Lots of times i get asked by people where places are on stations, and often new players can have trouble finding evac. (God forbid evac gets moved because meteors) So it seems so obvious to let people spawn with maps! Granted you could just go learn the map layouts, but people who play roles like medical can’t often move around the map. And i know pAIs can tell you the map layout, but lets be honest that most people don’t really play pAIs. I know that Sci can make maps for people, but rarely new people even know that!
Maybe only Assistants can spawn with them, but there are Map terminals all over the station. I always try to tell new people to look out for them.
The better more widesweeping solution is to have more station mapped placed around the main halls.
Giving people a battery operated map give them no “real” drawback to the same level of having the map on your second monitor.
While we do not punish mapknowledge as metagaming etc. Giving it out for free ingame just makes the current mapped station maps useless for anyone without a spare battery in their bag.
You make a good point, but I was more focused on new players. You could have the map layout on your second monitor. (Ignoring the possibility some people don’t have a second monitor) Another thing is that when power goes out, it makes station maps unavailable, allowing new players to still escape to evac without getting lost or using an escape pod.
I was thinking to make it a trinket you can spawn with. (So like cigars and lighters) and someone else said to me that passenger does have the ability to spawn with a flashlight, so being able to spawn with a free small battery doesn’t seem too OP.
I am trying to think of a way not to make this seem snarky but that seems VERY hugbox to me.
Being lost in an unknown station on your first day because the entire power went out and you are unable to escape is part of the game.
Station maps let them get their footing shiftstart/latejoin without giving them a free “where am I” item. They could just as easily interact with another person and asked to be guided somewhere.
I don’t see an issue with making it a spawn in item for new players, there are already portable maps that sci can make and with the variety of stations a new player needs to learn its a great way to let them orient and interact with more things without being overwhelmed. It’s easy as an experienced player to think “well I did it that way and I turned out fine” but it doesn’t have to be that way.
I’d like to add two ideas into the mix:
- Instead of it being a separate item make it like the detectives access log program and plug into the PDA.
Add a bit of flavor text telling them what to do if they shift click and have it in the guide book
This way they learn not only the station but also about the PDA and programs - Have new players spawn with a physical hand book like the one’s in the library in their pocket.
people won’t think to click the help icon while their running about but most would click on the book in their pocket to see what it is.
That is a good point, Not knowing where you are on the station is a key learning component of the game. Barely finding evac just to make it on at the last second is a heart racing moment that tons of players can agree on. And being able to find evac in the click of a button would take a lot of the tension out, as well as make it more easy to avoid Roleplay, as you wouldn’t need to ask someone or try to get a pAI. But maybe it could be a feature for assistants so that way new people can spend less time getting lost, and spend more time Roleplaying with people.
Both are valid points, It’s like the same opinions with different executions.
Imagine some passenger with a map and a PDA light stumbling round a dying station, lights out, no crowbar and a row of firelocks in the way, desperately searching for another route to the shuttle before it leaves. barely making it out by stumbling through the remains of sci.
I think the knowledge that the shuttle is right there and seeing how close you are to it but being unable to make in a straight forward way encourages quick thinking and resourcefulness, for example finding an over crowded escape pod or a more difficult path you wouldn’t have seen without the map.
I can’t speak for most people but I prefer to have a clear goal and a way to reach it, sure just stumbling around might be stressful and energizing but it lacks the progression that makes the journey rewarding.
As for the Roleplay aspect I don’t have as much of a defence, sure you might loose those early interactions but, in exchange your more likely to continue playing and exploring with the rest of the station.
While I disagree with adding a trinket map in general, as an alternative suggestion: paper map. Doesn’t show where you are, doesn’t update from damage, doesn’t use power, but requires you to get your bearings and find your way around. Lost in maints? Better keep track of the last department door you saw and count corners. Singulo ripped through the station and cast your chunk off into space? Find your alternative escape route, or hope it’s close enough to spacewalk far enough.
I agree everyone having a map feels hugboxy and I just don’t think it’s needed at all, but a static paper map provides an in game alternative to pulling one up on a second monitor with the same drawbacks. Maybe would be more interesting, maybe not.