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Adding the Mercurial Quasar #4845
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everytime, I do this Signed-off-by: DIB-DOG <[email protected]>
I think you might've forgotten the images... |
Had an issue uploading, getting them to work now |
Ah, I see one of them now |
Seems I was unaware of how angry pixelshifting APCs made it, gonna fix that |
…into Mercurial-Quasar
Can't tell if this failure is one of those random fails that happens on the placement test sometimes or if it's an issue with the docking marker, might have to look. (Turns out I scrolled past the very clear red text by accident, woops) |
i dont quite know how to like. explain this but feels "empty" I guess? mainly the aft section of the canteen and the cargo bay? |
My original design had those spaces a bit more busy, but I was directed to open them up a bit more. I do see what you mean, however. Ultimately that back section of the canteen which connects to the engine bay is serving as more of a hall, than as living space, just to keep with the 2 wide hall standard. Adding too much in that space constricts the movement space too much from what I heard in feedback. As for the cargo bay, I don't know if I agree. Yes it's a bit sparse, but it's an industrial space for storage and equipment. Empty moving space helps make it more serviceable. Are you thinking more in terms of decaling? I didn't want to go overboard, especially given the intended role of the space and the visuals of the raised center, but I could look into a change. |
Ty for the comment, actually. Kinda inspired a second lookover and I added some stuff, definitely fills it out better. |
Image of ship areas in sdmm also, please. |
There already is, first picture. I can get another with the areas overlay activated, however. |
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Signed-off-by: DIB-DOG <[email protected]>
Did an update changing some things after the ship's first test run. The first aid kit in the infirmary has been replaced with a medical aid kit to allow the corpsman to do BASIC surgeries, like tend wounds. I feel like this fits their role and gives them a bit more to do, without giving them a full suite of surgical tools. This was requested by the first testing corpsman player and I think it's a valid choice. The Engine Bay door has also been opened up access to the marines, which lets the full crew enter the engine bay and therefore have access to the autolathe. The fax machine is now correctly a PGF variant. Added headsets to the cryo room radio locker where they were previously missing. |
<!-- 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. --> ## About The Pull Request Adds in the Mercurial Quasar-class Rapid Reconnaissance Vessel, a small PGF Vessel which maintains a combination of PGFMC and Navy crew. The Mercurial Quasar was originally designed to support larger fleet formations as a forward scouting vessel and more specifically as an ambush clearing vessel. When a hostile presence is expected, but not yet identified, sensors won't cut it and the drones are coming up dry, Mercurial Quasars are deployed to find the way. Heavily armed for it's size with an impressive point defense suite on it's nose and a pair of lasers on it's tail, the Mercurial Quasar can hold it's own in the face of oncoming fire. With equally powerful propulsion, the Mercurial Quasar has the power it needs to get out of a bad situation in one piece. Now in service of the PGF's frontier expansion initiative, Mercurial Quasars are being given new purpose. On board armaments are more than enough to dissuade small fry pirates and the vessel's rapid deployment capabilities, along with a highly cross trained crew, makes the vessel extremely flexible for common operations on the frontier. Crew Compliment: x1 Captain x1 Navy Engineer x1 Navy Corpsman x1 Marine Sergeant x2 Marines Images:     <!-- 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 <!-- 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. --> Currently, if you want the full PGF experience with marines and navy crew together, you're forced to use a much larger ship in the form of the Crying Sun and Elated Bolide, which isn't always feasible for smaller groups of players, or is out of the comfort zone of newer captains. This ship helps fill that currently unfilled niche in the PGF roster. ## Changelog :cl: add: Mercurial Quasar-class Rapid Reconnaisance Vessel /: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. --> --------- Signed-off-by: DIB-DOG <[email protected]> Co-authored-by: Changelogs <[email protected]>
About The Pull Request
Adds in the Mercurial Quasar-class Rapid Reconnaissance Vessel, a small PGF Vessel which maintains a combination of PGFMC and Navy crew.
The Mercurial Quasar was originally designed to support larger fleet formations as a forward scouting vessel and more specifically as an ambush clearing vessel. When a hostile presence is expected, but not yet identified, sensors won't cut it and the drones are coming up dry, Mercurial Quasars are deployed to find the way.
Heavily armed for it's size with an impressive point defense suite on it's nose and a pair of lasers on it's tail, the Mercurial Quasar can hold it's own in the face of oncoming fire. With equally powerful propulsion, the Mercurial Quasar has the power it needs to get out of a bad situation in one piece.
Now in service of the PGF's frontier expansion initiative, Mercurial Quasars are being given new purpose. On board armaments are more than enough to dissuade small fry pirates and the vessel's rapid deployment capabilities, along with a highly cross trained crew, makes the vessel extremely flexible for common operations on the frontier.
Crew Compliment:
x1 Captain
x1 Navy Engineer
x1 Navy Corpsman
x1 Marine Sergeant
x2 Marines
Images:




Why It's Good For The Game
Currently, if you want the full PGF experience with marines and navy crew together, you're forced to use a much larger ship in the form of the Crying Sun and Elated Bolide, which isn't always feasible for smaller groups of players, or is out of the comfort zone of newer captains. This ship helps fill that currently unfilled niche in the PGF roster.
Changelog
🆑
add: Mercurial Quasar-class Rapid Reconnaisance Vessel
/:cl: