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Feedback: Science/AI Remap.


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AI Sat returns holy shit soul?

You may want to reinforce the AI core and the plating that holds up its wires with reinforced plating, so in the event of a SM delam, the AI may have a chance of surviving the ordeal.

I can't tell by looking if the spawn is set, but don't forget to slap the AI shell into cyborg spawn.

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3 minutes ago, Butterrobber202 said:

AI Sat returns holy shit soul?

You may want to reinforce the AI core and the plating that holds up its wires with reinforced plating, so in the event of a SM delam, the AI may have a chance of surviving the ordeal.

I can't tell by looking if the spawn is set, but don't forget to slap the AI shell into cyborg spawn.

Yeah, shell is going to be placed down there, just haven't done it. 

I am thinking of ways to avoid a delam killing the AI, but tbh, it's gonna be hard lol. Even if I left it where it is right now, the indra emp's it to death. 

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Love the route this is taking, Read. My first reaction was definitely appreciation, my second was joking concern for the scientists who sit so close to an active source of radiation! Can't immediately think of anything that really warrants changing, looking forward to seeing how you develop this!

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I have spotted two things so far:

First: the server room seems to be in Indra emp range now, but I don't know whether that is a good or a bad thing.

Second: the airlock at TComms is usually very weakly powered and will loose power a lot while trying to cycle, which makes that take a very long time.
Especially in cases of emergency, the RD being stuck in a barely functioning airlock is probably not a desirable outcome.
Maybe it is enough for engineering to raise the output power of the respective SMES, maybe it would be a good idea to put a stronger power cell into the area APC by default. Ideally strong enough to make a full cycle even in case of a grid failure.
That said, as a player I have only once been involved with the AI room and do not have the necessary experience to really estimate the importance of quick access, so it may be fine as is.

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Can we get a hardsuit in the RnD server room? idk if there's really space, but its needed for entering when setting up tech processors - we used to take the one out of telescience but as that's not part of the RnD room anymore it's a bit of a chore to go pick one up.

I appreciate sciechem getting some extra toys to make stuff, particularly since its not next to rnd anymore, running back and forth to pick stuff up would suck. I don't see a need for the medkits they have, though I'd like a box of pill bottles for those scenarios where science decides to do a drug trial. The chemical fridge is in an awkward spot.

There used to be a fire closet next to the elevator, I see its nixxed, maybe make space for it in the tunnel next to chemistry? Would make sense given the risk of chemical fires.

Telescience being viewable from the hall seems odd to me, I'd like to see it swapped with scichem. Realistically, if we're forgoing the testing room for chemical stuff, there should be room for it. Scichem is one of the few stations that doesn't need a TON extra space, and if its near the hallway then you get interaction from that.

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7 hours ago, Rabid Animal said:

Telescience being viewable from the hall seems odd to me, I'd like to see it swapped with scichem.

If I do this, it will be the exact same size as it currently is. I do not like to make super wide areas. 

I will also add a voidsuit to the server room. 

The fire closet is just gonna get shifted down to across the elevator, dw. 
 

7 hours ago, Menroka said:

Second: the airlock at TComms is usually very weakly powered and will loose power a lot while trying to cycle, which makes that take a very long time.

I will fix this issue. 

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Mild feedback, I like the rest of it but: Putting telesci somewhere visible makes it thoroughly worthless for research antagonists. Privacy allows for it to be used for gimmicks/theft, doubly if it's even the littlest bit further from central ring hearing range.

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Love, love, love how the meeting room for R&D is no longer adjacent to the main hallway... that always felt a little weird to me. If nothing else is kept, I hope that is. I also like the return of a quasi-satellite design for the AI core. Not such a huge fan of how there's a window that gives you a direct line of sight from the outside all the way to the AI core. I get why (and there's also a gazillion turrets in the way), but I think it's a little odd.

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5 hours ago, rrrrrr said:

Love, love, love how the meeting room for R&D is no longer adjacent to the main hallway... that always felt a little weird to me. If nothing else is kept, I hope that is. I also like the return of a quasi-satellite design for the AI core. Not such a huge fan of how there's a window that gives you a direct line of sight from the outside all the way to the AI core. I get why (and there's also a gazillion turrets in the way), but I think it's a little odd.

I appreciate the feedback. The AI core is getting resdesigned, I just threw that all together as a place holder for now.

 

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4/16/2024 - Telescience and Chem are mostly finished. 

Spoiler

image.thumb.png.1ab448ff524fa298bbe613672a26ae60.png

Creative Issues: 
1. I do not know what to put here - 

Spoiler

image.png.712f8711107e4e6ca9c3c1b024515f76.png

This is the space across from the machinist shop.

2. I do not know what to do with this space here, either. 
 

Spoiler

image.png.343958310d1f4c8a1f779c4a56c63591.png

 

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I really like the design of the AI core! One awkward element of the current design is that the AI needs to disable pretty much all their turrets for someone not to be shot when venturing inside, since there are a lot of windows that produce overlapping firing lines. I appreciate that, with this, the consoles are only within firing range of one set of turrets. 

I think I would prefer if the processing strata tiles were limited only to the four tiles within the glass panes, though, like with the current version of the same structure. It looks a little overwhelming in that screenshot. The buttons to the side of the intercom also seem oddly placed, a little like they're inside of the wall, and it seems to have lost its flash. I'm also curious what the intention is behind the intercom at the far north of the core chamber?

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On 16/04/2024 at 17:48, ReadThisNamePlz said:

 

Creative Issues: 
1. I do not know what to put here - 

  Reveal hidden contents

image.png.712f8711107e4e6ca9c3c1b024515f76.png

 

Probably a dumb idea, but for issue #1, a room with a television in it. So you can watch Columbo in space, or something. Either way, a random room where people can just sit down could be cool, I dunno.

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Scientists need an incinerator of their own, like the one xenobio has, to dispose of monkeys they test. They use monkeys to test modular guns, among other things.

The exploratory chem lab is missing an ethanol cartridge.

The requests console in the RnD lab isn't properly labelled. 

We could use our own operating theatre, for medical research. The old station had one.

A generic test chamber would be swell, similar to the environmentally controlled cells in xenarchaology, but adapted for scientists to use.

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23 hours ago, Boggle08 said:

Scientists need an incinerator of their own, like the one xenobio has, to dispose of monkeys they test. They use monkeys to test modular guns, among other things.

The exploratory chem lab is missing an ethanol cartridge.

The requests console in the RnD lab isn't properly labelled. 

We could use our own operating theatre, for medical research. The old station had one.

A generic test chamber would be swell, similar to the environmentally controlled cells in xenarchaology, but adapted for scientists to use.

I have nothing to do with the missing ethanol cartridge. I'm not sure why this is happening but it isn't from me. 

I recognized the RC issue in RnD and it is fixed in this PR.

There is a OR theatre added to this, labeled "Dissection".

I cannot add in a generic testing chamber, but there is a new "hazardous specimen" pen that could be used as one. If not, use the firing range. 

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Had the opportunity to walk around in the revamped command bunker/AI core. Both look and feel nice and seem to have everything they need. The AI core's location is a lot better, now, since it actually feels secluded (versus just being accessible from a hallway right off the central ring.)

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