Xelnagahunter Posted June 30, 2015 Posted June 30, 2015 From an AI's perspective on the new brig area, there are a lot of camera dead zones and poor lighting placements. It's been a bit since I last played the AI (like a week), so I'm unsure if those are fixed already but yeah. There's a dead zone in the visitor area of the communal and in one of the halls a single tile cannot be seen by the AI, perfect for hiding in the open.
K0NFL1QT Posted July 27, 2015 Posted July 27, 2015 What can we do to improve the connectivity of Medical and Science? I really like the new connection between Surgery and Genetics, but it would be great if Robotics and Surgery were also more closely related so that bionic limbs and patients can flow freely. This would lead to a very interconnected Surgery subdepartment. Roboticists handling the creation of mechanical parts, Biologists handling the creation of biological parts, and general Surgeons handling the emergency intake and actual surgical treatment. Can these three be more closely located? There's a lot of wasted space in and around Robotics right now that could be better used. The emergency closet between Robotics and the Morgue eats up a lot of space and requires routing around via maintenance. Robotics can get to the Surgery freezer storage by crawling through maintenance, but probably doesn't have access. It's not a long walk but it's not a bordering room or accessible via corridor either. There's a lot of free space in the mechbay now. Any chance we can rejigger the area to better connect Surgery, New Genetics and Robotics? Is this even a thing people would appreciate? Would it be worth the effort? If an an area redesign is too much work, how about a chute and section of disposal pipe so you can drop prosthetics into the chute from robotics and have them fired into a closet in surgery storage?
K0NFL1QT Posted July 29, 2015 Posted July 29, 2015 This saddening atrocity needs to go. Get rid of the tables and the sadistically placed machine frame, put in a light and empty closets. That would make this area useful. You'd have plenty of space to stash evidence to solved and ongoing crimes. Because, by the way, the Forensic Technician doesn't even have access to the general evidence storage that used to be right opposite their office but is now on the completely other side of Security.
Guest Marlon Phoenix Posted July 29, 2015 Posted July 29, 2015 Detective has no access to the vital job areas of: Evidence storage. Processing prisoner-items. Debatable access requirement: Medbay infirmary. Neither does the CSI. Basically, the entire investigation division of security is completely handicapped.
K0NFL1QT Posted October 17, 2015 Posted October 17, 2015 This saddening atrocity needs to go. Get rid of the tables and the sadistically placed machine frame, put in a light and empty closets. That would make this area useful. You'd have plenty of space to stash evidence to solved and ongoing crimes.Because, by the way, the Forensic Technician doesn't even have access to the general evidence storage that used to be right opposite their office but is now on the completely other side of Security. CSI still has this wasted area. No autopsy table. No case related storage. However they have been given a film cartridge to the camera they don't have. Detective and CSI still have shared access to each others offices and lockers.
EvilBrage Posted October 18, 2015 Posted October 18, 2015 Can we kill the absolutely pointless cameras in maintenance? They seem like they're there expressly to allow an AI to expose my antag doomfort, especially considering the ease with which new cameras can be installed if the engineers so desire. Bridge/AI core/Captain's Office also need to be in an area that's less prone to being blown sky high from the exterior.
K0NFL1QT Posted October 18, 2015 Posted October 18, 2015 Bridge/AI core/Captain's Office also need to be in an area that's less prone to being blown sky high from the exterior. Been saying that for months. The counter argument was 'muh antag balance'.
Jboy2000000 Posted October 21, 2015 Posted October 21, 2015 THe singularity shield generators on the top and bottom are uneven.
Witt Posted October 21, 2015 Posted October 21, 2015 Bridge/AI core/Captain's Office also need to be in an area that's less prone to being blown sky high from the exterior. Been saying that for months. The counter argument was 'muh antag balance'. The current location of both the AI core and the bridge were voted on by the community at large. Also at this point all mapper are putting full effort into the new map so a massive rework is at this point unlikely. As for the bombing issue, it is being looked into from several fronts. THe singularity shield generators on the top and bottom are uneven. they are on the sides as well; it has always been like that. are they causing actual issues or is your OCD killing you?
SierraKomodo Posted October 21, 2015 Posted October 21, 2015 THe singularity shield generators on the top and bottom are uneven. There's a very specific reason for that, if I'm remembering how this was explained before. If the generators lined up, you'd end up with shields cutting right through the containment area, connecting all the generators that are lined up.
Jboy2000000 Posted October 21, 2015 Posted October 21, 2015 That makes sense, nevermind me than. And, wouldn't it work fine with four instead of eight shield genies?
Hackie Posted February 14, 2016 Posted February 14, 2016 Centralize Command, so the crew always has a possibility of recovery. And, so nukies/traitors always have to go through some trouble to deal with the bridge. Centralize the AI, so it's not just out there waiting to be blown up to kingdom come. Tighten up maintenance, so it feels like I'm walking through a maintenance shaft that's off to the side, and dirty. Make sure that Engineering isn't an impenetrable fortress. Seeing as if you press one button and place a couple of girders you've got an escape shuttle and no-one who isn't an Engineer or has a couple of explosives can get in.
Thesir Posted February 15, 2016 Posted February 15, 2016 I don't mind the current maintenance tunnels, but that's because I often try to tidy them up as janitor, and a janicart or mop bucket prevents you from backtracking easily. I feel like they're dim and dreary enough. However, I can see the argument against the cameras, even though it's literally the security cameras' job to find antags or fugitives. I'm conflicted about it, really. For the morgue and autopsy tables and all of that, I don't really have much input. I used to play an older surgeon who was capable of both medical and forensic autopsies, but I don't anymore and I wouldn't mind making it easier for a competent CSI to be able to work in a closed environment that they felt comfortable in. I do think, however, that there may need to be some proviso that they are only allowed to work on corpses who have either been cloned or at least scanned and been documented as having an MIF. Now on to my own suggestion. I'd like for the operating theatre to have at least one advanced scanner. It's difficult to quickly scan a surgery patient either during or after surgery, at times, and certain circumstances make it hard to rely on static data for their injuries. Things like high toxins and infections can cause additional organ damage, either in organs which have already been treated or in completely new organs, which isn't often indicated on a handheld scanner.
Dreviore Posted March 3, 2016 Posted March 3, 2016 As someone who loves playing as the AI. Remove cameras from maintenance. Sure it's nice to be able to spot literally everything, but at times it just seems unnecessary. Second, it's nice having the AI core in the center of the station. It's in both a defenseless and defendable location. If there's a heist going it prevents the operatives from blowing into the upload and immediately defeating the AI, but it also gives the AI a chance to perhaps prevent the operatives from modifying it. At the same time I kinda hope the AIs core isn't in such a high traffic hallway. Perhaps putting the entrance in the command sector of the station, cause logically no one other then the heads should be going in there.
Wilson8855 Posted March 9, 2016 Posted March 9, 2016 I'm not sure if this is already on the map, but, separate dorms would be nice. Other then that maybe a Rehab center in the medical center if someone decides to get help for their alcoholism or something like that. Little hidden areas like underground gambling rings, or a serial killer den. Just spitballin' ideas.
Guest Posted March 11, 2016 Posted March 11, 2016 REMOVE MEDICAL ACCESS BUTTONS ON THE INSIDE OF MEDICAL'S DOORS; MENTAL PATIENTS SHOULD NOT BE ABLE TO WALK OUT WITH THE CLICK OF A BUTTON >_>
Conservatron Posted March 11, 2016 Posted March 11, 2016 REMOVE MEDICAL ACCESS BUTTONS ON THE INSIDE OF MEDICAL'S DOORS; MENTAL PATIENTS SHOULD NOT BE ABLE TO WALK OUT WITH THE CLICK OF A BUTTON >_> please dont this is just a failure on medical's part to properly contain their patients i dont want to have to wait 5 minutes to leave med after i am treated
Tenenza Posted March 16, 2016 Posted March 16, 2016 Small thing: In the research break room, would you be willing to move the newscaster two spaces to the right, and the fire alarm one space to the right, and replaced the wall where the fire alarm was with an airlock? That way the RD's meeting room can be accessed without having to go through the rest of the RD's office, which would make it, you know, more accessible and likely to be used.
Carver Posted March 16, 2016 Posted March 16, 2016 REMOVE MEDICAL ACCESS BUTTONS ON THE INSIDE OF MEDICAL'S DOORS; MENTAL PATIENTS SHOULD NOT BE ABLE TO WALK OUT WITH THE CLICK OF A BUTTON >_> Every patient has the right to refuse treatment. They also have the right to not need to break windows because half of medbay fucked off to do something else and left them. The buttons serve as a middle ground for not letting people in whilst allowing people to get out with ease.
Nanako Posted March 16, 2016 Posted March 16, 2016 I read that the engine is being changed to tesla coil. The supermatter gets boring, but a tesla coil engine will get boring too, in time. Any single type of engine is boring. Give engineering a flexible engine room, and the ability to setup and/or experiment with multiple types of engines at their discretion
Nanako Posted March 16, 2016 Posted March 16, 2016 Every patient has the right to refuse treatment. They also have the right to not need to break windows because half of medbay fucked off to do something else and left them. The buttons serve as a middle ground for not letting people in whilst allowing people to get out with ease. Mentally unstable patients don't have that right. They lack the mental capacity to make an informed decision I'm not sure if wounded criminals do either
LordFowl Posted March 16, 2016 Posted March 16, 2016 Small thing:In the research break room, would you be willing to move the newscaster two spaces to the right, and the fire alarm one space to the right, and replaced the wall where the fire alarm was with an airlock? That way the RD's meeting room can be accessed without having to go through the rest of the RD's office, which would make it, you know, more accessible and likely to be used. A very good idea. It has now been implemented. I read that the engine is being changed to tesla coil. The supermatter gets boring, but a tesla coil engine will get boring too, in time. Any single type of engine is boring. Give engineering a flexible engine room, and the ability to setup and/or experiment with multiple types of engines at their discretion We will consider this idea - I personally like the idea of a dynamic engine. However it may not be implemented due to the fact that the different engine's have clashing mechanics which make it very difficult to implement functionality permitting someone to have any one of them at any given time.
K0NFL1QT Posted March 16, 2016 Posted March 16, 2016 Move Supermatter into Atmos then. It is an Atmos engine. You can set up Telsa/Singulo in an overlapping area.
K0NFL1QT Posted March 23, 2016 Posted March 23, 2016 NEW MAP FEEDBACK: So far, so good. I'm looking forward to the playtest stages. AI core's looking very nice, but we'll see how it affects the game balance in practice. I very much like that xenobiology is relegated to 'outpost' status on the research sub-level. Medical seems nicely laid out, though personally I'd swap the sleepers and scanners, that way emergency treatments are moved further in and there isn't a cross flow of traffic for patients who require emergency sleeper treatment and those who need a full diagnostic scan. Is it intentional to be missing any sort of recovery area? Would it be possible for the cloning room to have its own dedicated cryo chamber, so you don't have to drag naked clones through general medical, and then ferry their gear around too? I can't see genetics anywhere yet. Fowl said it was back, but different. What we've been shown of the brig looks okay, in that it seems largely centered around the Wardens visibility of the cells and communal. You might want to put the riot gas system somewhere a little more secure than 'openly accessible in the main corridor', though. It's not fun when officers without atmos experience gas the whole brig. Probably put it in the Wardens office itself, but I can see it's a cramped room, so maybe consider expanding the warden office up to that grassy area and absorbing the whole gas connector area. Overall, two thumbs up. Now show me Engineering.
CampinKiller Posted March 23, 2016 Posted March 23, 2016 Can we have department guards for Security? It's literally one of the greatest things, because it keeps Security easily organized as to where they should be, and makes sure that Security doesn't have half the place uncovered so when someone screams they're being shot by , it doesn't take Security two minutes to run there.
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