Shuttle (New) DBI Rampart#4286
Shuttle (New) DBI Rampart#4286Bartholemew-Dingleberry wants to merge 6 commits intonew-frontiers-14:masterfrom
Conversation
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Hello! Green smoothie in hand I’m going to take a look at the Rampart. I have a few thoughts on the Rampart. I think that it’s going to receive a few changes so I’m not going to focus too hard on some of the technical specifics like door placements or tile choice patterns. Instead I’d like to examine how the spaces are allocated and how you move between them. Engi ship designs are challenging to make work well. You give up a lot for that donut. When looking at this shuttle there were two really big pieces that jumped out at me.
Right now the path between where you are and where you want to be either requires you to move through an artifact chamber or in a very odd jaunt around the periphery of the shuttle. Frankly it would be faster for people to dock with your shuttle, walk into the cockpit, print themselves some blueprints and then leave than it would be to hope to find and interact with you. They could probably do so before you even knew they were there. I feel like this is a problem as science shuttles are fairly interactive heavy.
I don’t hate the robust artifact chamber. It’s different! I feel that you could arguably double down and build the entire shuttle as donut around the artifact chamber if you were feeling very bold. Which would of course be especially awful if it exploded. My sense is that this shuttle is sacrificing way too much to follow an Engi design pattern and robust central chamber. The spaces that crew will be using, interaction spots, cargo and equipment storage and the R&D room could all be made much more robust to really serve the people who use this ship well. |
the first idea to try and reorder the ship, is to have 2 circular chambers, one of which is the research chamber, the other a cargo storage area, but the resulting space is far too small, and i tried adding some lattice and grilles surround the ship but i couldn't get it to look good no matter what i did. the reason why i had the bridge next to the engi/salvae area was because i wanted the salvage and bridge be really close as most of the time the salvager and the driver are the same person, but the dock being that close to the bridge and the lithographe does make that an issue i hadn't considered. and i was kinda immagining it as a donut as i couldn't immagine the ship working with another shape, i thought of the awkward path through the bridge and engineering to be nessecary, as having the large research chamber anywhere other than the center of the ship results in it being far too big, maybe i could try a more unsymetrical design with a larger emphasis on engineering space and try to incorporate some eternal lattice, but i'll have to try that out more until i can get it looking good/ feeling good to use a part of me feels that if i just make the ship bigger i might be able to get something nice |
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did a redesign so major it warrents a different PR |


About the PR
adds a science/cargo shuttle focused on researching artifacts and anomolies safely! with minimal repair times
Why / Balance
i've spaced every science ship researching artifacts, and i want a more resiliant research chamber to play around with, a far larger one that can handle lots of pipe modifications that won't blow up alongside the artifacts
Technical details
all the nessecary files to add a ship with a guidebook entry and a illustration within
How to test
1 spawn in fo
2 go to shipyard console
3 see DBI Rampart and see it's guidebook page
4 buy the shuttle, fly it a little
5 research an artifact to completion and see the research chamber handle the explosion safely!
6 if no explosion happens, spawn 100 artifcats and watch the chamber handle the brutal beating
Media
Requirements
Breaking changes
Changelog
🆑 Bartholemew Dingleberry