# Gowen: /tg/ HRP server proposal ## elevator pitch 1. /tg/ administration, /tg/ policy, /tg/ hosted, /tg/ infrastructure, /tg/ community, bringing our standards of "being a functional community and not a disaster authoritarian hellscape" to the SS13 HRP table 2. targeting the SS13 HRP community due to the lack of good, reliable servers for this community that doesn't require you to set your vore preference during character creation if you want to be able to pick a hat to wear when you spawn and uses modern control schemes instead of intents 3. built on top of the /tg/ codebase ala event hall to reduce maintenance overhead while still being it's own "codebase" as not all of this will fly on the main tgstation repo 4. featuring popular features and character customization options that HRP players love, including build-a-fursona as a genemodding setup and synthetic crewmembers 5. integrates the Common Core lore into the day to day gameplay and character creation, allowing for an established universe for players to be in without having to force players to homebrew everything from scratch while still allowing player freedom to be creative # features to implement code-side ## Major ### Loadouts 1. People love playing dress-up, and the clothes make the man. 2. Only cosmetic clothing should be available for free, but functional clothing could be available that automatically bills your roundstart credit balance based on vending machine prices for those items. 3. Important for letting people properly build a character they feel is unique and theirs. ### Genemodding, aka "build-a-fursona" 1. End of the day, HRP players tend to be furries, they wanna make furries, HRP servers without furries have historically low buy-in from players 2. I'll be commissioning artists to ensure we've got high quality visual assets for this feature so that the aesthetic of the game is not compromised outside of player-caused poor color coordination(which is already an issue with hair so that ship has sailed) 3. Customization on this front will want to be handled on it's own tab ala Quirks to avoid cluttering the main page. 4. With the system kept open-ended enough, opens the door for all kinds of creative visual designs for characters. 5. When I put bunny mutations in the game during a testmerge like 85% of /tg/ players immediately used the shit out of the feature to become bunny people so it's safe to assume most of /tg/ is closet furries. ### Resume 1. New tab on character creation for detailing your character's history before the round. 2. Flavor text, Security records, and Medical records can be written in here. 3. Options for selecting from a variety of origins, which decides what your second language, if any, is, what kind of documentation your crewmember has, what their pay might be, etc. Based on Common Core. 4. Options for selecting your career history from a variety of backgrounds, which has impacts on what you start with, what you might have in your bank account at the start of the shift, etc. ### Robotic Crew 1. immensely popular concept for sci-fi settings, everyone loves playing a robot or hologram or android. 2. mechanics-wise we'll want to ensure they aren't just crewmembers who start fully augged and immune to a ton of shit, but functions more like an alien species design wise with unique upsides and downsides #### Elevator Pitch * Instead of lungs and breathing, air intake fans bring gas in to regulate temperature based on the temperature of the synthetic crewmember and the surrounding gas, and expel it after heat transfer is done. * Toxic chemicals jam up the cooling system, making this less effective and less effective until the toxins are cleared from the fans. * Synthetic crewmembers running hot process Life() faster, and running cold process Life() slower. * Running excesssively hot and excessively cold damages your internal components and burns power. * Instead of a heart, an oil pump keeps oil flowing throughout the chassis, ensuring that click cooldowns remain normal and movement speed is normal. * Oil is slowly consumed over time, requiring oil changes. Better lubricants improve the baselines, meaning faster click cooldowns and better movement when topped off. * Running low on oil makes you a clunky, slow, rusted machine, but keeping up on the latest available lubricants keeps you running at the top of your game. * Running out of oil will lock you in place and enable a distress beacon. * Robots need electricity to power internal components and all the circuitry; instead of food and stomachs, your liquid fuel generator burns flammable reagents to charge up your batteries. * If you run low on power, systems start shutting down to conserve it, and you're given warnings to restore power. * If you run out of power entirely, you shut down and your distress beacon activates. At this point, you "die". * Burn/Brute sustained damage to your chassis drains power as well. * All robot crewmembers come with a distress beacon that activates if they run out of oil or depower. * Active distress beacons can be shut off via an EMP, but only once they're active, and will re-activate the next time the beacon is triggered. * Distress Beacons will be visible from a terminal in Robotics. Paramedics will not see Robot crewmembers on the Crew Monitoring Consoles. * Can still get viruses, but instead of normal symptoms, pop-up fake-advertising windows making annoying noises begin appearing over the game screen that must be closed. Frequency of window appearance is based on the number of viruses and the stage level. #### Things To Avoid * Arbitrarily shutting off systems, ex. "immune to chems", "doesn't breathe", etc. * Just being humans with augged limbs. ### Common Core integration on a deeper scale 1. The crew should be able to call for emergency services from the Spinward Stellar Coalition with consequences for prank calls. 2. The crew should be able to put out a distress beacon for assistance, which will result in a randomized response of "assistance" from the outside forces of government, corporation, and criminal alike. 3. Might be worth considering giving the Spinward Stellar Coalition an on-station presence, along with establishing a code of law for them to enforce on the station that might conflict with the Space Law the crew follows to create tension. ## Minor ### Move character slot maxes for normal/BYOND members to a config 1. Players will likely want to make more than 7 characters, so we should up the defaults, but it's currently hardcoded so making it a config is the way to go. This can probably be done upstream. ### Crew Transfer Shuttle 1. Not all rounds need to end with the station evacuating in an emergency. As such, there should be a configurable auto-transfer shuttle that arrives at a set time. ### Cryogenics 1. Leaving the shift early shouldn't require just closing the game and leaving yourself SSD in a maintenance tunnel, we'll want to bring back Cryogenics in such a way that properly beams equipment and belongings back to departments and re-opens relevant job slots. 2. Crewmembers who enter cryogenics who were the target of an antagonist should probably classify as mission accomplished for whatever the antagonist needed to do. ### Combat Intent 1. Provides an easy, clear system for admins to deal with "they punched me while i was trying to RP with them" ### LOOC 1. Provides a way to discuss something about the ongoing RP in a localized manner, RP servers love this feature and RP players review it positively