Starting at Cent Comm

Love it when a dept head acts like a head instead of impatiently shoving you out the way and doing it themselves! Haha…ha…

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sometimes what the person is lost about is so OOC that they need someone that can mentor them about controls and stuff

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In regards to a tutorial area, the lobcorp server has a nice little tutorial hallway which explains the very basics of ss13 that is entirely optional.
It also explains their own server’s specific mechanics, and you could just rush ahead to learn those without having to sit through someone telling you “press b to unbuckle”
If a tutorial area is to be considered, I think it’d be a nice thing to take inspiration from, for certain
It takes a buncha work to create a nice, easy to understand in-game tutorial, but new players tend to dislike reading a wiki guide & usually don’t notice the mentor button/are too afraid to bother mentors

We’re reinventing the Skyrat Interlink, I see.

I like it for immersion but I personally don’t see it fitting with this server in its current state. We’d only get a fraction of the benefits an area like that offers, compared to the effort involved.

As for “tutorial” areas, this would be far better suited to other ghost roles you can take inspiration from servers like the (former) Charlie station/Port Tarkon, a Ghost Cafe or anything like that which lets you dick around with mechanics without having to join a round.

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I love teaching new players in-character. But the bare basics is impossible without touching OOC and the UI. However, it can also be a pain if you are not ready for it. If you got 10 antags fucking over Command and such then you kinda have to focus on 'em. Perhaps an “Guide” role could be useful? Like you set it to low, medium or high and if someone selects say the “Newbie” role, you’ll become a Guide and the Newbie becomes an assistant. Neither Guides or Newbies can be antagonists and are only for new people to help out. Guides could of course transfer and the Newbie is expected to transfer to learn a department.

THERE IS A KEYBIND FOR IT?!!

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It would also get REALLY annoying for the newbie to ask every 5 seconds how to do shit.

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charlie station is banger, but the bee iteration right before its removal was ass - too much to do with too little guidance. I really like the current tg one

shame that charlie was effectivly removed and ghost cafe is never going to happen tho :^) I would PR it myself if I had the ability to but seems to be no interest in the times I brought it up prior.

Charlie’s still around but you need to have someone exploring, discover it and then kinda announce subtly on chat ;OH I FOUND CHARLIE STATION, I HOPE THEY WAKE UP FROM THEIR CRYO AND REPAIR THE STATION Same with the Hotel but yeah it would be nice to have some extra ghost roles

All in all i feel like the Mentor tab should be bigger or pointed in a text for new players that join for the first time (and maybe keep it for like +10 of their connections to the server) so they can check the mentors, a link to the wiki and such, for being a new player friendly server we could use some QoL stuff like that, another example that comes to mind is /TG/ Antag panel, in particular the progression one since it details the factions, small lore, and pretty much a basic tutorial on everything

Another thing i remember it was discussed was that if a new player joins on a job and they have few hours on it their ID should be edited as in ‘‘Intern/Apprentice’’ so that way more veteran players could see them with that ID and offer a hand since they’ll understand more directly they’re new to the job

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It’s… a shadow of what Charlie station used to be since it’s pretty much tied to exploration now, which means it’ll only spawn when explorers are already raiding the place, and it isn’t a curated experience with its own progression like the OG was. It’s just a random station.

I did see an admin spawning in old Charlie for ghosts recently so that was neat to remember though.

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I see no need for this and I don’t think this server should copy others. It’s already quite generic the way it is at its current state. If I want to see features from others servers, I play at them.

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Honestly the faster I can get into character the better, this would also be a great place for some of the minor character in game preference setting too, like adjusting your jumpsuit, putting on a mask, having your inventory sorted how you like it.

having stuff like some Snack vendors and the like would rock too, though it seems like that is the case.

Would we call it “Deimos” on the hyperspace map like Centcom itself is “Phobos”? (along with making it undockable.)

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Really like the idea mechanically wise, with the heads of staff thing. I thought about what normal crewmembers could do and found that it would be a nice space to coordinate more ambitious projects that are always a gamble whether they work out in a round or not. You could work together in a team right from the get go.

But sadly having the crew start at CC would mean the Syndicate, which agents are among the crew, would have infiltrated CC, Nanotrasen’s most confidential location ever. This is just hurting my lore heart.

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I mean… how did the Syndicate get to the station in the first place then? Also, isn’t it low-key part of the lore that the Syndicate is part of NT? :stuck_out_tongue:

The syndicate is an organization that is a conglomerate effort of multiple corporations who stand to profit from the destabilization of NT and the withdraw of the company from the frontier.
They include:
Donk . co - a company founded by ex-criminals on jumpstart capital from NT, they ran well and got pretty good until they got into a war with Waffle . co, then had the rug pulled on them by NT asking for the cash back and resisting a hostile takeover. NT and Donk . co maintain the appearance of amicable business relations but legally NT and Donk . co are poised against each other. Donk . co Splinter members from the Donk/Waffle . co war founded the GORLEX marauders.

Waffle . co - a Company only really known for janitorial supplies and it’s war with Donk . CO, similarly, covertly poised against NT and also splinter members of Donk/Waffle . co founded GORLEX.

GORLEX Marauders - the Military coalition that is waging asymmetrical warfare with NT by fielding and producing their own tech, materiel, weapons and running various NT corporate subterfuge based reverse engineering Research programs.

Cybersun - a mysterious technological company who are engaging in corporate subterfuge against NT while providing enhanced gear to the GORLEX marauders and other syndicate agents

and that is the total lore imported about the syndicate from times old.

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I don’t think anyone ever made up some lore on how syndies specifically infiltrated Space Station 13. And granted, the location of SS13 is already non public information. I think infiltration would be very simply: Apply to work for NT like everyone else. Present false or non suspicious background/history. Get accepted. Be lucky to be assinged to work at SS13 (I guess quite a few syndies probably work at other NT locatoins?). Get shipped there. Done.

But CC is like wayyy more confidential (the three y underline that). I believe more than 99% of people working for NT don’t know where CC is. Also heads of staff on SS13 have some connection to CC (or the captain at least) and they aren’t antags (okay this is most likely entirely unrelated to lore and just a gameplay mechanic, but it fit too well to not use it as an argument).

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you’re not lucky if you’re assigned to SS13, much less if it’s your infiltration directive to go there.
SS13 is kindof a backwater shithole that NT keeps around only because they can disproportionately profit for the poor saps they send there.

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Okay, I also think no one ever made up lore about NT’s business management, emplyoment and bureaucracy system (cool, now I want a 24 page article about that). But I considered two possibilities.

System A: It is possible to apply at NT for any job at any location. A syndicate agent would have the directive to apply at SS13 to fullfill their contract there (assassinate someone, steal research information).
System B: Since SS13 is a secret location it would not be possible to directly apply to work there. One can only apply to work in a certain job for NT and would then get selected/assigned to SS13 (or any other location). Syndicate agents would get their directive after assignment, depending where will work.

You probably assumed System A and I went for B, but I think both are equally likely.

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oh no, canonically according to the ol’ TG lore it’s system B.
It’s just that Syndie agents are not only the Gorlex nukeops teams, but also Changelings and full blown sleeper agents who don’t know they’re agents until they activate.
whisky, echo, whisky, lima, alpha, delta.

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