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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description very out of date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

I'm finishing this up
I just want this over at this point
@Bokkiewokkie Bokkiewokkie added Needs Test Merge This PR is ready for test merge during a test to determine effectiveness. and removed Active Test Merge labels Feb 15, 2025
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github-actions bot commented May 1, 2025

This pull request has conflicts, please resolve those before we can evaluate the pull request.

a few missing lightswitches, a lamp
@Bokkiewokkie Bokkiewokkie added Active Test Merge and removed Needs Test Merge This PR is ready for test merge during a test to determine effectiveness. labels May 2, 2025
@Pockets-byte Pockets-byte requested a review from Bokkiewokkie May 25, 2025 03:06
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Things I noted while flying around the map the other day:
The bottom left and bottom right corners of maintenance have diagonally unconnected walls (exposed to space, even), please connect these in some way (grilles don't count).
The XO's quarters should probably have a light a bit further on the right side of it, that corner can be quite dark.
The photocopier in there is also a full machine, so you can remove the table (or give them an XO fax machine?
Tech storage contains an omnilathe circuitboard, please remove that.
It also seems like the tech storage contains both secure and normal boards in it, so please give it a vault door (and move the camera from the wall with an APC to a free one). Adding a space gap between it and maintenance also helps with increasing security.
There are still several cameras on top of other wall mounts. While technically not required, they look better when put on any of the rest of the free wall. (some locations are: the reactor room, northeast section of halway under dorms, xenobio, and EVA storage).
The overmap viewscreen in the nanite lab is under an air alarm, maybe put it in xenobio or just remove the viewscreen.
It may be nice to move the fax machine or clothes vendor to the bottom right corner of RnD, since that's still empty and the rest of the room is a bit more crowded.
There's a status display behind the medical cryotube, making it hard to see (maybe put it on the wall above the cloner?)
I also have a suggestion to make dorms/the kitchen a bit more accommodating, at the cost of a random room:
image
There are a lot of lamps in the hangar and genetics. it almost feels too bright.

@Pockets-byte
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Things I noted while flying around the map the other day: The bottom left and bottom right corners of maintenance have diagonally unconnected walls (exposed to space, even), please connect these in some way (grilles don't count). The XO's quarters should probably have a light a bit further on the right side of it, that corner can be quite dark. The photocopier in there is also a full machine, so you can remove the table (or give them an XO fax machine? Tech storage contains an omnilathe circuitboard, please remove that. It also seems like the tech storage contains both secure and normal boards in it, so please give it a vault door (and move the camera from the wall with an APC to a free one). Adding a space gap between it and maintenance also helps with increasing security. There are still several cameras on top of other wall mounts. While technically not required, they look better when put on any of the rest of the free wall. (some locations are: the reactor room, northeast section of halway under dorms, xenobio, and EVA storage). The overmap viewscreen in the nanite lab is under an air alarm, maybe put it in xenobio or just remove the viewscreen. It may be nice to move the fax machine or clothes vendor to the bottom right corner of RnD, since that's still empty and the rest of the room is a bit more crowded. There's a status display behind the medical cryotube, making it hard to see (maybe put it on the wall above the cloner?) I also have a suggestion to make dorms/the kitchen a bit more accommodating, at the cost of a random room: image There are a lot of lamps in the hangar and genetics. it almost feels too bright.

I'm actually kinda happy with dorms right now, and I'm loathe to remove more maint
I'm looking at it though

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9 participants