Add Emergency/Back Up Mini-Tcomms Near Bridge

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Surrealistik
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Add Emergency/Back Up Mini-Tcomms Near Bridge

Post by Surrealistik » 30 Dec 2016, 17:13

Summary (a quick, 2-3 sentence summary):

Per subject.

Benefits (How this will benefit the server and game as a whole):

Stops Tcomms from being so easily and effortlessly cut and disrupted, all but guaranteeing a marine loss if marines cannot contain at the ladder due to the complete lack of coordination that results (which marines are dependent on as the more teamwork orientated faction).

Details (Description of how you think this would work, the benefits, etc):

Add a small tcomms station either as an addendum to the bridge, or in the small maintenance section between the MP station and the southeast section of the bridge.

Alternately make station bounced radios and intercom independent of tcomms (because they should be, even if they can only broadcast to/from the same area).

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

Mapping.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.

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KingKire
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Re: Add Emergency/Back Up Mini-Tcomms Near Bridge

Post by KingKire » 30 Dec 2016, 17:16

i would be for the bounced radios and intercoms suggestion, i feel like if anyone decides to cut the radio, they should be rewarded with the radio disruption, but if marines are smart and play around it with the intercoms and such, the marines should be rewarded that way as well.
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Sarah_U.
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Re: Add Emergency/Back Up Mini-Tcomms Near Bridge

Post by Sarah_U. » 30 Dec 2016, 17:22

For station bounced and intercom it'd actually be annoying to do it maping-wise as it requires to be on the same Z-Level and requires a network. Would require coding to make them independant broadcasters and receivers.
(Receiver gets the signal(s), push them to linked devices, they're filtered, then broadcasted)
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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IgnisCorvus
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Re: Add Emergency/Back Up Mini-Tcomms Near Bridge

Post by IgnisCorvus » 30 Dec 2016, 17:24

But marines can use wall radios and the commander can use the comms console to give orders too.

I think that if marines lost the battle in the lower deck, they are doom and his only option is evac, cry and/or pray for reinforcements. Also, it takes time destroy comms and if i am not wrong, xenos cant destroy the machines and computer.

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Re: Add Emergency/Back Up Mini-Tcomms Near Bridge

Post by Jroinc1 » 30 Dec 2016, 18:06

Station-bounced radios and intercoms ARE independent of tcomms.

If you REALLY want a backup tcomms, build it yourself. I believe I gave step-by step instructions on that. If you don't wanna take the time, just mass-fab station-bounced radios at the autolathe.

-1
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Surrealistik
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Re: Add Emergency/Back Up Mini-Tcomms Near Bridge

Post by Surrealistik » 30 Dec 2016, 18:22

Jroinc1 wrote:Station-bounced radios and intercoms ARE independent of tcomms.
No they aren't. I've discovered this the hard way multiple times. Station bounced and intercoms can be taken out completely, such as in that game last night where the marines lost because no one posted guard at Medbay.
If you REALLY want a backup tcomms, build it yourself. I believe I gave step-by step instructions on that. If you don't wanna take the time, just mass-fab station-bounced radios at the autolathe.

-1
In practice no one ever does, and I am only authorized to do this if I'm Engineering anyways, and get approval from Command.
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
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Utility PFC Guide

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Sarah_U.
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Re: Add Emergency/Back Up Mini-Tcomms Near Bridge

Post by Sarah_U. » 30 Dec 2016, 18:24

Taking out Tcomm actually horrendeously hinder the independant comms for some reasons, is what I found. Thus it is quite clear Tcomm have a certain influence on the mechanic.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler

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Jroinc1
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Re: Add Emergency/Back Up Mini-Tcomms Near Bridge

Post by Jroinc1 » 30 Dec 2016, 18:48

Will do further testing on the matter when I play CE next. Withholding further comments till then.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Snypehunter007
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Re: Add Emergency/Back Up Mini-Tcomms Near Bridge

Post by Snypehunter007 » 06 Apr 2017, 19:41

Old topic, lack of support.
Snypehunter007 wrote:
Asking this to be locked.
Reached "Leet" post status on 3/14/17.
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forwardslashN
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Re: Add Emergency/Back Up Mini-Tcomms Near Bridge

Post by forwardslashN » 09 Apr 2017, 12:27

We are reworking the comms setup soon(tm). Resolved.
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