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Adds a new indie ship - the Scarab-class Heavy Mining Ship.

Open Sadhorizon opened this issue 1 year ago • 4 comments

About The Pull Request

New ship, hooray! This one is kinda quirky - it's a mining ship, but without any miners. It's main focus is on the drilling mechanic, which means it has extended engineering and security.

TODO:

  • [x] ~~fix the airlock in the back~~ for the most part, it works. It's as broken as the AACs are.
  • [x] desc
  • [x] get the ballistic goggles in
  • [x] Do the bridge again.
  • [x] Newscasters
Screenshots:

scrnshot1

StrongDMM-2024-10-05 23 28 05

StrongDMM-2024-10-05 23 30 40

Main features:

  • Roundstart drill.
  • A Talos-style maint that can be used for engineering projects.
  • Strong guns for an indie ship - 1 Indie Cobra, 1 HP Hellfire, 2 HP Detective Specials.
  • Roundstart plasmacutters.

Crew manifest:

  • 1x Captain
  • 1x Foreman
  • 2x Technician
  • 2x Security Detail
  • 2x Deckhand

Desc revised by apogee <3

Why It's Good For The Game

This ship gives indies three new niches at once: drilling focus, engineering focus, potential for some sec gimmicks. Also has gear for salvaging. Also gives indies a Hardline ship at last.

Changelog

:cl: add: Added the Scarab-class Heavy Mining Ship /:cl:

Sadhorizon avatar Sep 16 '24 20:09 Sadhorizon

Minor note, but "clipper" feels sort of unfitting for this class, mining ship that she is. Historically the word referred to merchant ships designed to go as fast as possible while carrying a decent cargo, and a big chunky rig miner is almost the polar opposite. Something like "heavy mining vessel" or "drilling ship" might do the trick instead.

Apogee-dev avatar Sep 17 '24 04:09 Apogee-dev

This pull request has conflicts, please resolve those before we can evaluate the pull request.

github-actions[bot] avatar Oct 04 '24 06:10 github-actions[bot]

I assume the intent is something similar to the loading door for the smelter on the Delta, though as far as I can tell there's no switch to open it. There's also the fact the main airlock is there right above it, making it rather redundant. I'd prefer if replaced the you door with another wall.

It's a maintenance door in case belts get fucky wucky. Can't really deconstruct the smelter stuff rn so I figured it's the second best. Very much an edge case, but I think it makes sense lore-wise.

I'd suggest adding a captain's duster to the captain's locker for parity with other indie vessels.

I do not want them to have a western aesthetic. They are industrial-people, not cowboys.

Sadhorizon avatar Oct 05 '24 21:10 Sadhorizon

It's a maintenance door in case belts get fucky wucky. Can't really deconstruct the smelter stuff rn so I figured it's the second best. I do not want them to have a western aesthetic. They are industrial-people, not cowboys.

That's fair enough. It can be kept as is.

Gristlebee avatar Oct 05 '24 21:10 Gristlebee

I'd suggest linking the maintenance door for the ore belts to an access locked button on the foreman's desk or the bridge. It feels a bit odd to need to hack it open in order to fix your ship.

Nah. Fixing that part would be too rare to warrant a button. I think you say that because your cargo orders got stuck there, which is 100% an oversight.

Rest I'll fix later.

Sadhorizon avatar Oct 17 '24 05:10 Sadhorizon

Good to go, send it.

Apogee-dev avatar Oct 26 '24 01:10 Apogee-dev