vgstation13 issueshttps://git.nexisonline.net/vgstation/vgstation13/-/issues2018-06-22T11:33:18Zhttps://git.nexisonline.net/vgstation/vgstation13/-/issues/14009Ghosted brains don't count towards debrain objective2018-06-22T11:33:18ZRob NelsonGhosted brains don't count towards debrain objective*Created by: gbasood*
not that it's used for anything but bus*Created by: gbasood*
not that it's used for anything but bushttps://git.nexisonline.net/vgstation/vgstation13/-/issues/13895Arcane tomes do not start with complete translations.2017-02-09T19:20:23ZRob NelsonArcane tomes do not start with complete translations.*Created by: Allspice*
This seems bad.
It takes ten minutes max to complete research once a cultist that knows what they are doing get Self or any two other words. For cultists, word research just makes them dick around and wait whil...*Created by: Allspice*
This seems bad.
It takes ten minutes max to complete research once a cultist that knows what they are doing get Self or any two other words. For cultists, word research just makes them dick around and wait while that one person delivers hopefully before they go braindead due to IRL reasons or what ever, if their plans depend on more sophisticated uses of runes which I believe should be encouraged. For noncultists, word research just lengthens the amount of time they gotta wait until something happens, other than maybe poke and convert, when the cultist shenanigans could be so much more in the meantime.
This is a cult buff, sure. But I think it is better for most or all parties involved if the wait for research stopped existing.https://git.nexisonline.net/vgstation/vgstation13/-/issues/13505Being in a sleeper means you fled the station2017-01-19T18:26:35ZRob NelsonBeing in a sleeper means you fled the station*Created by: D3athrow-Issues*
(WEB REPORT BY: rattletrap REMOTE: 172.93.109.202:7777)
>Revision (Should be above if you're viewing this from ingame!)
61aee611bf36644523de3b14b7f09930faa24a3e
>General description of the issue
Puttin...*Created by: D3athrow-Issues*
(WEB REPORT BY: rattletrap REMOTE: 172.93.109.202:7777)
>Revision (Should be above if you're viewing this from ingame!)
61aee611bf36644523de3b14b7f09930faa24a3e
>General description of the issue
Putting someone in a sleeper counts them as "fled the station" for the purpose of rev
>What you expected to happen
Putting someone in a sleeper to keep them alive doesn't make them magically disappear
>What actually happened
Rev round ended because the last head was in a sleeper
>Steps to reproduce if possible
Put a head in a sleeper on revhttps://git.nexisonline.net/vgstation/vgstation13/-/issues/13423Proposed Rework for Revolution2017-01-13T02:55:13ZRob NelsonProposed Rework for Revolution*Created by: dylanstrategie*
As discussed idly in OOC with N3X15 :
New Conversion/Deconversion Mechanic :
- Remove the ability of flashes to convert people from the game (and clean up the code in the process, I guess)
- Change ...*Created by: dylanstrategie*
As discussed idly in OOC with N3X15 :
New Conversion/Deconversion Mechanic :
- Remove the ability of flashes to convert people from the game (and clean up the code in the process, I guess)
- Change the conversion item to an "earpiece hacking tool". Could be concealed or blatant. It is re-usable, so one per rev head at the start
- The earpiece hacking tool works instantly on earpieces and encryption keys that are not worn (Just plug it in and fuck with the encryption key) and takes a silent but long (3-5 seconds) interaction when next to a target with an earpiece and without a headgear that covers it (aka hardsuit helmet or combat helmet)
- Hacking a headset adds a special rev channel (technically Syndie channel) to the earpiece and toggles a special brainwashing function to it, instantly turning the target into a Revolutionary. The headset still looks perfectly functional to the casual eye. The decryption key is attached to that Rev, and will stay so for as long as the key is in one piece
- Loyalty implant makes one immune to the effects of brainwashing, although their headsets can still be hacked (which is obviously a bad idea since they'll start hearing the rev channel)
- To deconvert a target, just stripping or removing the headset isn't enough. You have to destroy either the headset or the earpiece. Loyalty implant would still deconvert, so getting rid of your earpiece to "be invincible" will lead to you losing track of your team (and the station in general if you're stupid enough to not pick up a new one) and easily getting deconverted
- Potentially, removing your brainwashing headset could seriously fuck with you (something like withdrawal or slowly going insane). Just need to be careful about potential meta checking options created this way
Anti Greytide Measures :
- Perhaps limiting the amount of hacked earpieces attached to a single hacking tool to somewhere around 1 to 3. Maybe even add basic widgets like being able to self-destroy the earpiece if the operative got caught (could do anything from just totaling the headset, to a small explosion capable of lethally wounding the operative and wounding anyone right next to him to prevent him from ratting out) and detecting who is wearing them and being able to subtle message them and track their rough location (X, Y, area), just like a tracking implant
- If you put on a headset already attached to a Rev, it should probably do nothing. If that Rev gets deconverted, it might instantly recheck and convert you, so this is a VERY unsafe idea
This, coupled with the recent changes allowing the shuttle to be called during Revolution to end the round, should make the gamemode fun and prevent endless stalemates between the Greytide Commune and the Fuhrerbunkerhttps://git.nexisonline.net/vgstation/vgstation13/-/issues/13400AI integ restorers show law 0 but cards don't.2017-01-11T18:17:33ZRob NelsonAI integ restorers show law 0 but cards don't.*Created by: Allspice*
Also notable is that the integ restorers do not show ion/hacked laws. I think showing law 0 on integ restorers should be REMOVED but others may feel differently.*Created by: Allspice*
Also notable is that the integ restorers do not show ion/hacked laws. I think showing law 0 on integ restorers should be REMOVED but others may feel differently.https://git.nexisonline.net/vgstation/vgstation13/-/issues/13175Doing What Changeling Tried to Do but Better2016-12-30T21:49:31ZRob NelsonDoing What Changeling Tried to Do but Better*Created by: Shadowmech88*
Changeling was inspired by The Thing, but it does a very poor job of capturing The Thing's atmosphere. Reasons being:
* It is mildly difficult to absorb people without them shouting for help via radio, you be...*Created by: Shadowmech88*
Changeling was inspired by The Thing, but it does a very poor job of capturing The Thing's atmosphere. Reasons being:
* It is mildly difficult to absorb people without them shouting for help via radio, you being seen, or their husk being discovered.
* There is very little incentive to bother impersonating those you absorb.
What this leads to is, instead of a constant feeling of suspense and distrusting your allies, it becomes a monster hunt similar to how vampires are dealt with.
I think we should brainstorm a gametype meant to be what changeling initially tried to be. My ideas are:
* Single antagonist, similar to wizard.
* Can absorb people very quickly, within one or two seconds.
* Can activate horror form at any time.
* Horror form makes them extremely vunerable to burn damage as well as increasing their speed and damage.
* Must be in horror form to absorb victims.
* Upon absorbing a victim, their body disappears, and you take their identity until you trigger horror form again.
* No genome count or upgrade path, absorptions are incentivized by the player dying if they go too long without feeding.
Thoughts?https://git.nexisonline.net/vgstation/vgstation13/-/issues/13032Crate viruses are IMMENSELY overpowered compared to isolated viruses and I ne...2016-12-26T14:36:17ZRob NelsonCrate viruses are IMMENSELY overpowered compared to isolated viruses and I need YOUR ideas for how to fix this.*Created by: despotate*
Skip to the bolded text at the bottom to get the rundown if you don't want to read everything.
I was planning on opening a PR to decrease the amount of virus food that the virus food dispenser contains but I r...*Created by: despotate*
Skip to the bolded text at the bottom to get the rundown if you don't want to read everything.
I was planning on opening a PR to decrease the amount of virus food that the virus food dispenser contains but I realized after some speculation that it would only result in making virus crates even MORE unbalanced compared to homegrown viruses. Let me explain by first stating the facts.
- Crate viruses start with 5-50 growth (~30).
- Crate viruses ALWAYS have random symptoms and antigens, so there's no point growing them past 60 (analysis + splicing) or 50 (analysis, then pop them back in for 10 more if you want to splice) growth. You never need to radiate them since they'll be just as random regardless.
- Apart from getting the crates, virus crate viruses are only time limited by how fast you can click a dish and stuff it into the incubator.
Meanwhile
- Isolated viruses start with 0 growth and need to be taken to 100 (actually 120) since you have to wait for the isolator as well as try to maximize new symptoms per unit of time by cooking them longer.
- Isolated viruses usually get 1-2 major mutations per 100 growth. Each major mutation results in a "new" symptom, however, there's is an increasing chance with each new mutation that you overwrite a previous mutation. You also have a lower chance of getting a "good symptom" because isolated viruses can mutate towards badness=2 effects while crate viruses don't. Per new symptom, crate viruses have a 5% chance of changing antigens.
- Isolated viruses are time limited by how fast it takes the isolator to spit one out (roughly 120 growth worth of time), and makes you waste your time constantly having to make the isolator keep running.
So this means that, on average
- **Isolated viruses spend 5x more time being cooked, wasting 5x the virus food, to get 1/2 the new symptoms and 1/10th the chance of new antigens, while making the player have to deal with 30% more machinery, constantly click the isolate and radiate button, and leave a mess in the incubator and isolator that will JUST fuck your shit up if a virus is on the loose and you need to flush the incubator and clear the isolator and deal with the vials that are left behind.**
# It literally takes FIFTY FUCKING TIMES LONGER to get all the antigens with isolated viruses instead of crate viruses. This makes it ALWAYS worth it to spend up to half an hour grabbing virus crates and begging for access to unlock them instead of having to deal with isolated viruses.
We need a rebalance. Share ideas here.https://git.nexisonline.net/vgstation/vgstation13/-/issues/13016Rev victory condition only counts roundstart heads of staff.2016-12-23T20:58:31ZRob NelsonRev victory condition only counts roundstart heads of staff.*Created by: D3athrow-Issues*
(WEB REPORT BY: kavlax REMOTE: 172.93.109.202:7777)
It should count latejoin heads as well.*Created by: D3athrow-Issues*
(WEB REPORT BY: kavlax REMOTE: 172.93.109.202:7777)
It should count latejoin heads as well.https://git.nexisonline.net/vgstation/vgstation13/-/issues/12988Range stun removal2016-12-25T16:01:33ZRob NelsonRange stun removal*Created by: jakmak3*
As we have all seen the games combat revolves around the concept of stun n done. The first ranged stun that you get is your finishing blow. This is a problem that has existed a on all codebases which several have t...*Created by: jakmak3*
As we have all seen the games combat revolves around the concept of stun n done. The first ranged stun that you get is your finishing blow. This is a problem that has existed a on all codebases which several have tried to deal with (TG disablers, Bay weak tazers) But i propose a radical solution. Remove all ranged stuns all together.
Of course this would keep stuns from batons, stun prods, zas, flashes, flashbangs, cult runes, and disarms but it removes all ranged stuns from the game.
What this would include is
Removing tazers and replacing the ones sec spawn with/ their lockers with sec glocks
Remove rubber bullets from sec glocks
remove sec borg tazer and buff it by giving it increased speed
remove stun from detective .38 and buff its damage
remove c20r/other ballistic weapons stun by removing their stun and increasing their damage to balance it out
remove stun revolver
egun/AEG stun is removed and replaced with a low damage lethal one which instead of doing stun damage does a third of a normal egun energy bolts worth of damage OR remove the non lethal/low lethality mode and give them a larger battery
Ofcourse i am probably forgetting some weapons but this is the general gist of it. All stun weapons would need to be melee range and all ranged options would be lethal only.
This would also prompt a need to change how security would handle people now without their easy 1 hit golden bolt.
I know many people would have their own version of this but this is mine.
out their easy 1 hit golden bolt. I know many people would have their own version of this but this is mine.
If someone is to be put under arrest if the security officer can get a stun off on them via any method (baton, flashbang, lucky zas) then the officer can go ahead with the arrest without needing to order them to stand down first provided there is good reason for the arrest in the first place.
If the suspect may run then the officer in order to use lethal force MUST order them to stand down in some format they can understand (hailer, yelling at them, yelling over radio, pda ,ect). if they do not comply and resist arrest/run after being told to surrender the officer may use lethal force and alert other officers that the suspect has refused to stand down. Simply any form of a message to halt would suffice for this.
If the suspect is armed, dangerous, armed and dangerous, has attacked someone with lethal force or has murdered someone an officer does not need to order them to stand down and can resort directly to lethals provided the criteria is met.
If implemented in my vision i could see several different things happening when sec is dealing with suspects.
1. Sec would be more willing to try to use melee
2. Sec might be more inclined to talk things out before unzipping baton/glocking someone
3. Dindus/assistants would either be more jittery or much more afraid to greytide around
4. Sec would be more inclined just to shoot people
1 wouldn't be that bad and could be fun, 2 and 3 would be pretty good. Assistants more afraid to kill all the stations pets or break all of engineerings windows and 4 i could see being a problem with this strategy
But some issues with this is sec would use lethal force on innocents much much more due to them being to afraid to talk things out or just plain old shitcurity so i dont know if it should be handled more hands off or if admins should play a big role in it. Doing it hands off could potentially invite shitcurity and possibly cause us to devolve into hippie but with admin intervention it would mean admins would have much more responsibility in handling things that currently can be handled IC. So i do not know how this should be enforced.
I know this entire idea sounds retarted and lets be honest it probably is but i feel that this is a potential alternative to dealing with the infamous stun n done of combat. Methods like TG disablers and weak ass bay tazers dont work to improve combat and the fact that easy wins exist like this could be a problem. I invite input and criticism from everyone regarding this idea.https://git.nexisonline.net/vgstation/vgstation13/-/issues/12785Wizard's Lightning Spell cannot be used while Cuffed2016-12-15T07:30:34ZRob NelsonWizard's Lightning Spell cannot be used while Cuffed*Created by: D3athrow-Issues*
(WEB REPORT BY: gunosaguki REMOTE: 172.93.109.202:7777)
To Clarify, you cannot USE the lightning once cuffed, but can still cast the spell. My guess is the code has it throwing an invisible UI object, so be...*Created by: D3athrow-Issues*
(WEB REPORT BY: gunosaguki REMOTE: 172.93.109.202:7777)
To Clarify, you cannot USE the lightning once cuffed, but can still cast the spell. My guess is the code has it throwing an invisible UI object, so being cuffed messes it up.
I'd highly expect lightning to still work while cuffed considering it comes out of your hands thoughhttps://git.nexisonline.net/vgstation/vgstation13/-/issues/12672Cult is too uncommon2017-01-07T21:49:19ZRob NelsonCult is too uncommon*Created by: Zth--*
I went to http://stats.ss13.moe/matchlist and checked how many times was cult played in the last 10 pages. That throws 6 cults... in 240 games. Which is 2.5% of chance.
I did the same for extended: 8.3% in the las...*Created by: Zth--*
I went to http://stats.ss13.moe/matchlist and checked how many times was cult played in the last 10 pages. That throws 6 cults... in 240 games. Which is 2.5% of chance.
I did the same for extended: 8.3% in the last 240 games.
Is this on purpose? In my experience cult is far more fun than extendedhttps://git.nexisonline.net/vgstation/vgstation13/-/issues/12562Bugged Vox Raider Objective2017-01-06T22:21:03ZRob NelsonBugged Vox Raider Objective*Created by: D3athrow-Issues*
(WEB REPORT BY: meimeibong REMOTE: 172.93.109.202:7777)
>Revision (Should be above if you're viewing this from ingame!)
3c244c0ae4aaef61a86f101c25830d70d2529687
>General description of the issue
The obj...*Created by: D3athrow-Issues*
(WEB REPORT BY: meimeibong REMOTE: 172.93.109.202:7777)
>Revision (Should be above if you're viewing this from ingame!)
3c244c0ae4aaef61a86f101c25830d70d2529687
>General description of the issue
The objective for vox raiders "Gather 20 diamonds" is bugged and doesnt complete even with diamonds at the round end.
>What you expected to happen
The objective to be completed when you have the diamonds at the round end.
>What actually happened
It was not completed.
>Steps to reproduce if possible
Gather diamonds and be dissapointed.1.03 (Winter 2017) Bugfix milestonehttps://git.nexisonline.net/vgstation/vgstation13/-/issues/12451Revsquad antaghud icons are fucked2017-01-06T22:21:02ZRob NelsonRevsquad antaghud icons are fucked*Created by: gbasood*
Show up as black question marks.*Created by: gbasood*
Show up as black question marks.1.03 (Winter 2017) Bugfix milestonehttps://git.nexisonline.net/vgstation/vgstation13/-/issues/12437Freeing up job roles automatically AKA "our detective wants quit, send us a n...2016-11-15T21:10:05ZRob NelsonFreeing up job roles automatically AKA "our detective wants quit, send us a new one"*Created by: gbasood*
I can't remember if I was talking to @clusterfack or @PJB3005 about this but basically the idea is that you'd have the ability for players to gracefully remove themselves from round.
I'm not entirely sure, offha...*Created by: gbasood*
I can't remember if I was talking to @clusterfack or @PJB3005 about this but basically the idea is that you'd have the ability for players to gracefully remove themselves from round.
I'm not entirely sure, offhand, how to execute this without fucking up. My first impression was
- Player wants to quit
- Player gets his resignation stamped by heads
- Player departs on a departures shuttle specifically for this purpose, or some other method (suicide booth?)
- Players in lobby would have the ability to select the departee's job as if it were never taken, and would arrive like any other latejoiner. Departee would become a ghost and would be treated as if they suicided.
Potential problems:
- No heads to stamp
- Player items need to stay on station (which we can deal with with code, so whatever)
- If using a "departures shuttle", would need to prevent non-departing players from being shipped off, so maybe we don't use this.
- Traitor targets probably need to stay on station no matter what
Input is welcome, tagged discussion for a reason.https://git.nexisonline.net/vgstation/vgstation13/-/issues/12301Vox raider objectives don't check properly2017-01-06T22:21:10ZRob NelsonVox raider objectives don't check properly*Created by: JustSumBody*
Revision 55fdb5475d859309a3931fbda3f2f3d195a20568
They had the full PA and 20 diamonds on the shuttle
I'm also almost positive they didn't kill or even interact with anyone, but the inviolate objective still f...*Created by: JustSumBody*
Revision 55fdb5475d859309a3931fbda3f2f3d195a20568
They had the full PA and 20 diamonds on the shuttle
I'm also almost positive they didn't kill or even interact with anyone, but the inviolate objective still failed. Not sure how that one works
![image](https://cloud.githubusercontent.com/assets/19365096/19616079/8b9da830-97d8-11e6-9bae-3422847def12.png)
1.03 (Winter 2017) Bugfix milestonehttps://git.nexisonline.net/vgstation/vgstation13/-/issues/12112Vox Raiders is the worst gamemode2016-10-12T20:03:11ZRob NelsonVox Raiders is the worst gamemode*Created by: TheFriggenSawbones*
It's really fuckin bad.
It's, in theory, super stealth nuke ops. Cool idea but the way its currently implemented is very bad. It expects both the raiders and the crew to not instantly valid eachother.
...*Created by: TheFriggenSawbones*
It's really fuckin bad.
It's, in theory, super stealth nuke ops. Cool idea but the way its currently implemented is very bad. It expects both the raiders and the crew to not instantly valid eachother.
In the last round I played the raiders got found it and the AI located where the shuttle was and sent borgs after the vox. Vox mostly died and the last one went back into deepspace ending the round. We could fix some of these issues by making like admin clarifications of certain things (I.E Is the raider shuttle the same as the Nuke Ops where you can't actively hunt for it? Are raiders totally valid? How do you know they're not a trader?) Overall no one has fun and it's a bad choice for a primary gamemode.
https://git.nexisonline.net/vgstation/vgstation13/-/issues/12058Killing the only wizard should have a chance at making other antagonists2016-10-11T20:48:42ZRob NelsonKilling the only wizard should have a chance at making other antagonists*Created by: mrpain666*
Wizextended is boring and just seems so badly executed now. I think no longer ending the round upon the death of the wizard partially brings to light how bad the game mode potentially was to begin with.
I propos...*Created by: mrpain666*
Wizextended is boring and just seems so badly executed now. I think no longer ending the round upon the death of the wizard partially brings to light how bad the game mode potentially was to begin with.
I propose that on the death of the wizard, or say, after about an hour of the round has elapsed, the game mode has a random chance of randomly selecting traitors or something like that.
The bland dish known as a wizard round needs a bit of seasoning now.
https://git.nexisonline.net/vgstation/vgstation13/-/issues/12051Nar Sie Shade update suggestions.2016-10-11T20:54:17ZRob NelsonNar Sie Shade update suggestions.*Created by: ArcadionSword*
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#### Description of issue
Shades are very counter-intuitive and don't really seem to have a role at this point.
#### Difference between expected and actual behavior
The game seems confused as to whether or not shades are intangible. On the one hand, they're immune to cold and electricity, can fly through space, pass over tables, don't breathe or eat, can pull objects around, and people who use the "Help" stance on them intangibly pass through them.
On the other hand, they cannot pass through welding tanks, lockers, or disposal units, cannot pilot mechs, cannot interact with computers, cannot heal themselves despite their attack being "life drain", cannot pass through walls or doors, have to use doors with no clearance requirement, and can be beaten to death relatively easily with an assistant's bare hands, let alone the Null Rod.
My suggestion is that Shades be made less of a physical presence and more an ethereal one. Give Shades the ability to pass through walls like ghosts, but give them xenomorph-style nightvision instead of X-ray. Bar them from entering sacred grounds like the Chapel, and give them the ability to heal by draining lights like ghosts or draining life from animals or something. Remove all ability to interact with anything but living creatures, meaning they're immune to weapons but you can fight one with your hands and feet.
This would change Shades from being "Weird shit miners occasionally summon for a laugh" to something of tangible benefit to cultists and wizards. If you don't have a golem body ready, or you want a spy that can pass through walls and alert you to security's movements, or let you know where to find items and people you're looking for, then you can use a Shade.
#### Server revision
4b87c943ced8d5ddae8ba0f2d0cde48280550c34 Current Infomational Settings:
Protect Authority Roles From Tratior: 1
#### Issue bingo
Please check whatever applies. More checkboxes checked increase your chances of not being yelled at by every contributor.
<!-- Check these by writing an x inside the [ ] (like this: [x])-->
- [X] Issue could be reproduced at least once
- [X] Issue could be reproduced by different players
- [X] Issue could be reproduced in multiple rounds
- [X] Issue happened in a recent (less than 7 days ago) round
- [X] [Couldn't find an existing issue about this](https://github.com/d3athrow/vgstation13/issues)
https://git.nexisonline.net/vgstation/vgstation13/-/issues/11986Ragin Mages doesn't draft dead wizards or apprentices.2016-10-11T21:08:34ZRob NelsonRagin Mages doesn't draft dead wizards or apprentices.*Created by: D3athrow-Issues*
(WEB REPORT BY: kavlax REMOTE: 172.93.109.202:7777)
> Revision 903de6d9a6a3311150c7a606ec3459fd0afd9177
During a round of ragin there were about 5 dead wizbongers+apprentices in deadchat. The wiz drafter...*Created by: D3athrow-Issues*
(WEB REPORT BY: kavlax REMOTE: 172.93.109.202:7777)
> Revision 903de6d9a6a3311150c7a606ec3459fd0afd9177
During a round of ragin there were about 5 dead wizbongers+apprentices in deadchat. The wiz drafter failed due to no candidates 5 times then the round ended.
https://git.nexisonline.net/vgstation/vgstation13/-/issues/11861Vox traders spawn in addtional space suits with internals on INSIDE the safe ...2017-01-07T16:24:28ZRob NelsonVox traders spawn in addtional space suits with internals on INSIDE the safe Vox base*Created by: FantasticFwoosh*
#### Description of issue
Vox traders spawn fully suited in movement impeding space suits and hooked onto internals with a mask already active regardless of the map settings whether appropriate or not, it ...*Created by: FantasticFwoosh*
#### Description of issue
Vox traders spawn fully suited in movement impeding space suits and hooked onto internals with a mask already active regardless of the map settings whether appropriate or not, it appears to have been a oversight and requires some quality control.
One such benefit is selling on the spare suits generated by round-start joining up as a Vox trader but often these desirable objects are thrown out of balance when your base is fully stocked with them and summarily quantity of stock depletes demand. Having the suits be rare and non-generated upon roundstart would make them commercially and convenience wise rare and valuable.
Vox already start with appropriate uniform clothing ('alien clothing') and internal starter boxes (with pocket sized personal canister of No2 and spare mask) so moving suits/No2 canister distributors (of the large suit fitted kind) to a seperate area and unifying the vox map design to accomodate fully suited/casual unsuited vox traders in a safe breathable enviroment on round-start need to be considered.
#### Difference between expected and actual behavior
On non-box maps such as the metastation map where the vox are seperated and must find the new intermediary vox base/trader shuttle it works as intended. You would think the same experience for providing the suit that they give you each and every time would be the same result of 'finding through deep space' your new hideout putting your suit, mag-boots and high supply of No2 to use.
The metastation map's premise is unique and this loadout normally fits quite well for that scenario but for everywhere else it is inappopriate not to mention duplication of (as mentioned in this issue report #11860 , VERY strong space suits already fitted and entirely space worthy.) EVA equipment out-scaling station supplies which aren't needed and are a hindrance to function and movement inside the safe vox base, discouraging traders from working on localized base departments (engineering & botany) and instead to instantly rush off to the ship slowly with suit slowdown.
#### Steps to reproduce
Select your racial preferences to Vox, and set trader to high, you will spawn in the local vox dorms OR the alternative meta station salvage startpoint, only on box is the suit & air tank equipped (additional testing for other map starts needed to clarify)