# Terrestrial station - For real this time
###### tags: `design-doc` `gooncode`
:::danger
:warning: 2025 January 15: This project is not currently under development and will not be worked on by this author in the foreseeable future.
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:::info
This document serves as a formal pitch for a regular rotation map concept by a non-Developer community member. By its nature, this does not guarantee that a final map will come of it.
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## Introduction
I rather liked *35 Below*. I feel like a lot of what was explored there could make for a compelling regular rotation map on *Goonstation,* one that would justify the continued costs of maintaining parity with changing mapping needs.
### Goals
We intend to:
- Introduce new and compelling game mechanics to mainstream Gooncode in anticipation of a terrestrial station map for regular rotation.
- Develop a terrestrial station map for regular rotation on the *Goonstation* servers.
### Roadmap
TBD
## Station concept
### Layout
A terrestrial research complex composed of various detached structures that are joined together by a centralized power grid, waste management system, mail transport tubes, and a central heating/cooling system.
The terrestrial environment could present additional complications such as weather events, alien life, and other environmental hazards.
### Lore
Though *Nanotrasen* may be the leading space-based plasma research and consumer products conglomerate, the oft-overlooked Exoplanet Research Division maintains a significant presence in the resources sector and in basic research. To house and support the research teams plunging into the deep, a standard pattern of prefabricated terrestrial installations was perfected over years of costly trial and error.
Largely cobbled together with ex-military surplus equipment and aging stocks, this station layout that would quickly become ubiquitous among *Nanotrasen's* presence on terrestrial exoplanets. Detached, prefabricated modules joined with a spider's web of pipes and cables could be swiftly raised and packed down in mere hours; following *Nanotrasen's* insatiable appetite for what lays beyond.
## Mechanics
### Atmosphere
Ported from *35 Below*, the atmosphere of the planetary surface would be fully stimulated. Gas on a given turf would also exchange composition and heat with a "master" atmospheric composition to reestablish an equilibrium.
External conditions under clear weather should be survivable with only light equipment and preparation.
Unlike with *35 Below* where roofs are separate from floors and largely prevent gas exchange with the upper atmosphere, an implementation without roofs may instead opt to prevent exchange with built up turfs.
### Weather
On *35 Below*, weather events were distinct from normal station events. Weather would impact all non-built areas on the planetary surface, with more adverse conditions causing clothing degradation much like with Nadir's acid ocean.
Changes in the weather were detected using actual pieces of station equipment including sensors that would "send" data to a supercomputer that would then determine how much warning time was given for the change in weather. In reality, each sensor type contributed a certain amount of time to the supercomputer's warning calculation, with each type imposing penalties depending on the number of each sensor type that existed on the network and their physical distance from each other.
### Exposure
Exposure to adverse weather conditions should require extra consideration and potential consequences. *35 Below* employed a hypothermia mechanic that would progressively weaken and then permanently disable a person's limbs with enough exposure to the cold. This required medical interventions from heating the affected patient, burn medications, and amputation for the most severe cases.
With *35 Below*, Genetics as a department was completely removed to prevent the easy circumvention of the weather mechanic. Weather will need to be reviewed to determine how it interacts with the temperature resistance and respiration genes.
### Biomes
The terrestrial environment could differ between rounds to reflect the multipurpose nature of the station layout, potentially through the use of a reworked terrainify system. With different environments would come changes to station equipment and items such as using heating items in cold environments or cooling items in hot environments.
### Flora and fauna
A potential approach could see an entirely new biosphere created from scratch, incorporating plants and animals which are tied through layers of interdependence in a manner roughly simulating a dynamic ecosystem. This would work best if we stuck to the one terrestrial planet type instead of picking one from a set each round given the greater workload.
* NB: I think it would be cool if original plants and animals were initially unnamed until the playerbase gives them names on the first few real rounds.
### Central heating and cooling
Station areas would have radiators that transfer temperature from a fluid pipe into the local atmosphere. A stationwide network of pipes would circulate this fluid between built up areas for this purpose, fed from a central structure that heats/cools the fluid. Heat could be provided by the engine, while refrigerator units could cool down the fluid.
Central heating and cooling would be under Engineering's control.
### Vehicles
Snowmobiles from *35 Below* could be ported over and potentially given all terrain wheels depending on the geography.
### Security
With the presence of hostile fauna could come a need for Security to be armed with lethal weapons from the outset, especially since there would be fewer concerns over accidentally breaching a pressurized vessel.
*35 Below* distributed survival rifles and pistols to the Security team for such a colony defence role.