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Roundflow & Transportation#104

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Roundflow & Transportation#104
Teasq wants to merge 1 commit into
funky-station:mainfrom
Teasq:roundflow

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@Teasq

@Teasq Teasq commented May 27, 2026

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Document discussing:

  1. Arrivals & Evac (mapping)
  2. Arrivals & Evac (shuttle and round-end shuttle)
  3. Service events in relation to proposed changes

@Teasq Teasq marked this pull request as draft May 27, 2026 23:00
@mkanke-real

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This is such a improvement mood wise on how round start and end happen. Willow and I have already talked about how we want to see arrivals and evac and centcom merged and just not having to deal with the arrivals shuttle at all would make mapping it all a hell of a lot easier.

@Teasq

Teasq commented May 27, 2026

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would make mapping it all a hell of a lot easier.

Yes!! This is one of my primary motivators for even making this document. It opens up many new opportunities for map-making.

@Dusty-Plant

Dusty-Plant commented May 28, 2026

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Really glad to see this doc PR up!
One concern I have is the merging of arrivals and evac as a large airport.
Evac works in a very particular way and sometimes requires specific docking layouts or surrounding structures to ensure it docks correctly; therefore merging it with a second docking arm structure to turn it into a dedicated arrivals/departures area might be impossible or require huge refactors depending on the map.
I believe the airport aesthetic can still be achieved by turning arrivals into a second docking arm (or merging the docking arm with it like one can see is the case on box or bramble) and giving it the airport feel and ability to recieve many visitor shuttles.
To reiterate, the removal of arrivals already adds a lot of space, there seems to be no real need to merge it with evac and the evac dock often requires particular dimensions.
Otherwise I love all the ideas in this doc, if this gets applied to the game we will have better RP all around.

@Dusty-Plant

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Oh also, I think you might want to add details on how the end of round functions. For example, if there is a cosmic cult actively ushering the end, the end of round should not trigger. Other things such as the ability for traitors to keep pursuing their objectives or the like should also be adressed (there won't be much winding down if someone puts a pipe bomb in the cake, although it would be very funny), and the fact that the "escape alive and unrestrained" objective should turn into "live to see the end of shift unrestrained".

@Teasq

Teasq commented May 28, 2026

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Oh also, I think you might want to add details on how the end of round functions. For example, if there is a cosmic cult actively ushering the end, the end of round should not trigger. Other things such as the ability for traitors to keep pursuing their objectives or the like should also be adressed (there won't be much winding down if someone puts a pipe bomb in the cake, although it would be very funny), and the fact that the "escape alive and unrestrained" objective should turn into "live to see the end of shift unrestrained".

Oh yeah I had a feeling I'd forgotten something. I'll address prospective antagonist changes in a bit.

area named Arrivals & Departures, which would ideally be a large airport-like area, with various docking ports to
accommodate shuttles or emergency evacuation in case it needs to be called.
2. The arrivals shuttle. The arrivals shuttle would no longer exist, instead being replaced by various cryosleep areas
around the station: in arrivals & departures and dorms (and potentially more that I cannot think up currently).

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Probably worth having a couple in medical both because its where SSD people generaly get dropped off, and because IC it lets you get a checkup before heading out to your job

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4 participants