Ship: Paradigm-Class Experimental Cruiser#528
Conversation
Adds the Paradigm-class SUNS vessel to the game, an experimental cruiser, along with the contained anomaly engine.
Line correction, some changes to hopefully fix linters.
Updates a path to compile the map.
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I recall that back on shiptest the singularity has a tendency to randomly jump out of containment whenever a jump is performed, is this a risk on this ship as well or was that fixed? |
There is no containment to escape this time around. The singulo is stationary and does not move. |
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some small notes from playing this ship on 8/02:
There should be reasonably enough anomalies around the anomalous planets to stay ever-so-slightly ahead of the engine, and players can look for specific drill planets to placate it as well. I have a question on the general time a crew would have on the engines anger, what's a general estimate before "bad things happen"? I'm approaching it from the sense of if a crew wanted to have some downtime away from the ship (the outpost bar, for example). |
I will add the proper starting materials, that was definitely an oversight. I can also increase the budget, but I don't want to give too much starting money as you can also sell the anomaly cores in the research office for 3k each, I believe, to give an early game boost. The next update will increase starting funds to 3.5k. As for the note, there are two radiation lockers, one for each entrance to the singulo chamber. They are labeled as radiation suit storage, and wearing the suit and hat should not radiate the wearer. I will alter the note a bit. As for the rest: If you examine the singulo, it will say if it's getting hungry. It will also darken the hungrier it gets. Hunger accumulates even when no one is around, but you will be spared from bad stuff happening if no one is on the ship, or all of the crew is SSD. Without giving more under the hood info, which is subject to change, you are generally safe to ignore the singulo for like an hour or two. So if everyone is elsewhere, bad stuff might happen when a person returns/wakes up on the ship. It's good to have a few cores ready to feed to it when players log back in. |
By "bad stuff happens" does it mean it will go loose? |
Refer to my previous answer. The singulo does not escape containment as there is no containment. If you mean like in general can it go crazy across the ship, no. It can technically move with admin intervention, but otherwise that would be pretty awful. |
Added the ship image. Starting funds increased to 3500. 20 stacks of mats placed in a crate near autolathe. Added several buttons to toggle the reactor vestibule doors so no one can get locked in or out. Fixed the flickering light issue, now uses the proper proc on a 30 seconds cooldown. Blast doors and walls of the reactor adjusted so that there is no danger of radiation in the vestibule next to the core. Radiation output decreased to 1800 from 2000. Slightly increased the chance of encountering the emp burst and enemy spawn and teleport major events. Adjusted the text on the control room note to better instruct the player.
Correct a wrong ID set on a button toggle. Minor grammar correction on the note.
Requires more hunger to trigger now, since it's not meant to be flashing all the time.
Singularity outputs less energy the hungrier it gets.
Adds info to the note about radiation output and the collectors.
Some code adjustments to hopefully optimize things. Also adds a bit of spice to major events.
Fixes a security laptop no longer being dense and blocking a table. Adds a bunch of ship access requirements to buttons along with some access requirements. Access change to telecomms so now only those with tcomms access can get in (engineers).
Lowers the number of cores needed to be rewarded.
Update to rerun tests.
Removed placeholder code now the proper solution is hard merged.
… into Paradigm-Ship
Fixing things.
Replaces the 9mm ammo box with a generic empty one.
Some minor adjustments. Hopefully prevents the crab from escaping the enclosure.
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Radiation collectors still run on their own even when all crew logs off, this is fine on regular SS13 servers where rounds don't go on for more than 4 hours but it's an easy player oversight to forget to turn them off. |
Replaces the hyposrpay and bottles with a container to prevent future conflicts, and corrects a tag on the EVA locks.
There are six more tanks you can use, and you can refill old tanks. It's barely an inconvenience. But more importantly, the engine is a big part of the ship. Maintaining it is on the players. |
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I updated the branch because I remembered that the ship had some mapped chems that were getting yeeted... I see you already removed them. |
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About The Pull Request
Adds the Paradigm-class SUNS vessel to the game, an experimental cruiser, along with the contained anomaly engine.

IMPORTANT: Must be TMd with #606
The Paradigm is a very advanced vessel utilizing a semi-unique engine that doubles as a gravity generator. You should feed the engine anomaly cores or bad stuff happens. Unlike regular singularity engines, this one does not require anything special to stabilize. It's still highly radioactive, and touching it is very, very bad for your health.
The ship itself is well stocked, and comes with a Research techfab and a very generous armory. There's also an infirmary. Nothing too crazy outside of that. Given that it's an experimental ship with secrets to hide, I think heavy security measures are appropriate, including two peacekeepers and one senior peacekeeper/HoS equivalent. The ship's actual role is more for roleplay though, not combat. It also has a tcomms setup which I felt was appropriate in its given mission of frontier exploration, and that syndicate ships lack comms.
I would describe the Paradigm-class as compact. It's not cramped, but it's not super open either. The cargo area is very small. The Paradigm-class is not meant to be a hoarder ship. The idea is that it's a very valuable, very advanced cruiser on some kind of mission, for people who want to do some roleplay in that direction.
Also opens up doors for adminbus or events, given the nature of the engine.
Why It's Good For The Game
I think it's a fun idea to implement the singularity engine into a ship, though this is obviously heavily modified. I also really like SUNS, so I wanted to make another ship for them. The main idea was to create a ship with a gameplay loop, in this case grabbing anomaly cores and feeding them to the engine to placate it and get rewards.
Inspiration was taken from a few sources, but namely the NT Ranger in how the consoles are set up for comm monitoring. For the rest, I tried to add some likeness to the Panacea and Mercury, but only in small detailing and the like. I was obviously inspired by Event Horizon, but that ship design didn't mesh with what I was making. EH was a factor in designing the engine.
Changelog
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add: Adds the syndicate Paradigm-class experimental cruiser along with a unique engine.
/:cl: