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Phantom-Class Mining Courier (Hardliner) #3744

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@miniusAreas miniusAreas commented Nov 12, 2024

About The Pull Request

Adds the Phantom-Class Mining Courier for hardliners, made by ISF. Lets people play hardliners again. God bless.

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A modern ship only made in the past twenty-ish years, the Phantom's sleek hull, narrow profile, and wings would make one to believe it a racer, or small yacht. Inside, however, is a sturdy layout for small-scale Hardliner mining groups, commissioned by Cybersun and built by ISF.

Why It's Good For The Game

lets people play their blorbos faction. Cause the Komodo got removed. With no replacement. Yeag.

Changelog

🆑 miniusAreas
add: Added Phantom-Class Mining Courier to Hardliners. Enjoy muckin it in a shiny yacht.
/:cl:

@miniusAreas miniusAreas requested a review from a team as a code owner November 12, 2024 22:55
@github-actions github-actions bot added Map Change Tile placing is hard. Thank you for your service. Ship Ship successfully tested. labels Nov 12, 2024
@miniusAreas miniusAreas changed the title Phantom2 Phantom-Class Mining Courier (Hardliner) Nov 12, 2024
@Apogee-dev
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Apogee-dev commented Nov 13, 2024

Remember to include an ISF decal somewhere in the ship (usually engi or cargo) and add a 4 digit ship number to one of the walls. Armory and cryo storage need hand rails, too.

Otherwise, it feels a bit sterile- it’s a sleek cybersun ship, but Hardliners are living in it. Add a bit of trash and clutter like empty plates, crushed cans, and cigarette packs, and put some posters and signs up on the walls- warning signs in the airlock and near the generators and cargo bay door, for example, no smoking signs, and personal posters in the living areas. That kind of thing.

Bridge could use a folder and pen by the paper bin, and any stamps the captain might use (i think there’s a hardliner one… probably…) and a megaphone for the captain.

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Apogee-dev commented Nov 15, 2024

Could use some navigation lights on the wingtips (see Talos for example), and honestly those plastic folding chairs should probably be normal metal chairs for the most part- the plastic just feels way too cheap for a cybersun ship. Dorms and the canteen area could potentially have, like, a single window each too.

Other than that, it looks pretty good at a glance. We don’t have many ships in this size class, and I’m hoping it’ll give players something new to play with. Just remember to post an in-game screenshot of the map and an SDMM screenshot showing the map’s areas.

"tags": [
"Mining"
],
"map_path": "_maps/shuttles/syndicate/syndicate_gorlex_phantom.dmm",
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Hey, rename it to syndicate_hardliner_phantom.dmm. The "gorlex" part is outdated, and is being slowly removed on the NGR side of things.

github-merge-queue bot pushed a commit that referenced this pull request Nov 20, 2024
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
Title.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Three Hardliner ships are open (#3761, #3744, #3741) and all are using
the base syndicate faction. What a shame.
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
code: Added a Hardliner faction datum.
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put
your name to the right of the first :cl: if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->
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  • The suit storage unit area and cycle airlock could use lights. They're quite dark on their own.
    image
  • The south wall in the mess could use a light.
    image
  • The unloading machine needs a conveyer under it to work properly. The input and output dirs on the stacking machine and smelter need to be oriented properly as well. The input and output dirs should be 4 and 8 on the stacking machine and 1 and 2 for the smelter.
    image
  • The combination of platforms and railings doesn't look great on live, and the platform overlays oddly over the stacking machine. I'd suggest getting rid of the railing and platform overtop the stacking machine. The platforms are also overlaying on top of the railing by the wrecker's lockers, which doesn't look right.
    image
  • Platforms are overlaying on top of the railings over here as well.
    image
  • Stray freefloating safe in the engine wing.
    image
  • This ship doesn't have any exterior windows. Some in the dorms or mess would be nice.
  • The combination of EVA and dorms as a single room is strange. I'd recommend separating them into different rooms.
  • The wreckers could use knifes in their lockers.
  • This ship looks cramped to me with the use of one tile wide hallways. The circular floorplan in combination most of the ships room's are a thoroughfare across the ship or a trafficked area/hallway only exacerbates the issue. I'd recommend experimenting with expanding the ship's sides by at least one tile to give you the space to widen the hallways.

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Lets see how this performs in practice.

@Gristlebee Gristlebee added the Test Merge Candidate You do it for free. label Nov 30, 2024
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My primary issue here is the large amount of 1wide hallways in this ship. I understand that for a small crew ship, that I imagine is meant to feel cramped, however this very likely going to suffer in a similar way to the Noderider. You could help to alleviate this by making the south (and probably the north) hallway(s) into 2wide(s).
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My other big issue here is that this airlock is in the middle of one of the 2 primary hallways leading from the front to the back of the ship. It being 3 entrance/exits is also rather awkward.
image

Overall, you're mapping skills have increased dramatically.

MrCat15352 pushed a commit to MrCat15352/MrCat that referenced this pull request Dec 27, 2024
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
Title.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
Three Hardliner ships are open (shiptest-ss13#3761, shiptest-ss13#3744, shiptest-ss13#3741) and all are using
the base syndicate faction. What a shame.
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

:cl:
code: Added a Hardliner faction datum.
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put
your name to the right of the first :cl: if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
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Feedback after testing on live

  • The ship is missing a water tank.
  • A valve or a gas pump to connect distro from the large air tank would be good for more fine control on the air feed rather than a direct pipe connection.
    image
  • Consider swapping out the jackhammers the wreckers get for the Gorlex salvage hammers. I do think it would be more flavourful.
  • Players noted the ship did feel small for it's crew size. You may want to consider cutting one of the crew slots on the ship, or look into expanding the ship hallways as suggested.

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Crates are able to drop onto the refinery conveyer belt and get stuck. I'd suggest either making the belt it's own separate area similar to the Scarab so crates don't drop inside, or adjust the layout of the refinery set up you can get the crate without needing to knock down a wall.
image

@miniusAreas
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I've adressed complaints and requests. Any above issues are fixed fully. Additional changes are

  • alt hardliner coat for cap
  • ID reader

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5 participants