to date, therefore bearing no Medical Doctor spawn points. The game would then quickly change your job to another, such as an engineer or mechanic (as they are most commonly available on submarines).
EDIT: This, of course, is mainly referring to multiplayer gameplay. Single player would be something else.
Well, I am also talking about multiplayer, since in singleplayer there arent any limits anyway (for example, you could kill the mech and engineer and get yourself like 15 addidtional captains.) you can CHOOSE what job comes inside, since you are in control of it.
Anyway, your system actually is pretty neat, as it effectively avoids the "non-updated sub" -problem (Even though it doesnt happen quite often anymore
Re: Editable Job limitations
Posted: Sun Jun 12, 2016 2:19 pm
by QuickLoad
Frostdemon727 wrote:TheOverseerOfAll wrote:What should be made is a system which detects if a job's spawn point is present on the selected submarine which, compared to this, would be more convenient for both the players and the host's choice of job. It would work by replacing your no. 1 job preference as you spawn in game with another if there is no specific spawn point available for it. For instance, you want to play as a medic on a submarine that is not up to date, therefore bearing no Medical Doctor spawn points. The game would then quickly change your job to another, such as an engineer or mechanic (as they are most commonly available on submarines).
EDIT: This, of course, is mainly referring to multiplayer gameplay. Single player would be something else.
Well, I am also talking about multiplayer, since in singleplayer there arent any limits anyway (for example, you could kill the mech and engineer and get yourself like 15 addidtional captains.) you can CHOOSE what job comes inside, since you are in control of it.
Anyway, your system actually is pretty neat, as it effectively avoids the "non-updated sub" -problem (Even though it doesnt happen quite often anymore
Well it still lingers around us.
Heres just a few of the non updated subs off of my usual hosting list:
Argonaut
Alvin
Atlantian
Alcatraz
Hammerhead
Icepickle
Nalhennia MKII
Nalhenna Mod 0
New Avalon
Typhoon
We basically cannot use those anymore.
Not only because of things such as meds, but engine/junction box updates.
This suggestion would also help us get evened classes.
(for example, not 2 doctors in a room designed for 1 and then the o2 depletes immediatly.)
Re: Editable Job limitations
Posted: Sun Jun 12, 2016 3:45 pm
by Warhawk
QuickLoad wrote:(for example, not 2 doctors in a room designed for 1 and then the o2 depletes immediatly.)
This much can be fixed rapidly if you up the O2 made by the generators. The previous bug involved only doling out enough to fill the room once and then waiting; now that this has been corrected, you just need enough O2 to cover the whole ship.
Re: Editable Job limitations
Posted: Sun Jun 12, 2016 4:41 pm
by QuickLoad
Warhawk wrote:QuickLoad wrote:(for example, not 2 doctors in a room designed for 1 and then the o2 depletes immediatly.)
This much can be fixed rapidly if you up the O2 made by the generators. The previous bug involved only doling out enough to fill the room once and then waiting; now that this has been corrected, you just need enough O2 to cover the whole ship.
im confused on what you mean by up the O2 made by generators.
is it something ingame?
or do you mean the editor?
Re: Editable Job limitations
Posted: Sun Jun 12, 2016 4:49 pm
by Frostdemon727
QuickLoad wrote:Warhawk wrote:QuickLoad wrote:(for example, not 2 doctors in a room designed for 1 and then the o2 depletes immediatly.)
This much can be fixed rapidly if you up the O2 made by the generators. The previous bug involved only doling out enough to fill the room once and then waiting; now that this has been corrected, you just need enough O2 to cover the whole ship.
im confused on what you mean by up the O2 made by generators.
is it something ingame?
or do you mean the editor?
He means editing the geenerated amount of oxygen using the editor.
Re: Editable Job limitations
Posted: Thu Jun 16, 2016 2:14 pm
by WarlordToby
Yeah, it usually goes like
- Captain
- One security officer
- No doctor
- Lots and lots of engineers
- Few mechanics
This would be nice.
Re: Editable Job limitations
Posted: Thu Jun 16, 2016 6:57 pm
by Frostdemon727
WarlordToby wrote:Yeah, it usually goes like
- Captain
- One security officer
- No doctor
- Lots and lots of engineers
- Few mechanics
This would be nice.
haha, not a few, ONE mechanic. Actually, this "one mech, 7 engi" thing was actually the reason I posted this suggestion, everything literally gets literally out of hand (not to mention that most of these engineers dont do/know their job, ASSISTANT IS THERE FOR A REASON).