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Trade Mall (Trade Outpost Alternate) #2365
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I've already voiced this once in the Discord forum post, but I'm very iffy about having separate areas for guard and NFSD. They've definitely been nicely decorated, but it ends up feeling redundant to me (NFSD especially, who have their entire POI). They also both share the same basic access, too (Security), so there's nothing stopping the Guard from waltzing over to NFSD and vice versa. Semi-related, sad to see the NFSD intercom in the Guard section didn't make the cut, as they have no direct channels to NFSD otherwise, but at least there's one in the office on the other side of the hall. And completely separately, I've just noticed that the decals for Cargo Bay 3 overlap the dark tiles on one side and are overlapped by them on the other. |
this office is actually intended as a shared nfsd/sec guard post, to be manned by either. I mainly just wanted to give them both their own secured docking access, as the reasoning behind the 'split'. Overall i concurr
The cargo bay area is mostly untouched from the original designer, but I can go in and alter the decals when I make my final pass |
So overall this just looks like a revamped trade outpost? Why the 1/2 chance to spawn one or the other? |
for variety? why not? |
Yeah I guess, but I'm imagining that trade outpost is just gonna remain a ghost town whereas the mall is gonna get all the action, but we'll see. |
Looks good. Will be a good test run having it 50/50, then we can see if it's worth removing/overhauling the old one in comparison |
my intent with the closed up shops is to be more heavy-handed doing the same thing the original is trying to do. So, players making shops and populating it a bit more might carry over to the original trade outpost, which is set up for the same kind of thing but just is a little lighter in its suggestions for it |
Overall, looks pretty good, I definitely like the shape and most of the layout. Especially the cargo area looks pretty cool, since you can easily reach and interact with the other cargo rooms, which I think was one of the big issues with the current trade station. but I had a few questions about this new layout. Mainly: Not sure how I feel about the big open area, it often goes unused since nobody knows its allowed to be modified and what modifications are allowed, but I guess it is nice to have a big space to do fun stuff in. The STC room could do with a water cooler. |
There does look like there's a small Cryo area up near the North end of the station, right next to the toilets. There's a pair of cryo chambers. |
Ah I see it. I expected it near medical however, so maybe something similar can be created instead of the toilets across from medical? |
the intent is to make people walk through the station to get to it. Same with having the ATM/shipyard console on the opposite end of the Cargo console. It may 'feel like a pain in the ass' but the intent is that you should walk all through the station with the goal of players having chance interactions in the hallways etc. As for the janitor/mail, we dont plan on removing them from frontier outpost, its more just another space that they can choose to use instead. |
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Went ahead and submitted some bits and tweaks on #2373, take a look when you can. |
* trade mall 2: the wrath of spess * fix my own decal mistakes * poi name to trade mall
Fixed warp point and metadata. |
About the PR
Adds an alternative trade outpost for some round variation. After lots of playtesting and feedback of the original outpost, this one aims to resolve some of the broader player feedback. Mostly of, it being too large and isolating of the areas, and while having lots of blank space to make player spaces is a sound idea, only the large abandoned atrium ever really got used.
Big thanks to mariusdemeier and trucy_deuxy for initial layout and design work.
TODO:
[ ] add cameras
[ ] modify kitchen dock (it needs 3 more tiles of clearance to fit a bocadillo)
[ ] power pass, make sure everything is properly powered (kitchen and atm area had issues)
Why / Balance
Variety/Feedback
How to test
Load up a normal (non-debug) round of frontier. There will be a 50/50 chance of it spawning. You may have to
restartroundnow
a few times if it doesnt roll right.Media
Requirements
Breaking changes
Changelog
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