InstantRamen Posted August 24 Share Posted August 24 (edited) What would you like to see: 1. The addition of a room directly next to the engine room that acts as the "gravity generation room", with this also being added to the consoles navy can use as a power-able mechanic. No, not the ones like on the interdictor but the gravity generator for the ship itself so when we jump we don't go flying around because we're in space. But if it was turned off via the generator room then the navy's consoles would become useless. And if it were to be turned off directly or all power were to be drained from the generator via the console on the bridge then the gravity would be set to a very low value. Not 0 because then it would be impossible to do anything but just a very low value of gravity just in case minges mess with it. 1a. The addition of the generator room itself. Right now, there is a bunch of unused empty space in the engine room. We could put that to use by adding a second room that is separated by a wall and activating the door that is permanently shut over pits (Image 1). Now you might be asking "Why not just add a fourth console to the engine room and make that the gravity generator?" Well, that's because the engine room and the gravity generator are completely separate things and it would also be cool to have another room added. I'll leave the design up to the community's suggestions and what the devs want to do. But if you have any ideas of where to put the gravity generator beside a room next to the engine room, please reply to this. My Idea (Image 2, The drawn blue wall represents the actual wall that would be placed there to separate the rooms). And yes, after calculations its possible to connect that door to the generator room without destroying part of the engine. If possible I would also like the second room expanded because there is a little room for expansion from the left of the isd to the current wall of the current engine room (Image 3). 2. When the engine button is pressed that turns off the engine the lights throughout the ship are also turned off, like the Anaxes map. The same mechanics from suggestion 1. would also be applied. With the addition of a lights mechanic in the navy's consoles on the bridge and turning it off directly overriding the consoles. 3. The addition of a second sim room again, like the one on Anaxes. Instead of moving the sim room currently connected to turbolasers, we would add a second larger one that has a teleporter to under the map. The reason why I don't want to remove the turbolasers sim room is because there are a lot of important dupes there that are still used for tryouts and sims. How would it help the server and/or the player base: It would give GMs new components of the ship to use for events, use as in spawn rebels there, etc. It also reinforces the idea that the bridge is the most important sector and that it should be never lost. It also creates opportunities for more places to keep protected during events. Outside of events it also creates passive rp for any engineer regiments to inspect and fix any malfunctions in there if found. Do you think this suggestion will help the server as a whole: Yes. The layout of the images loaded incorrectly, the top one is image 2, the middle one is image 1, and the one on the bottom is image 3. Edited August 24 by InstantRamen Link to comment Share on other sites More sharing options...
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