Re: Custom ships

#52
First I want to thank everyone who worked on this game. I got really hooked and I am having a lot of fun playing it, with strangers and friends alike. I am currently screwing around with the editor and hope to be able to share my ugly ship with everyone. Before that, I wanted to ask:

What are enemy spawnpoints used for? Are those places where monsters (like the Mantis?) can be randomly spawned if the mission mode is chosen? If so, how do I utilize the spawn commad while having the test mode activated? I had two spawnpoints for enemy set, but nothing happened when I used the spawn command, while for example the water command worked just fine. Do I need to assign a job to the point or something?

EDIT: Also I would like to know how fire and overloading works. I know there is a problem with the grid if you connect more than one junction box to the reactor, as this was mentioned in this thread previously. However, are the occurence of fire and overloading in anyway connected or is overloading and messed zp junction boxes entirely dependent on the overall difference of the current power and grid load?
Next thing: there is this field in the reactor setting called FireTemp. I assumed that the value of your choosing is the point at which fires can occure whenever the reactor temperature reaches that value. Is this correct? Also is it normal for fire to be able to harm the player even if it is enclosed by a room and a door?

Re: Custom ships

#54
Sazuja wrote:EDIT: Also I would like to know how fire and overloading works. I know there is a problem with the grid if you connect more than one junction box to the reactor, as this was mentioned in this thread previously. However, are the occurence of fire and overloading in anyway connected or is overloading and messed zp junction boxes entirely dependent on the overall difference of the current power and grid load?
Next thing: there is this field in the reactor setting called FireTemp. I assumed that the value of your choosing is the point at which fires can occure whenever the reactor temperature reaches that value. Is this correct? Also is it normal for fire to be able to harm the player even if it is enclosed by a room and a door?
In general terms, if a junction box is receiving more power than its sending, then it'll be overloaded and create fire. I'm not sure if it creates fire 100% of the time when it's overloaded but I believe it's pretty standard for every junction box to shit out fire when they overload. Overloading is entirely based upon grid load stuff; It creates fire, not the other way around. However it's pretty hard to overload a junction box without having the reactor output way too much power or by connecting the reactor to two different junction boxes.

As for FireTemp, yes I believe you're correct. As far as I understand it, FireTemp is the soft cap on how much power a reactor can output, while MeltdownTemp is the hard cap of how much it can output (because it explodes).

Also, fire is hot so it would make sense that you could feel it through walls.

On the topic of enemy spawnpoints, idk. I don't THINK they do anything because I recall that there was a sub in the repo I maintain that has enemy spawnpoints near the sub but they have never actually spawned anything. If they do actually do something then Regalis has never clarified that, but my guess is that right now they're just an unused asset

@Jingo I'll add that to the repo along with another sub I've made when I finish that tonight

Re: Custom ships

#55
sgarv wrote:
Sazuja wrote:EDIT: Also I would like to know how fire and overloading works. I know there is a problem with the grid if you connect more than one junction box to the reactor, as this was mentioned in this thread previously. However, are the occurence of fire and overloading in anyway connected or is overloading and messed zp junction boxes entirely dependent on the overall difference of the current power and grid load?
Next thing: there is this field in the reactor setting called FireTemp. I assumed that the value of your choosing is the point at which fires can occure whenever the reactor temperature reaches that value. Is this correct? Also is it normal for fire to be able to harm the player even if it is enclosed by a room and a door?
In general terms, if a junction box is receiving more power than its sending, then it'll be overloaded and create fire. I'm not sure if it creates fire 100% of the time when it's overloaded but I believe it's pretty standard for every junction box to shit out fire when they overload. Overloading is entirely based upon grid load stuff; It creates fire, not the other way around. However it's pretty hard to overload a junction box without having the reactor output way too much power or by connecting the reactor to two different junction boxes.

As for FireTemp, yes I believe you're correct. As far as I understand it, FireTemp is the soft cap on how much power a reactor can output, while MeltdownTemp is the hard cap of how much it can output (because it explodes).

Also, fire is hot so it would make sense that you could feel it through walls.

On the topic of enemy spawnpoints, idk. I don't THINK they do anything because I recall that there was a sub in the repo I maintain that has enemy spawnpoints near the sub but they have never actually spawned anything. If they do actually do something then Regalis has never clarified that, but my guess is that right now they're just an unused asset

@Jingo I'll add that to the repo along with another sub I've made when I finish that tonight
Thanks for the explanation, I hope I got it all down. Gentlemen, may I present you the Alcatraz:

Name: Alcatraz

Size: Medium (2-8 Players)

Description:
This map focuses on restriction of areas to their respective jobs, scarcity of ressources and makes fire easier to occur and cause than a meltdown. All players are encouraged to play their own role and divide the workshare in order to reach the goal. While still retaining a fairly simple layout, it hopefully will be able to mix the meta game up a bit by having some secret items stashed or tweaks done to it here and there. Furthermore, not only do you have to battle the enemy without, but also within of your steel coffin. It seems that this model is a bit faulty and requires some fixing before everyone can get around optimally. Not only that - while the traitor will generally have a more difficult time getting around or blowing stuff up, he will have new oppurtunities through carefully selected spawnpoints of players, item placement and access restriction which protects him from prying eyes.

Link: https://mega.nz/#fm/E1ZR3RDZ
Image
I also wrote a ton about the features and ideas behind it if anyone is bored enough:
Spoiler
Features

Access:
-Engineering is restricted to engineers and mechanics only
-Upper Rail Guns are restricted to security officers
-Control room is restricted to the captain
-Armory (where some military items and spare shells are located) restricted to
security and the captain
-Artifact Chamber can be opened by the captain, while the airlock on the other side is freely accessible from outside

Rooms and Equipment:
-A total of three Rail Guns (One at the upper left, one at the upper right and one at the lower right. The last gun can only be used in the Glass Room and can only be loaded from the outside, but is also the only one which can be shot almost from the beginning.)
-Glass Room is for scouting purposes (Comes equipped with a Solar Panel and a Railgun Controller. Super capacitor and Loader are stored above it, in one of the ballast chambers. Offers good vision but is located at a high risk position at the very bottom. Also offers a pump which need to be manually connected to the grid first in order for it to work.)
-Ceiling above two Ballast rooms are made out of glass (For an quick way to check for leaks or the general status of its content), as are the walls of Engineering. (This probably will make it harder to mess with the reactor without anyone seeing.)
-Only 3 diving suits in total. (They should be used for their original purpose instead as an general armor against damage. Encourage players to use them as a last resort.)
-Only one harpoon gun with three spears. (This makes it a high value object, but worth the trouble to get, as there is less protection.)
-Engineering is located in the center of the submarine, which forces some players to go around if they want to get to the aft. (Harder access and high visibility makes it harder to sabotage. Meltdown Temperature is at 10000 while Fire Temperature already starts at 6500. Watch your grid load and push that shutdown button if need be! It offers some tools, wires, and oxygen generator and even a minimap to better coordinate the fixing of leaks. Has also one fire extinguisher available.)
-Fabrication is located under the engine room. Its use is highly encouraged through general item scarcity and the abundance of raw materials. (For example there are not many oxygen tanks, fuel rods or railgun shells. Remember that you can descontruct artifacts, which you have one of. Also use the oxygen generator to refill empty tanks.)
-Engine with above average output and 4 seperate ballast chambers for better diving capabilities. (This leads to higher mobility, while still relatively difficult to safely maneuver the submarine.)
-Thermal artifact is locked behind high security, although you can gain access to it through the emergency airlock. (Serves as a risky source for resources or as an awesome way to get one hell of a traitor party started.)
-Stun grenades, Incendium grenades, Detonator with C4 and an easily accessible spare set of tools are hidden all over the submarine.

Misc:
-Because of the restriction of the Engineering area, you have to either go around it by using the cabins at the very top or fix the unfinished door to the equipment room.
-One of the ballast room does not function properly. Repair it to bring the sub back to 100%.
-As mentioned before, the pump in the Glass room also needs some wiring before it can be used.

Advice or rules for fun:
-Encourage players to keep the mindset of their given jobs and roleplay a bit.
-Discourage the hoarding of items, as there is not enough for everyone.
-Communicate and coordinate with each other to gain access to areas if needed, but try to be responsible with the access that you are given.
-Share the work efficiently. Let the engineers and mechanics repair, construct and carefor the reactor output. Let the security handle the Railguns and general security of
the ship. Do not shy away from work though you lazy bum.
-Be prepared for anything. Fire may also occur just because the machinery needs more juice, not just because someone sabotaged. A fire extinguisher, diving suit or even a pump may save your life. This will also lead to fried
junction boxes, so keep some tools and wires ready.

Thanks for reading! Please tell me your opinion and experiences of this map so I may improve upon it.