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A few terrible mechanic-related ideas


Midaychi

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Mechanics are a neat idea, but the lack of development in space pod functionality and the lack of things to really explore leaves this job usually vacant. (Yes I know both of these are planned to be updated/changed at some point in the far flung future)

 

So, what if these sweeping changes happened:

 

1. Mechanic area was expanded a little to include the assembly line

 

2. The pod bay functions as a pod bay as it always has, but the new mechanic garage that replaces the assembly line has a few new fancy machines:

- The mechanics fabricators

- Mechanics core console

- Mechanics lift (think the lifts you put cars on in repair garages)

- Customizomatic and wash device

- Key fabber

 

3. The rideable vehicles, like trains and paramedic ambulance and the janicart, etc etc, were made destructible and damageable. Also able to be dragged around if you do a process on it with some simple tools (basically disengaging brakes and stuff). Carts that are too damaged will violently eject their passenger and wreck, and the wreck can be dragged around.

 

4. Functionality of machines:

- The mechanics fabricators can build parts for constructing new carts as well as customizing and/or repairing existing ones. Basically a robotics fabricator but for rideable devices.

 

- The Core console is basically the same as robotics; you can synch it and link it to devices and higher tech levels from research means more designs in the fab.

 

- Mechanics lift: Park frames on this to start constructing them, park existing vehicles on it to customize them with new parts/replace or remove existing ones, and place wrecks or damaged carts on it to repair them.

All these things require normal tools, but just require them to be on the lift and the lift to be raised so you can begin the steps.

 

- Customizomatic and wash device: It's basically a fancy spraypainting device that also cleans any grime or dirt or blood that some careless assistant might have gotten on it while getting in your way.

 

- Key fabber: This device is for recovering keys of vehicles that have been lost, or generating new ones for vehicles that you want to steal, etc. You drag the cart to this device's pad, and then play a logical minigame on the computer next to it. If you succeed, you can print out a key that matches the specific cart and use it. If you fail a couple times in a row, then there's a safety lockout you have to wait for before trying again.

 

5. Ideas for new carts and customizable parts.

 

I have my own ideas but I'd rather just let other people reply to this post with their own. Scrubbers on the janicart? Rotating chainsaw wheels? Fire fighting cart? Mounted jukebox? Cart that carts carts? I dunno.

 

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This sounds like a good idea. (Except the chainsaw wheels)

Giving the mechanic the ability to build vehicles ,keys and customize them would be nice. No more clowns breaking in and stealing vehicles.

 

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Having the mechanic part of the old line would be great. If the solars next to it were moved up, the weird long corridor could be removed and the pod area could be part of the line.

Engineering would need an area to build stuff so a construction area would have to be made somewhere. (Close as possible to engineering though.)

To make pods more useful/give engineering a way to EVA, maybe some kind of airlock could be added to where the engineering escape pod is. The corridor would need to be wider and a few sets of blast doors would be needed so nuke teams can't just stroll into engineering.

 

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Having the mechanic part of the old line would be great. If the solars next to it were moved up, the weird long corridor could be removed and the pod area could be part of the line.

Engineering would need an area to build stuff so a construction area would have to be made somewhere. (Close as possible to engineering though.)

To make pods more useful/give engineering a way to EVA, maybe some kind of airlock could be added to where the engineering escape pod is. The corridor would need to be wider and a few sets of blast doors would be needed so nuke teams can't just stroll into engineering.

Engineering has a shuttle that takes them to a construction area now.

 

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A firetruck for atmos would be great. Atmos really needs a foam tank and a new of extinguisher. Spraying areas with foam should stop fires from spreading there for a good bit of time.

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Why the hell would there have to be "drawbacks"?!?

Plasma/fuel fires are horrible to fight, just keep the number of foam tanks pretty low and theres no problem!

 

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Fires are incredibly lethal and devastating and need quick and decisive action, not 'drastic thinking'.

The fire truck's drawback could be it's specialisation. It's very good at fighting fires and nothing else.

 

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Why the hell would there have to be "drawbacks"?!?

Plasma/fuel fires are horrible to fight, just keep the number of foam tanks pretty low and theres no problem!

 

Realistically there's draw backs and this would make foam OP. Yes plasma fires are meant to be hard to fight but they shouldn't be this easy, after all lets think of this in a physics manner, spraying some foam which is kind of a solid into a room filled with flammable gas wouldn't do a thing, if anything the foam would just evaporate, never mind not being able to actually stick to the fuel or suffocate the flames.

 

This causes the crew to think drastically in a plasma fire and maybe even think about venting a deck (Spacing I mean)(if they had sense which they never do and think that doesn't work).

 

However, It would work against fuel fires and it could work as a fire extinguisher cleaner hybrid in the way that it could put out fire as well as remove any welder fuel spills. That way it effectively fights fuel fires. That way foam tanks wouldn't need to be so scarce either, if they were effective against plasma fires then by all means definitely keep them to a minimum. Maybe if there was some sort of firefighter or hazard control role then it may be a viable option to include both of them plus a CO2 extinguisher that could perhaps work against plasma.

 

Ok, not even going to bother debating " everything needs balance!" Please stop.

 

 

Ok, lets look at each type of extinguishing agent if it was used on plasma fires:

 

Using water to extinguish plasma fires really shouldn't work at all. Water works by removing heat, therefore disrupting the fire tetrahedron. Plasma fires burn really, really hot and water should really be useless on them. (Water can displace oxygen when it vaporises but a tiny extinguser doesn't have to capacity for that.)

 

Here is foam being tested to suppress huge aviation fuel fires:

 

 

It works by either pulling oxygen into the foam or isolating the fuel from oxygen.

Using foam would work pretty well, spraying it around a burning room would help cool the burning mix and then pull the oxygen into it as it settles.

 

For carbon dioxide to work you would need to flood the entire room. Largely useless.

 

What does this all mean for our Spess Maan Sim?

Water would be more effective at cooling hot areas while foam would be better at directly extinguishing plasma/oil fires.

 

 

Welp, theres my barely coherent rant for the day.

 

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To the heart of the matter; You can design something in the way that can be positive without needing to also develop a counterbalance negative. Developing a counterbalance is just only one of many ways game designers approach things.

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Vent into space=syphon air. Much simpler and better for atmos. No loss of gas.

 

I like to spray areas that are hot but not burning as I enter the room. I don't think it has any affect on the rooms temp but it looks cool and gives more of a job. I agree that water should do an ok job at cooling hot air while foam would be better for directly extinguishing fires.

 

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