diff --git a/src/en/proposals/evac/moony.md b/src/en/proposals/evac/moony.md new file mode 100644 index 000000000..425f95a75 --- /dev/null +++ b/src/en/proposals/evac/moony.md @@ -0,0 +1,18 @@ +# Automated Evac & Crew Transfers [moony, unapproved] +A common problem within SS13 at the moment is the "evacuate the minute there's a problem" mentality. This comes from two places: + 1. Evacuating is often easier than actually fixing the problem. + 2. Fixing the problem is tedious (and sometimes impossible, say power's out and there's no engine at all.) + +This document is primarily focused on point #1, but point #2 needs to be addressed for this to have any weight. + +# Crew Transfers +SS14 is capable of loading multiple stations simultaneously, and only takes a few seconds to load even the largest maps. It is possible to leverage this: Transferring the crew from the old map to a new one to extend playtime. +From some testing (running crew transfers manually in-game) this has a tendancy to tack another hour onto the round's total length without much ire from players (as they retained control over evacuation for the duration of the round.) +## Problems with this approach +- Extending the round length reduces play opportunities, as people have to wait longer to play again after death. + - This could potentially be solved by allowing a respawn after the next crew transfer (with an enforced 30 min wait period). Could easily explain this away as offsite cloning. +- This conceptually only works for mid-high pop. + - Likely needs a minimum player count for transfers to occur. +- To avoid grief and round-ending incidents, the crew transfer shuttle needs to be decently large. During testing, Atlas (a *station*) was used for this purpose, which is nigh impossible to implement autopilot for. + - One could shrimply implement autopilot anyways (Extremely technically complex) + - Have people engage in self-transfer to the vessel via smaller, cargo-shuttle sized vessels (likely would only work on MRP and higher.)