Tunnel System Improvements

Locked
jameskiller98
Registered user
Posts: 7
Joined: 07 Jan 2015, 22:00

Tunnel System Improvements

Post by jameskiller98 » 30 Jul 2015, 03:15

CM Version (Alpha):

Summary (I think that Hivelords should be able to see when they can build a new tunnel and that tunnels should be given numbers or allow hivelords to name them..):

Benefits (This will make planning tunnels easier and make it easier to explain which tunnels are which. This will add more mobility to aliens and overall help them communicate without having to give complex directions that subtract from the game.):

Details (It's pretty self explanatory but in the case of naming them I would say just have a pop up box show up like in the case of you saying something.):

Implementation (Optional, if you have an idea how to implement it):

User avatar
Biolock
Donor
Donor
Posts: 919
Joined: 09 Apr 2015, 16:23
Location: Boulder, Colorado
Byond: Biolock

Re: Tunnel System Improvements

Post by Biolock » 30 Jul 2015, 03:24

Ahh I can see it now.

Hivemind, Hivelord (69) hisses, 'Crawl down "ur moms ass" to get to the hive'.

Hivemind, Runner (209) hisses, 'Sister, mother will be very displeased with that title'.
I'm stressing way too hard about what to put here, so I'm just gonna leave it blank.... or....

jameskiller98
Registered user
Posts: 7
Joined: 07 Jan 2015, 22:00

Re: Tunnel System Improvements

Post by jameskiller98 » 30 Jul 2015, 04:09

how about instead of the naming system then we have the tunnel automatically be named where it is placed
such as swamps or other northern caves

aphotic
Registered user
Posts: 24
Joined: 25 Jul 2015, 04:22

Re: Tunnel System Improvements

Post by aphotic » 30 Jul 2015, 06:30

Naming tunnels is a necessity and honestly, without it, the system isn't especially useful. When you lay down a tunnel it should just give you a pop-up field with "name tunnel entrance" and "name tunnel exit."

User avatar
Feweh
Donor
Donor
Posts: 4870
Joined: 24 Feb 2015, 19:34
Byond: Feweh

Re: Tunnel System Improvements

Post by Feweh » 30 Jul 2015, 11:17

Biolock wrote:Ahh I can see it now.

Hivemind, Hivelord (69) hisses, 'Crawl down "ur moms ass" to get to the hive'.

Hivemind, Runner (209) hisses, 'Sister, mother will be very displeased with that title'.
Potentially one of the best things youve ever said on CM

User avatar
coroneljones
Registered user
Posts: 1350
Joined: 15 Oct 2014, 12:46
Location: SPESS!

Re: Tunnel System Improvements

Post by coroneljones » 30 Jul 2015, 14:22

Biolock wrote:Ahh I can see it now.

Hivemind, Hivelord (69) hisses, 'Crawl down "ur moms ass" to get to the hive'.

Hivemind, Runner (209) hisses, 'Sister, mother will be very displeased with that title'.
Dammit bio,my sides
I am Crornel Jrones, grorious admin of Coronial Mahreens. U ar arr nast Trorr and will be ding dong bannu. U critizize Xenos? Ding dong Bannu. U no rike grorious adminnu? Ding dong Bannu. U comrpain about Marine nerfs? Dingdong bannu. U comprain about grorrious adminnu? O yoo betta bereev dat's a bannu. It has come to my Grorrious attention dat nasty trorr has been imidatingu me on serveru, dis is a shamfrul dispray and unacceptaboo so dey ding dong bannu. End of Rine -----------------Rine ends here.'
-Credit goes to SovietCyanide
Image Image

User avatar
Surrealistik
Registered user
Posts: 1870
Joined: 04 Jul 2015, 17:57

Re: Tunnel System Improvements

Post by Surrealistik » 01 Aug 2015, 22:02

+1. Each tunnel should feature the name of its destination and the coordinates of that destination automatically.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.

Field Engineer Guide
Medbay Guide
Utility PFC Guide

User avatar
Feweh
Donor
Donor
Posts: 4870
Joined: 24 Feb 2015, 19:34
Byond: Feweh

Re: Tunnel System Improvements

Post by Feweh » 01 Aug 2015, 22:41

Surrealistik wrote:+1. Each tunnel should feature the name of its destination and the coordinates of that destination automatically.
Oh ya... this is a much better idea... silly us.

User avatar
TopHatPenguin
Community Contributor
Community Contributor
Posts: 2383
Joined: 14 Dec 2014, 18:06
Location: Forever Editing The Wiki.
Byond: TopHatPenguin
Contact:

Re: Tunnel System Improvements

Post by TopHatPenguin » 01 Aug 2015, 22:44

Surrealistik wrote:+1. Each tunnel should feature the name of its destination and the coordinates of that destination automatically.
SO.. eh.. i'm not an expert but i'm fairly sure the aliens don't have a GPS so maybe not the coordinates but the name of the area sure.
Shit cm memes: Image
Image
Image
Image
That guy called Wooki.
Resident Santa.
(THP)

User avatar
Surrealistik
Registered user
Posts: 1870
Joined: 04 Jul 2015, 17:57

Re: Tunnel System Improvements

Post by Surrealistik » 02 Aug 2015, 00:35

Coordinates are there so you can differentiate between the relative positions of different tunnels in the same area.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.

Field Engineer Guide
Medbay Guide
Utility PFC Guide

Kinrany
Registered user
Posts: 48
Joined: 03 Mar 2015, 17:38

Re: Tunnel System Improvements

Post by Kinrany » 01 Sep 2015, 07:36

Bump.
Coordinates should be relative, so that they give you direction and distance. For example, if exit is 10 tiles to the right from the entrance, it'll be (0,+10).

UNDUS
Registered user
Posts: 66
Joined: 15 Aug 2015, 14:45

Re: Tunnel System Improvements

Post by UNDUS » 01 Sep 2015, 08:16

It would be cool if a tunnel could have more than one exit, and if those exits could be selected from a menu (and named by the hivelord). Like ventcrawling.

User avatar
Mitchs98
Registered user
Posts: 662
Joined: 23 Jan 2015, 21:56

Re: Tunnel System Improvements

Post by Mitchs98 » 01 Sep 2015, 15:13

+1. Moar use for tunnels. Everytime I've played ayylien and tried to use tunnels, it was a utter mess of popping in and out multiple times.

User avatar
northcote4
Registered user
Posts: 357
Joined: 31 Jul 2015, 10:18

Re: Tunnel System Improvements

Post by northcote4 » 02 Sep 2015, 12:16

+1 for naming tunnels. Though I do believe examining tells you where the pop out, I s'pose it's not always viable.

What of the prospect of tunnels functio ning like vents? All tunnels being connected underground so you could enter any of them (similar to vent-crawling) and pop out at, say, Northern Barrens [2]?

Though I s'pose they had a reason to toss that out when first designing tunnels to begin with.
The story of Edgardo and A Guy Named Squid. Good read. Greentext ahoy. - https://1d4chan.org/wiki/The_Ballad_of_Edgardo

The almighty Dr FrankenBaldie, creator of horrors such as the yautja-human hybrid, the yautja-space carp hybrid and the human-permaban hybrid. Know his name and know despair.

Runner up in a high-stakes game of poker.

Honourary Helldiver, courtesy of a drop-pod malfunction.

http://picosong.com/xdmj

Locked