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first draft
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| # Round Start Player Equipment | ||
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| ## Overview | ||
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| This section provides a general outline for what types of items are expected to be available to players at the start of their shift. It's particularly concerned with tools needed for regular station jobs. | ||
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| This follows the decision made in [Maintainer Meeting (27 September 2025)](https://hedgedoc.spacestation14.com/Wtd4OwYZThqutLbR3y-e4g#Roundstart-Locker-and-Vendor-Equipment-ArtisticRoomba). In summary, PRs changing round start equipment are very common and represent a high workload due to subjective and unclear definitions of what should be available. Round start equipment affects every round, so definitions need to be established for where players get what equipment. | ||
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| ## Forward | ||
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| There's five main locations where crew can obtain equipment for their role. The items they spawn with in their [Loadout](starting-equipment/loadouts.md), the items that spawn in [Job Lockers](starting-equipment/lockers.md), items available in [Department Vending Machines](starting-equipment/vendors.md), items printed from [Lathes](starting-equipment/lathes.md), and items [Mapped](starting-equipment/mapped.md) by the map creator. | ||
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| Of these, only the loadout is unavailable for mid-round players receiving a promotion or looking to steal gear. Therefore important items and necessary job equipment should **not** be given in loadouts. This pushes players to visit their department to collect the gear needed to properly do their jobs, connecting them to their department and to their coworkers before they start working in earnest. |
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src/en/space-station-14/round-flow/starting-equipment/lathes.md
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| # Lathe Equipment | ||
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| {{#template ../../../../templates/stub.md}} | ||
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| ## Overview | ||
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| Most departments can print additional job gear from a machine using shared resources. Some have an autolathe to print spare gear, while others have department-specific lathes for this purpose. | ||
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| ## Requirements | ||
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| Items available to be printed round start from lathes might be tools or expendables. In both cases the options available should be the basic, minimum gear to do the job. Specialized equipment should be acquired later in-round either through purchases at cargo or as a result of science research. | ||
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| ```admonish success "Good:" | ||
| - MV Cable | ||
| - Syringe | ||
| - Disabler | ||
| ``` | ||
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| ```admonish failure "Bad:" | ||
| - RCD | ||
| - Grenade | ||
| - Grappling gun | ||
| ``` |
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src/en/space-station-14/round-flow/starting-equipment/loadouts.md
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| # Player Loadouts | ||
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| {{#template ../../../../templates/stub.md}} | ||
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| ## Overview | ||
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| Loadouts are the items given to a player when they first spawn. Loadouts are different for each role, and loadouts for station jobs give players a small set of options to choose from. These items are generally cosmetic and/or clothing. | ||
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| ## Requirements | ||
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| Station role loadouts should spawn with department-identifying clothing. At minimum players should spawn with a PDA, a backpack (or variant), a headset with their department's coms channel, and a jumpsuit. Loadouts should **not** contain job-essential equipment that allows a player to do their job without ever visiting their department. | ||
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| ```admonish success "Good:" | ||
| - Jumpsuit | ||
| - Hardhat | ||
| - Sterile mask | ||
| ``` | ||
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| ```admonish failure "Bad:" | ||
| - Toolbelt | ||
| - Insulated gloves | ||
| - Nuke disk | ||
| ``` | ||
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| ## Questions for a full doc | ||
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| ```admonish question | ||
| Should gloves in loadouts be removed / replaced with fingerless versions? Gloves are widely available in-round, and starting with real gloves removes intentionality from antags trying to hide their prints. | ||
| ``` | ||
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| ```admonish question | ||
| Should loadouts contain armor? Should an exception be made for command like HoS and Captain? | ||
| ``` | ||
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| ```admonish question | ||
| What items should be available in trinkets? | ||
| ``` | ||
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| ```admonish question | ||
| What kinds of items are appropriate for loadout options? | ||
| ``` | ||
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| ```admonish question | ||
| What's worthy of a playtime unlock? | ||
| ``` | ||
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| ```admonish question | ||
| How do ghost role and antagonist loadouts differ from station loadouts? | ||
| ``` | ||
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| ```admonish question | ||
| How should loadouts be adjusted for species traits? | ||
| ``` | ||
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src/en/space-station-14/round-flow/starting-equipment/lockers.md
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| # Job Lockers | ||
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| {{#template ../../../../templates/stub.md}} | ||
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| ## Overview | ||
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| Many jobs on the station have specific lockers where players can find their equipment for the round. Round-start players spawn near them and spend a few moments sorting through them to prepare for the shift, while mid-round players seek them out for the same reason. Lockers are intended to contain the vital equipment a player needs in order to do their job. Maps are expected to have more lockers than there are job spawns. | ||
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| ## Requirements | ||
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| Job lockers for a department's standard crew should spawn with all job-essential equipment for that department. A player should want most items found in their locker, or have a clear picture of why they would want them. Lockers should not spawn with cosmetic items, optional/situational tools, or contain expendable equipment that another member of their department might want to raid. | ||
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| ```admonish success "Good:" | ||
| - Toolbelt | ||
| - Hardsuit | ||
| - Disabler | ||
| ``` | ||
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| ```admonish failure "Bad:" | ||
| - Compressed matter | ||
| - Jumpsuit | ||
| - Riot shield | ||
| ``` | ||
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| Lockers for specialized jobs in a department (including department heads) should include any equipment present in a "lesser" locker, unless that job has specialized equipment that is equal to or better than the "lesser" equipment. For example, a toolbelt can be replaced by a toolbelt with more space, but an RCD can't be replaced by an RPD. This is another measure meant to prevent players from raiding multiple lockers for gear. A player shouldn't want anything from a locker they have access to that wasn't provided in their own locker. | ||
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| In addition to their own specialized gear, there are several items present in all command lockers. | ||
| - A personal stamp. | ||
| - A headset with encryption keys for their department and for command. | ||
| - A door remote controlling their department's airlocks. | ||
| - A box containing spare department encryption keys. | ||
| - A box containing spare circuit boards for vital machines and computers. | ||
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| ## Questions for a full doc | ||
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| ```admonish question | ||
| Should every job have a locker? What does a librarian locker look like? | ||
| ``` | ||
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| ```admonish question | ||
| What are the specific mapping requirements for lockers? Question might be better answered by linking to a mapping doc. | ||
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| ```admonish question | ||
| Should optional / situational tools like t-ray scanners or tutorial books be included in lockers? Where would the line be drawn for optional tools? | ||
| ``` | ||
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| ```admonish question | ||
| Should equipment lockers include items which only have a chance to appear? What kind of items should only appear sometimes? | ||
| ``` | ||
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| ```admonish question | ||
| Should cargo be able to purchase new job lockers? Should they be actual lockers or a crate with the items inside? | ||
| ``` |
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src/en/space-station-14/round-flow/starting-equipment/mapped.md
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| # Mapped Starting Gear | ||
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| {{#template ../../../../templates/stub.md}} | ||
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| ## Overview | ||
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| Maps often contain gear scattered around a department for players to take. These are typically materials. A spawner should exist for these to control and standardize their use through YAML, should a mapper choose to use it. | ||
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| ## Requirements | ||
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| Mapped items are shared department resources that players divide amongst themselves. They are often consumable materials but can also include spare equipment. | ||
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| ```admonish success "Good:" | ||
| - Plastic | ||
| - Handcuffs | ||
| - Banana peel | ||
| ``` | ||
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| ```admonish failure "Bad:" | ||
| - Powerful tools otherwise unavailable round start. | ||
| ``` | ||
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| ## Questions for a full doc | ||
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| ```admonish question | ||
| What spawners should exist? What should they have? | ||
| ``` |
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src/en/space-station-14/round-flow/starting-equipment/vendors.md
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| # Department Vending Machines | ||
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| ## Overview | ||
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| Department vending machines are access-locked vendors located somewhere inside their respective department. They contain items specific to that department, for use by that department, and players need to share the gear inside. Departments typically have two types of vending machines: equipment and clothing. They can be restocked through a purchase from cargo mid-round. | ||
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| ## Requirements | ||
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| A deparment vendor should have enough stock to supply two naked players with the neccesary gear to work the job. An untouched pair of vending machines should have two complete sets of spare tools and uniforms. | ||
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| ### Equipment Vendor | ||
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| Equipment vendors contain expendable equipment, spare tools, and optional tools. Gear they provide should be regularly useful and sought by players. They should not have gear that is easily available (such as in an autolathe), even if those items would be useful to the job. Nor should they have gear in excess for the purpose of distributing it to non-department players (such as an Engi-Vend with 8 crowbars). | ||
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| Items in an equipment vendor should never be clothing. This includes all eyewear and gloves, even if such items are important tools for the job. They should instead be found in the department's respective clothing vendor. There are two exceptions: an item which can be worn but isn't clothing - such as a whistle - and clothing that is not worn by the player themselves - such as a medical gown to give to patients. | ||
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| ```admonish success "Good:" | ||
| - Compressed matter | ||
| - Syringe | ||
| - Riot shield | ||
| ``` | ||
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| ```admonish failure "Bad:" | ||
| - Flashlight | ||
| - Hand labeler | ||
| - Welding mask | ||
| ``` | ||
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| The order of gear in a vendor should loosely follow the importance of the item. Spare tools should be at the top, followed by expendable equipment, and lastly stituational and optional gear. | ||
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| ### Clothing Vendor | ||
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| Clothing vendors (typically called "Drobes") should spawn with clothing typical of a department's colors or aesthetic qualities. Clothes should reflect the standard uniform of a department employee and include anything available in a loadout (excluding prestige rewards). Every item in a Drobe must be equippable. Particularly powerful clothing should instead be found in department lockers. | ||
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| ```admonish success "Good:" | ||
| - Jumpsuit | ||
| - Jackboots | ||
| - Hardhat | ||
| ``` | ||
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| ```admonish failure "Bad:" | ||
| - Hand labeler | ||
| - Galoshes | ||
| - Hardsuit | ||
| ``` | ||
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| The order of clothing in a Drobe from top to bottom should go: `Head -> Eyes -> Mask -> Ears -> Back -> Belt -> InnerClothing -> OuterClothing -> Neck -> Gloves -> Feet`. | ||
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| ### Combined Vendors | ||
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| Certain individual roles on the station have a dedicated vending machine due to the specific nature of that role. Unlike other vendors these only need enough stock to resupply one player. If they contain non-clothing items, they should not use "Drobe" as part of their name. |
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Loose thought: we currently have trinkets that serve some semi-practical purpose (e.g lighter, clipboard, technically towels) as well as trinkets that are purely cosmetic/fun (lizard plush, headphones, LGBT pins). Might be worthwhile to split trinkets into two categories, one for "useful" items and one for "useless but fun" items? Though I'm not sure if that's off-topic from this general roundstart-item design-doc.
We do also have job trinkets now, and one minor problem I've bumped into is that (due to being a separate loadout group) these are counted towards a different maximum limit than "generic" trinkets. Though depending on what actually gets counted as a "job trinket" that might not be a problem per se, I'm more just remarking that this makes the item limits a bit more of a headache (e.g if we want players to have a hard cap of 3 "pointless" items)