Pilots Mechanics and Functions

Discussion for ongoing CM development. Visible to Donors.
Post Reply
User avatar
apophis775
Host
Host
Posts: 6985
Joined: 22 Aug 2014, 18:05
Location: Ice Colony
Byond: Apophis775
Contact:

Pilots Mechanics and Functions

Post by apophis775 » 16 Aug 2016, 15:00

Now that we added pilots (which I've been wanting for awhile) here's the writeup I did a bit back on how they would work:

Firstly, currently the shuttle timer is a single spawn(). we need to split it into 4. Each one, (other than the first) should check for something specific and skip the timer if it has that. These are the checks:



1. Piloted - If the PILOT himself uses any of the shuttle consoles, it skips half the travel time, and 1/4th the cooldown time when launching.

2. Fueled - If the pilot adds a fuel cell into the engine, it will skip 1/4th the cooldown time

3. Fuel Filter (or other maintence bullshit) - If the fuel filter is in good condition, it will skip 1/4th the cooldown time.

Fuel will last 2 "moves"
Fuel Filters will last 4.


Rules for Pilot:

1. Your job is to maintain the SHUTTLE. Stay as close to it as you can planetside. You are allowed any standard weapon except a flamethrower.
2. You may load/unload injured/dead people
3. SHUTTLE IS LIFE, SHUTTLE IS LOVE, protect it.
4. Only YOU should be replacing fuel cells and fuel filters (there will be a dispenser in the Shuttle Bay)
5. You can lock out the shuttle with your ID from piloting by ANYONE else (except Le Queen). Command staff can unlock the shuttle again if they need.
ImageImage
flamecow wrote: "unga dunga me want the attachment" - average marine

User avatar
Sargeantmuffinman
Registered user
Posts: 1372
Joined: 01 Apr 2015, 14:31
Location: Mean while in Europe somewhere.

Re: Pilots Mechanics and Functions

Post by Sargeantmuffinman » 17 Aug 2016, 10:01

What about the weapons?

Will they be allowed to have standard marine armament?
George S.Patton once said:No bastard ever won a war by dying for his country. He won it by making some other poor dumb bastard die for his country.

I don't like cute things.

Good hunting.

User avatar
ShortTemperedLeprechaun
Registered user
Posts: 746
Joined: 22 Aug 2015, 16:39
Location: Having coffee somewhere in ireland

Re: Pilots Mechanics and Functions

Post by ShortTemperedLeprechaun » 17 Aug 2016, 12:24

apophis775 wrote: You are allowed any standard weapon except a flamethrower.
https://www.youtube.com/watch?v=9dA6plQFKzY Scotty Hardy: Resident loud mouth, smart assed Irishman. Image Gahn'tha-cte Bhu'ja: Honorable duelist, beserker charger, jungle hunter.

User avatar
monkeysfist101
Registered user
Posts: 742
Joined: 07 Nov 2015, 22:43
Location: Texas, USA
Contact:

Re: Pilots Mechanics and Functions

Post by monkeysfist101 » 18 Aug 2016, 19:33

I think the Sulaco crew (the Navy ones) should also be able to fuel the ship.

When the fuel runs dry, there should be access to an "Emergency Fuel Tank" good for one trip to the Sulaco that refills when you get there for use by Xenos.

I've had plans to rework the robotics dome into a pump station for mining vehicles that can be raided for fuel to get back. It would take two canisters of fuel from the station that would be good for one trip total. Each canister can only be carried by a power loader. There would be about three canisters at the station and would not be meltable.

I would like to give the Crew Chief a console in the cockpit that manually controls four deployable sentries that can not be set to auto at the expense of the bow turrets.
Resident canon stickler.
CM in a nutshell:
Image

"perscription_google" - CM code

User avatar
Boltersam
Registered user
Posts: 1548
Joined: 22 Feb 2015, 05:43
Location: Tipperary, Ireland
Byond: Boltersam
Steam: Boltersam

Re: Pilots Mechanics and Functions

Post by Boltersam » 24 Nov 2016, 18:27

monkeysfist101 wrote:
I would like to give the Crew Chief a console in the cockpit that manually controls four deployable sentries that can not be set to auto at the expense of the bow turrets.
I think we should have a separate Gunner seat for a Shuttle Gunner job for this, who could possibly act as co-pilot for some form of bonus.

User avatar
Renomaki
Registered user
Posts: 1777
Joined: 22 Jul 2016, 18:26

Re: Pilots Mechanics and Functions

Post by Renomaki » 25 Nov 2016, 21:03

Honestly, since MTs always get bored after setting up the SM, I think it would be a good idea to give MTs more to do that involves maintenance of the shuttle and pod.

After all, they are starship engineers, I suppose it is expected of them to do tune ups to the dropship and pod, not just leave the PO to handle the burden alone.

As is, you can currently replace windows and repair the forward guns, but other than that, you can't repair much else on the ship. Wouldn't it be nice to be able to replace or add seats? Maybe repair the shuttle's engines?
Sometimes, bravery comes from the most unlikely sources.

An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU

User avatar
Snypehunter007
Registered user
Posts: 2750
Joined: 02 Dec 2015, 17:14
Location: Georgia
Byond: Snypehunter007
Contact:

Re: Pilots Mechanics and Functions

Post by Snypehunter007 » 26 Nov 2016, 23:32

Renomaki wrote:Honestly, since MTs always get bored after setting up the SM, I think it would be a good idea to give MTs more to do that involves maintenance of the shuttle and pod.

After all, they are starship engineers, I suppose it is expected of them to do tune ups to the dropship and pod, not just leave the PO to handle the burden alone.

As is, you can currently replace windows and repair the forward guns, but other than that, you can't repair much else on the ship. Wouldn't it be nice to be able to replace or add seats? Maybe repair the shuttle's engines?
I agree with this 100% and it would give MTs a good reason to stick around after setting up the SM.
Boltersam wrote:
I think we should have a separate Gunner seat for a Shuttle Gunner job for this, who could possibly act as co-pilot for some form of bonus.
I also believe we should do a mix of these two just because it is brutal as PO to try to keep the shuttle clear when you land on the planet.
Reached "Leet" post status on 3/14/17.
Death of the Suggestion Killer - 11/30/2017

Staff History:
► Show Spoiler
Image

User avatar
Eonoc
Donor
Donor
Posts: 48
Joined: 06 Jun 2015, 19:34

Re: Pilots Mechanics and Functions

Post by Eonoc » 18 Jan 2017, 17:00

I agree that this is a good idea, considering how popular the pilot role seems to be. In terms of the gunner/co-pilot position, we could probably have them, if they're added, man a nose or door gun that's using the code for Arty's new smartgun nests on WO. It'd be pretty neat, and having two people might allow the Rasputin to stay unshuttered while preventing the lolcapturing of the PO I see quite often.
Image *MANIACAL CACKLING
viewtopic.php?f=134&t=10883

Post Reply