Tramstation 2
- TheSmallBlue
- Joined: Thu Oct 31, 2019 3:55 pm
- Byond Username: SmallBlue
Tramstation 2
I wouldn't be the first to admit that tramstation isn't prefect.
Anyways completely unrelated what if we made a second map with a tram? It's weird that we implemented an entire tram system only to be used in a single map, so here's my idea:
Two asteroids connected only and solely by two different trams that go through the open space in between the two asteroids.
Here's a crude drawing of what I mean:
I originally thought of this as a joke when in Manuel someone mentioned a Tram 2 but I actually really like the idea, it'd lead to some interesting possibilities.
Imagine a traitor somehow manages to deactivate both trams, practically slicing the station in half. Imagine cultures forming around which side of the station your department's from. Imagine a nukie ship parking in the middle of them, making them able to shoot into whichever side while also making the crew be able to easily surround their ship.
The main problem would be balancing. Since the station is so easily divisible, EVA suits should be plentyful and easily grabbable. Basically, in the "tram stations" there should be a room with at least half of EVA worth of space suits.
Also, how would the evac shuttle arrive? Would we have to code in two whole different shuttles? Should the shuttles just land in the middle and make it so that when the shuttles arrive, each tram transforms into a sort of bridge between one side of the station and the shuttle itself? (thats a sick idea actually).
There's also the issue of how the departments would be divided up. There are 5 departments in the game, an odd number, hard to divide by 2. We could have Science and Medical on one side, and Engineering and Cargo on the other, then have each half have their own security department, one having perma, the other having the lathe, both having holding cells.
Bridge could also be divided by two with the HoP line and conference room being on one side, and cap's quarters and the main room on the other. Iunno im talking out of my ass here.
Thoughts? Prayers?
Anyways completely unrelated what if we made a second map with a tram? It's weird that we implemented an entire tram system only to be used in a single map, so here's my idea:
Two asteroids connected only and solely by two different trams that go through the open space in between the two asteroids.
Here's a crude drawing of what I mean:
I originally thought of this as a joke when in Manuel someone mentioned a Tram 2 but I actually really like the idea, it'd lead to some interesting possibilities.
Imagine a traitor somehow manages to deactivate both trams, practically slicing the station in half. Imagine cultures forming around which side of the station your department's from. Imagine a nukie ship parking in the middle of them, making them able to shoot into whichever side while also making the crew be able to easily surround their ship.
The main problem would be balancing. Since the station is so easily divisible, EVA suits should be plentyful and easily grabbable. Basically, in the "tram stations" there should be a room with at least half of EVA worth of space suits.
Also, how would the evac shuttle arrive? Would we have to code in two whole different shuttles? Should the shuttles just land in the middle and make it so that when the shuttles arrive, each tram transforms into a sort of bridge between one side of the station and the shuttle itself? (thats a sick idea actually).
There's also the issue of how the departments would be divided up. There are 5 departments in the game, an odd number, hard to divide by 2. We could have Science and Medical on one side, and Engineering and Cargo on the other, then have each half have their own security department, one having perma, the other having the lathe, both having holding cells.
Bridge could also be divided by two with the HoP line and conference room being on one side, and cap's quarters and the main room on the other. Iunno im talking out of my ass here.
Thoughts? Prayers?
- san7890
- In-Game Game Master
- Joined: Mon Apr 15, 2019 8:12 pm
- Byond Username: San7890
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Re: Tramstation 2
The problem with this is that Trams don't retain atmospherics. The initial idea was to have the Tram go outside into space, but the Tram item is unable to "hold air".
Simultaneously making both the best and worst jokes on the internet. I like looking at maps and code. Learn how to map today!. You may rate me here.
- TheSmallBlue
- Joined: Thu Oct 31, 2019 3:55 pm
- Byond Username: SmallBlue
Re: Tramstation 2
Why not make it work like the shuttle? As far as I know the shuttle straight up disregards atmospherics until its in space, i've seen breached evacs while the shuttle was perfectly aired
- MMMiracles
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- Imitates-The-Lizards
- Joined: Mon Oct 11, 2021 2:28 am
- Byond Username: Typhnox
Re: Tramstation 2
If they just took current tram and stretched it out by 100 tiles (50 tiles for both tram sections) and filled the center with just more maints/underpass/antag hidey rooms, it would be perfect, in my opinion.
Literally, mappers, just copy the left, middle, and right section, and place them further apart, and fill in the gaps. That's all it takes to make Tram good. Please.
Literally, mappers, just copy the left, middle, and right section, and place them further apart, and fill in the gaps. That's all it takes to make Tram good. Please.
- cocothegogo
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- Location: Brazil
- san7890
- In-Game Game Master
- Joined: Mon Apr 15, 2019 8:12 pm
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Re: Tramstation 2
Damn I Wonder Who Made That Mapcocothegogo wrote: ↑Wed Sep 21, 2022 1:19 pm see this map
https://tgstation13.org/wiki/CereStation
literally hell
Simultaneously making both the best and worst jokes on the internet. I like looking at maps and code. Learn how to map today!. You may rate me here.
- cocothegogo
- Joined: Tue Nov 25, 2014 10:11 pm
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- TheSmallBlue
- Joined: Thu Oct 31, 2019 3:55 pm
- Byond Username: SmallBlue
Re: Tramstation 2
You seem mistaken, this thread isn't about tramstation, it's about a hypothetical Tramstation 2, The Squeakel.Imitates-The-Lizards wrote: ↑Wed Sep 21, 2022 7:34 am If they just took current tram and stretched it out by 100 tiles (50 tiles for both tram sections) and filled the center with just more maints/underpass/antag hidey rooms, it would be perfect, in my opinion.
Literally, mappers, just copy the left, middle, and right section, and place them further apart, and fill in the gaps. That's all it takes to make Tram good. Please.
The sole problem with Cerestation was its lack of trams. Just add trams. Tramstation 2 does not have this problem.cocothegogo wrote: ↑Wed Sep 21, 2022 1:19 pm see this map
https://tgstation13.org/wiki/CereStation
literally hell
- TheFinalPotato
- Code Maintainer
- Joined: Sun Oct 13, 2019 7:58 am
- Byond Username: LemonInTheDark
Re: Tramstation 2
Optimization issuesTheSmallBlue wrote: ↑Wed Sep 21, 2022 1:10 am Why not make it work like the shuttle? As far as I know the shuttle straight up disregards atmospherics until its in space, i've seen breached evacs while the shuttle was perfectly aired
- TheSmallBlue
- Joined: Thu Oct 31, 2019 3:55 pm
- Byond Username: SmallBlue
Re: Tramstation 2
Could you go a bit more into depth? What does the shuttle do that wrecks optimization so badly?
- TheFinalPotato
- Code Maintainer
- Joined: Sun Oct 13, 2019 7:58 am
- Byond Username: LemonInTheDark
Re: Tramstation 2
Shuttle movements are blocking, they need to happen all at once.TheSmallBlue wrote: ↑Thu Sep 22, 2022 8:09 pm Could you go a bit more into depth? What does the shuttle do that wrecks optimization so badly?
In addition, they do a lot of additional work that the existing tram does not.
We actually tried shuttles for tram, it was too laggy. Generated too much td
- CPTANT
- Joined: Mon May 04, 2015 1:31 pm
- Byond Username: CPTANT
Re: Tramstation 2
A bit of a tangent, but SS14 has perfect code for stuff like this while BYOND is once again showing its limitation. SS14 has independently moving shuttles/station parts. (Shown in this update report https://spacestation14.io/post/22-05-25 ... report-34/)
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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