Rishi Titan Development Survey

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In case you just want to hit that survey, here it is: https://docs.google.com/forms/d/e/1...Bq70JHySWw/viewform?fbzx=-1785779322822289687

So in the interest of letting everyone know this time what's being changed and whats being looked at in reference to the Rishi changes, I thought I'd make a post detailing some of the changes and bugs that are getting fixed in the next version, and why some other things got changed in the last patch that weren't otherwise addressed. Nothing below this line is set in stone however, and if you feel strongly about any of the below changes, be sure to make that clear in the feedback form.

List of past changes:
RC/CD/etc spawn rooms were moved to the location of other spawn rooms to allow EE's that were heading towards CC to not run directly into said RC/CD as they were spawning. They can go round TB2 way now, but it still seemed unreasonably close to objectives. Also, it was changed to take away the large bunks room from the wookies, because I hate wookies.
Jedi were given a new holocron room because the old one was just godawful. Plus, -8 or so perma props.
Acclemator escape pods were updated to actually work! Also, exiting said escape pods also works instead of placing you in a wall. The wonders of technology.

List of Bugs:
Doors in whiskey not showing up
Bugged door object in the navy lookout area
Staircases that have texture problems when doubled up
General polish pass on certain materials/walls
Making sure all lights turn off if AIC power goes down

List of Changes:
Moving a certain door back to a certain corridor
Fixing some of the teleporters so that local relative positions are saved, and less people get stuck (this has already been implemeneted in the train station teleporters, and its worked so well that no-one noticed)
Getting rid of them dang acclemator prop doors for some good ol' fashioned func_doors (which should always open when you approach, and not have to finish their closing animation)
Replacing the prop 'glass' infront of the door controls in MH with a func_breakable that blows up with explosives - remove permaprop, gain functionality
Depending on the state of the vents, possibly some more air vents with some fun mechanics with blowing air around
AUX, detailed below
Door power, detailed below

List of things that could get removed if space is needed:
Medic spawn room in medbay
Water treatment plant + teleporter room
Two jedi spawn rooms, old jedi holocron room, some of the decoration around jedi temple
The locker room and adjoining shower room (with its 50 props, I'm really wanting to kill it off. They're all static props, but so so unnessecary. Also, we can get rid of the *picture* in there, along with the perma prop constantly covering it)

There following are two big changes which are probably somewhat controversial, so please read the below if you have strong opinions on aux/CC/AIC.

The first is the Aux hangar. Theres two things that I/others take issue with over aux, and that is it being too far away, and too high up - both the elevator and staircase take too long. Theres also the fact than EE's have *too* easy a time getting to CC - theres no regiment stationed along the aux->CC corridor. I don't want to remove it, but I do want to fix it in some way. The solution is fairly easy: OMNI DIRECTIONAL HANG-, ahem, an upwards facing hangar would allow the hanger to be much closer and lower down than it is now, so a smaller elevator/smaller staircase is needed. I would change the massive staircase to lead to GM's current battlestation, and also include a smaller staircase next to TB1 that also leads up to aux, keeping the elevator as well. If I had the space after this, I would add in a ladder/maintenance shaft system that takes people up to the exit of aux, where controls/etc can be accessed to open/close the hangar RS, also allowing people to get to the outside through aux without ghooks. Might possibly connect this to the vent network. This all means that EE's would have to go straight through GM instead of being able to ignore them, and no-ones having to trapse too far. As a side note, I would also put a control in a navy area to control the aux HB.

The second is one of two options that EE's could have to get to CC. Right now, I believe the vent system is being used less because of the relative closeness to troopers spawns the vents are, and so its a greater risk to go get in a vent than to run to CC the tb1/other way. However, there needs to be some kind of way for EE's to knock down the door to CC, not just involving RP. Talking with some 327/CG, I've decided to try and remove the part of the vent system leading to CC, or perhaps add in a locked gate in said vent system that stops it from being used. Additionally, I would add in a way for all doors to be opened + disabled. This would be through attacking the AI core, and could be one of/both of turning off power in AIC, or from flipping much easier to access breakers in AIC/near there that can only be turned back on in 5 or so minutes. This idea ultimately came about because of CG saying they generally didn't man that checkpoint - something which I have seen to happen a couple of times since then, to pretty good success - so I am still pondering this idea. Going along with this could be moving the entrance to AIC to inside the base - I'm aware theres one already, but afaik its rarely used. Again, suggestions on this will likely have a great affect - I'm not sure exactly what it'll end up as right now.

Lastly, a small PSA on why things get removed to add in other stuff. Forest SIM has been the first casualty, and gave us the option to add in AUX, Sith temple, and other improvements. This is because Gmod has a vertices limit on its maps - essentially, you can only have so many walls, floors, ceilings etc. There are ways around this limit, and these are being employed in the map a LOT, but the more you do this generally, the more laggy the map becomes. Wanting to avoid that, stuff is getting deleted instead.
This also ties into what will be a successful suggestion. As a general rule, functionality is free - for example, I was able to add the bacta tanks healing in the medbay, new doors, and kill triggers into the map for no cost, since it's all, complicated or not, just functionality. Only new rooms, corridors, outposts etc, take up space. So if you want to suggest something new, just know that if you're asking for functionality it'll get into the map a lot easier than new rooms will.
 
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