Closed ThatOneGoblin25 closed 3 weeks ago
Hey @Kesiath, letting you know there's some proposed changes to your ship.
No medical beds (Only nomal ones), no medical kits, a single wall locker and that's it.
They will always spawn looking weird as spawners
No
No medical beds, no medical kits, a single wall locker and that's it.
Not even medical beds? Damn. As for the single wall locker it has the same fill as the medicine locker that's there.
They will always spawn looking weird as spawners
I personally think they look better than they do sideways because you get to see the screen.
No
Missed that one.
This is fine.
We avoid putting none table machines in tables since it cannot be done normally, need to be moved.
Fix grid atmos again?
Other than that I don't see anything else that might be an issue from the pictures, leaving this to another maintainer review and merge.
We avoid putting none table machines in tables since it cannot be done normally, need to be moved.
Alright.
Fix grid atmos again?
The tiles are like that intentionally, inspired by cluster station.
Shuttle misses cargo palettes which makes it impossible to get rewards from expeditions.
Ah so that's what there for, gotcha.
Air scrubber in "sauna" syphons out water vapor.
It's now just its own loop to simplify it. There's a portable scrubber if theres a ammonia buildup ever
The material reclaimer setup in custodian room is odd: it throws reclaimed usable materials into space.
Should be fine now, can still sort out the junk not reclaimed
MapRender of final ver Doesn't get the decals or diagonal walls right but oh well
way too many removals theres no reason to remove any of these, you are just making it so its not even worth buying this ship anymore whats the point of buying this ship after you removed all the roleplay value?
previously people had the reason to hire a bartender and a cook for roleplay, if this PR gets merged, they no longer need to
you replaced entirety of kitchen with a useless boxing room that adds nothing expect of reducing ship value and roleplay value
additionally, KC anchor is previously known as the only ship who has a dedicated room for a chaplain, not anymore
these changes feel like it was made to remove all roleplay value and discourage players from ever buying the ship
i dont have any issue with the "medical" or "powergaming" side of changes
you should not remove roleplay value, theres no reason to completely stop people from trying to be a chef, botanist or a bartender and force people to either "oooh you can find it in a exped" or "ooh just buy a bar shuttle" no no
I was told for any rework merge to be accepted I had to completely remove all vendors, kitchen and botany. As well as match the Gourd merge in terms of how bar should be (one booze-o-mat and booze closet).
additionally, KC anchor is previously known as the only ship who has a dedicated room for a chaplain, not anymore
I didn't actually know this, I'll revisit adding more for chaplain
you replaced entirety of kitchen with a useless boxing room that adds nothing expect of reducing ship value and roleplay value
Boxing ring felt like a cute rp idea for hard-headed mercs to sort out disputes for reward claiming. I also thought it would be a nice addition since the dedicated boxing ring ship, Knuckleverse was recently removed.
This medical locker should probably not be filled.
Dvir informed me I was allowed to have one filled medicine cabinet on the ship. I think it's fine to have a tiny amount of meds of a expo ship this large.
The ship doesn't need this many cargo pallets... You can probably reduce it to 4 or even 2.
I'll reduce it to 4 in the corner
Random arcade spawner has a chance of spawning a filled space villain arcade game. You can win plushies from it. I'd suggest replacing the spawners with an empty space villain arcade and an NT block game (facing west).
Alright.
Beyond that, I can't see any technical issues with the ship. With so much being removed, unfortunately it feels like a big, dead space that doesn't really offer anything. I'm not sure who would really pick the Anchor, but if it's fine to have a mostly purposeless huge ship, then alright.
Yes unfortunately having to remove botany, kitchen and medical makes this ship quite a bit lackluster, it was a requirement for any approval from Dvir for it to lose it's multirole. However, for its size it's relatively cheap and if any crews want to set up their own space for stuff they have a plethora of options. I considered adding a salvage bay but I didn't really feel like it fit. If you had any suggestions to give it more purpose I'm welcome to suggestions, I just felt like this ship was too iconic to just leave removed.
Dvir informed me I was allowed to have one filled medicine cabinet on the ship. I think it's fine to have a tiny amount of meds of a expo ship this large.
Fair enough, then. If Dvir said you can have meds, you can have meds. :)
Random arcade spawner has a chance of spawning a filled space villain arcade game. You can win plushies from it. I'd suggest replacing the spawners with an empty space villain arcade and an NT block game (facing west).
Just asking so I know, what's wrong with being able to win plushies from an arcade machine?
Just asking so I know, what's wrong with being able to win plushies from an arcade machine?
I must issue a correction: I forgot that these machines on Frontier give you prize tickets that you can cash in at Crazy Casey's Casino and honestly, thinking more about it, it doesn't really matter. It's fine, I'm sorry. The south-facing thing is more troubling. It looks super weird!
Added a Chaplain EVA locker and belt
Replaced loose AME fuel with locker
Reduced cargo pallets to four, rotated arcade machines and other very minor decal things
About the PR
Why / Balance
Good ship that needs a good update to return to the shipyard.
Media
Changelog :cl: