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Von Neumann Class - a mid-pop solgov ship #2656

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@Pockets-byte Pockets-byte commented May 20, 2024

About The Pull Request

I've been playing NSV on and off recently, and many of the ships we play on have some glaring issues- the first of which being that they're all... Just. Too. Big.
the first goal of this ship is to reach near full functionality in less space use, to allow crew function more effectively during combat and out of it- in this it currently is a little over half the size of the atlas while still mounting most of what I'd consider an effective ship to need. secondly, the other solgov ship currently in rotation suffers from a serious lack of redundancy, and is frankly too big for it's crew complement, the von Neumann was designed almost from the ground up with redundancy and damage control in mind, although this has been toned down. in addition, solgov ships suffer from muni being overly simplified, which this ship also attempts to address via the inclusion of a full VLS system and a strong emphasis on muni-operated laser PDCs, as well as generally requiring at least one person per weapon
finally this ship does nothing to singularity engines =(

the ship itself is powered by an overclocked ANGCR, and has a disconnected TEG for people who want even more power. it also mounts a shield, and has provisioning mostly inspired or copied from the wisp. for armament, there are six laser PDCs, a small full VLS system with 8 silos. a heavy LAMS system, and two burst phasers. it has no heavy weapons, and will be the most fragile ship in the game comparatively, but the powerful reactor and high maneuverability make up for that
most departments exist in some form on this ship, although a few things have been cut in the name of compactness, there is no church or chaplain, no lawyer, no viro, brig physican, deputy, or ATC. in keeping with the star-treky theme of solgov, the ship does mount replicators in a couple places, although there is both botany and a kitchen-bar.
maint was initially overlooked, but has some presence. and the there are two hangars and a full turing drive as with respects to the ship's higher crew requirements.
the ship's sprite is also fully animated, and has semi-realistic navigation lights

description very out of date

Why It's Good For The Game

more solgov ships good. more energy weapon propaganda, small ship that shouldn't be completely awful.

Testing Photographs and Procedure

Screenshots&Videos

image
image
image
destroyer
frigate

https://github.com/BeeStation/NSV13/assets/55299415/4080afcf-42f2-4fd0-bf8b-2faa735139ca
ship

Changelog

🆑
add: a new shipmap
add: two new solgov ship-sprites
add: a new AI ship for solgov, the VN class frigate, a lighter ship mounting no heavy weaponry, but carries torpedos making it just as dangerous as any other solgov ship
tweak:solgov interdictor has it's own sprite
tweak:changed twoish laser descriptions slightly to respect the setting more
/:cl:

@SerynEngi SerynEngi added Do Not Merge This PR is not ready to be merged yet Work In Progress labels May 20, 2024
@DuskLight9978
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Ping me to this PR when the ships complete as it regards SOLGOV ships

_maps/Vonneumann.json Outdated Show resolved Hide resolved
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I'm finishing this up
I just want this over at this point
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@Bokkiewokkie Bokkiewokkie left a comment

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Code only review, here's some stuff I still saw

_maps/map_files/vonneumann/job_changes.dm Outdated Show resolved Hide resolved
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code/modules/power/singularity/collector.dm Outdated Show resolved Hide resolved
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/obj/structure/overmap/nanotrasen/solgov/vnc/starter
role = MAIN_OVERMAP
obj_integrity = 500
max_integrity = 500//you will eat the ROUNDS.
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I like this comment, because it implies the ship doesn't have the same integrity as a standard fighter. (which it does)

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An updated mapping review with my notes:
The centcom ferry docking point needs more space (the cc shuttle is 5 tiles wide)
The ORM needs two access points, one side to input ores, and one side which can output ores (usually the opposite side)
The button for the mining hangar should probably be on the other side, putting it behind a closet is a bit weird.
The mulebot in cargo cannot get out on its own right now if anything is in the storage spot, consider putting its stationed point somewhere more accessible.
The choice to have a full cargo shuttle inside the ship is weird to me. Cargo is very close to space, and if you just let it dock from outside you have a ton more space inside, perhaps you can even add a QM office then.
There's a fire alarm on the same wall as a camera in the AI upload, in the room next to it, and there is a lamp on a fire alarm in the hallway below it.
There are still zebra interlock helpers on the windows everywhere.
This ship really does not need a Thirring Drive, since it's pretty small.You also don't need to install four pylons for the engine to work, for a smaller ship having a few less could make saving space easier at the cost of efficiency.
There is a camera on a lamp in telecomms, and a lamp on a window in tech storage (where you already have a lamp anyway in the top right).
There are two intercoms in the CE office.
There's an intercom on the same wall as a camera in atmospherics.
There's cameras on an APC, wall medivend, and fire alarm in medical. There is also a camera on a lamp in chemistry.
There's an air alarm on a window in the hallway outside of medical (consider putting it on the wall south of it)
The floor markings in the main hallway are inconsistent between the forward port and starboard for the same structural turn and it's slightly upsetting.
There is a camera and lamp on a door into the armor pump room.
There is a turret control unit on the floor in the vault
There's a requests console in the vault wall on the right
There are two air alarms and a camera on the floor in the shieldgen room
There is a camera on the outside button to the hangar door, maybe move the button.
There is a lamp on a fire alarm in munitions
Please make the nucleium tank injector pipe go through the FTL room instead of EVA, engineers do not have default access there.
The FTL room does not have a fire alarm
You need to manually set the department, department type, and id for every requests console (you can look in the code and on other maps for references) they do not set themselves.

added a tiny bit of protection to the ore silo. a little bit of mostly aesthetic "protective" glass on the reactor console. made the QM's closet not be in front of the ORM, stuff like that
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4 participants