>>14560722
Are you considering actually making a new engine?
Completely random station layout would turn people off for normal gamemodes.
If you want some gamemodes that would work well with a new station every time, here's off the top of my head:
>xeno/shadowling/cling gamemode
>everyone spawns in random locations on a derelict station and you need to find other people to work together
>have resources very scarce to get players to kill each other for resources
>pretty much just alien isolation in 2d
That would work well as players already distrust each other in SS13. If you were to add something like a strike team sent to purge the station of all knowledge of the xenos, ala Death Squid, then people would be even more tempted to work alone, which is what the xeno/s want.
or:
>small group of players, no more than 20, launch from a shuttle onto a random station that is filled with monsters/NPCs/SNPCs (iamgoofball is making GOAP AIs for /tg/, but those are a bit away from completion) that the players have to kill
>have one side be the syndicate and the other be NT, either way works
If you want a truly random map, that wouldn't work as people want that slight predictability at least at the start of the game.
Something that wouldn't be too bad is designating a large box of the map to each department and having randomised rooms populate that, for example:
Big area for Security, must have:
-Brig
-Cells x 4
-Perma
-HoS/Warden office
-Locker room
-whatever else
And you have a bunch of different room layouts for each of those items, that the server would cobble together to make a new layout for the department each time. That way, security is still in the same place and everyone knows how to find it, but the real layout is different, which may aid or hinder various crimes.
Random maint layouts every round would be perfectly fine, though, as maint is meant to be confusing but people just learn it and know all the hiding spots for antags.
Paradise and I think /tg/ have Space Ruins, which are a group of random asteroids that spawn in every round to find and explore. They're all predefined, though, and all that changes is where on the z-level they spawn and which predefine they are.