# Tiramisu-based random ideasguying (constructive edition) ###### tags: `Deprecated` ## randonmization - Roguelikes and ss13 share similar elements in the ephemeralness of any given playthrough- roguelikes keep things fresh with randomization - Randomize ship layout in minor ways roundstart. Randomize available resources and objects given to ship. Some objects are guaranteeably necessary for continued work on ship (ie insuls, air) and are needed, others are simple luxuries. Object of shiptest is to force ashwalker-like spacetide shit-to-the-grit improvization with what little you have. - Put focus on what actually IS "necessary" to have and what is a convenience. Put focus on seeing what stuff theoretically functions with certain things removed. - Example: solar controller. Solar timed mode never used, in regular SS13 round solar tracker ALWAYS available and better. Solar tracker could be removed 10 percent of rounds (where there are solars) to force use of timed mode and later-on looting or crafting of solar tracker. - Example: non-RPD pipe alteration methods. - Randomization of loot spawned with on player's character- see later notes - Randomization of already randomized ruins- randomize loot to prevent metaing of what ruins have "the good things", randomize destructiveness of ruins both for explorational freshness and further preventing of "the good shit". Thematic loot possibly kept, but kept randomized with random destruction of contents. - Zetanote: Ruins should probably keep some loot they're guaranteed to have so people will take a look at them and try to find them, but the layout should always be at least partially randomized to make each search through the ruin a bit different. And also so you can't just weld through everything to win. - example: "Oh, this ruin always has heaters, let's stop by and try to find those." or "This ruin always has a space suit or two, let's grab those." - Possible lamprey/eris esque fully randomized ruins on top of but not replacing regular ## Character creation - The nature of shiptest lacking proper station roles allows opportunity for players to have greater freedom in selecting what they have on the ship. - One thing that would just be really fucking cool would be having literal actual full control over roundstart loadout down to every single goddamned item. If there's no jobs, who cares what your uniform is? Just give captains the funny access and little else. (hell I kind of like the idea of captains literally just being an rp role with no gameplay difference at all) - Rework loadout system to split between fluff and functional items- fluff items are standard loadout items as they currently exist, cosmetic things and other meaningless largely rp/appearance items. Less limited, keep most items beyond a few to metacoins or remove metacoin system or something. Interact with quirks that give you items. - Functional items replace jobspawn items- what different jobs get in their pockets at round start. Limit with a points system (higher range than existing loadout points systems for more precise balancing). Not just things jobs had in the past (toolbelt, medkits, A GUN?!?!) but other interesting functional items with more fluff to them (jetpack). Functional fluff items. Yes. - What I meant earlier by "randomization of player loot" is "item in either loadout section that is actually a random item but its like a LOT cheaper than anythin else". You could fill out unspent points w randomized item, choose it cause you wanna see what you get, just like literally whatever. Very cool ## Other shit - Space management is importantr on tiny tiny ass ship. - Be really fucking cool to have walls that are one-sided like one sided windows but they're walls. For aesthetic reasons. yes - Storage items or maybe we should just get better at sorting shit