Arrow768 Posted February 5, 2017 Posted February 5, 2017 How about we just wait until we can actually playtest it before we start changing stuff around ? I do believe that our mappers are not complete morons and that they have put some thought into what they have done.
JKJudgeX Posted February 11, 2017 Posted February 11, 2017 I would like to request at least a few more all crew-accessible camera blindspots to aid in antagging...
Pacmandevil Posted May 14, 2017 Posted May 14, 2017 Alright: some things that I feel should be changed or looked at for Newmap: Mining needs access to pretty well every external Airlock, This wasn't needed on the Exodus due to mininga being indipendant from the station. But there's no reason they shouldn't have access to the Arrivials/Escape airlocks, and The several ones dotted around the station Slag is so broke holy fuck I needed a bag full of diamond ore to fix what someone broke in 2 minutes, but this is confirmed changed soon If you're beside a wall that has a floor leading to space. you should be able to stay on the same Zlevel, it's disorientating otherwise. epspecially because there's no way to get back up. K.A needs a "auto pump" upgrade from science or for 750 points. this is more of a QOL thing. The autolockers need to be in the way of the shuttle. so people have to go through them to get on. so they dont miss them. The Jaunter's are pretty useless as is, as you often get tele'd off station, and you have no idea where anything is. My suggestion is being able to bind them to a Tele beacon, which you should also get when you buy one, teleporting to it should have a 5-10 tile miss zone or something.
Fire and Glory Posted May 22, 2017 Posted May 22, 2017 Holodeck should have some lights in it, illuminating the exterior. Â This looks worse than what lights inside grill/mounted on windows would look like imo.
Skull132 Posted May 22, 2017 Posted May 22, 2017 Holodeck should have some lights in it, illuminating the exterior. This looks worse than what lights inside grill/mounted on windows would look like imo. Â Git it. Old map has this, it's an oversight/mapping error.
ForgottenTraveller Posted May 31, 2017 Posted May 31, 2017 Magboots at the very least for mining. To try and stop some of the 'it's raining miners' And maybe a few more GPS's around the place, especially for paramedics it is easy to get lost on the surface, looking for someone who is bleeding out, knowing the sensors location or the GPS location could really help in tracking them down.
Alberyk Posted May 31, 2017 Posted May 31, 2017 Magboots at the very least for mining. To try and stop some of the 'it's raining miners' And maybe a few more GPS's around the place, especially for paramedics it is easy to get lost on the surface, looking for someone who is bleeding out, knowing the sensors location or the GPS location could really help in tracking them down. Â Miners can buy magboots now.
Garnascus Posted May 31, 2017 Posted May 31, 2017 medical is pretty cramped. Its the only thing i do not like so far. that and having a 2nd DAMAGED operating theatre is pretty silly. Two ORs are absolutely essential for high action rounds. I am worried this is going to create a huge and frustrating bottleneck during combat heavy rounds.
SierraKomodo Posted June 13, 2017 Posted June 13, 2017 Any chance I can get a look at the new atmospherics mapping that I was told is coming? The current setup leaves a lot to be desired and was a right pain in the ass to optimize.
ForgottenTraveller Posted June 14, 2017 Posted June 14, 2017 Uh. One main thing. 1. Some more lighting around the surface level elevators, when the lights are dim and the elevators are away. It is almost pitch black and damn hard to find the elevator button. A minor erk, 2. With the main area of robotics being hidden all the way in the back behind the mech bay. Maybe moving the maint tunnel on the top side a little and giving them a front desk to the port hall for walk ups who need bionics done. And two possible suggestions. 3. A way to remove clear tiles above you so engineers can use their mobile ladders to go up a floor. And below if that has not been implemented either. 4. One or two more ladders to the surface level in the event of evac. And in and out of the sub level's for each department in case of power failure.
Nanako Posted June 14, 2017 Posted June 14, 2017 medical is pretty cramped. Its the only thing i do not like so far. that and having a 2nd DAMAGED operating theatre is pretty silly. Two ORs are absolutely essential for high action rounds. I am worried this is going to create a huge and frustrating bottleneck during combat heavy rounds. Â you have my agreement on this point
Garnascus Posted June 14, 2017 Posted June 14, 2017 medical is pretty cramped. Its the only thing i do not like so far. that and having a 2nd DAMAGED operating theatre is pretty silly. Two ORs are absolutely essential for high action rounds. I am worried this is going to create a huge and frustrating bottleneck during combat heavy rounds.  you have my agreement on this point  WHen i made that comment i didnt know about medicals lower z-level. THAT part is kind of awesome and i admit it does make medical a lot better for me. I still think its top level is too cramped though and we really REALLY need a 2nd working OR.
DatBerry Posted June 14, 2017 Posted June 14, 2017 this was brought up in discord, it seems mercs/heisters cant really tell where the hell the station is while EVA on middle/lower levels, someone suggested a mining tunnel running the outskirts of the asteroid.
Nanako Posted June 14, 2017 Posted June 14, 2017 this was brought up in discord, it seems mercs/heisters cant really tell where the hell the station is while EVA on middle/lower levels, someone suggested a mining tunnel running the outskirts of the asteroid. Â Can't they just look at coordinates in their status window, and move towards the centre of the map?
SierraKomodo Posted June 14, 2017 Posted June 14, 2017 this was brought up in discord, it seems mercs/heisters cant really tell where the hell the station is while EVA on middle/lower levels, someone suggested a mining tunnel running the outskirts of the asteroid. Â Can't they just look at coordinates in their status window, and move towards the centre of the map? Â Regular players don't get coordinates in the status window. At least I've never seen them.
Nikov Posted June 14, 2017 Posted June 14, 2017 Any chance I can get a look at the new atmospherics mapping that I was told is coming? The current setup leaves a lot to be desired and was a right pain in the ass to optimize. Â . A few small changes were made since this screenshot, but this is an approximation for you.
SierraKomodo Posted June 14, 2017 Posted June 14, 2017 Any chance I can get a look at the new atmospherics mapping that I was told is coming? The current setup leaves a lot to be desired and was a right pain in the ass to optimize. Â . A few small changes were made since this screenshot, but this is an approximation for you. Â I feel like this has the setup start out too optimized. There's really nothing to change, fix, or customize as an atmos tech that I can see because any changes I would have made to the old map system are already in place, which results in less things for an atmos tech to do for 'setup' phase (If they so desired), and less difference between an individual tech's atmospherics setups (Which provided a lot of interesting IC conflict and/or discussions regarding atmos). My main complaint with the current iteration on newmap is it's too cramped to properly make any meaningful adjustments without having to tear up literally everything and re-pipe it all.
Nikov Posted June 15, 2017 Posted June 15, 2017 The changes made since that screenshot were to de-optimize and make it a little more of a pain in the ass. What do you want from me?!?!?!? No, seriously now, the latest version is on git and has been made more generic with plain pumps and room to play is just south of this screen. And nobody asks engineering to build up all the supermatter's functionality at round start. My goal is to turn the bomb factory into a life support system by ommitting the needless and adding the wanting. You now operate atmospherics rather than bicker over it, but there is still plenty to upgrade if that's your thing. You can upgrade to the standard in this screenshot, for example.
theiguanaman2 Posted June 18, 2017 Posted June 18, 2017 Suggestion: The Chapel Features I know not many people care about the chapel, but for the people who play as chaplain often do care. It boils down to a couple things. The features on the old map that have been taken out (the mass driver, confession booths, larger space) really helped roleplay. The people whom actually worked to roleplay and utilize these features really enjoyed them. I know it's not the most important job, but there's still plenty of people who play as chaplain. Sometimes, I rarely can even get on as Walter Keck sometimes because someone is already on there. People playing chaplain is at an all time high from the past couple months. This last edition to the feedback is just an idea for the chapel and is just about overall experience, but we've all been living without it: an organ for the chapel with some religious tunes transcribed for the game. Only the chaplain would be able to access this. I think that if the chapel has an organ to add to itself, it would be able to improve upon church services with music to go along with. I know the midi files aren't that great and are kinda obnoxious, however, with responsible people playing chaplain and not obnoxious people who just goof off with roleplay, it could make for a great additional experience.
Arrow768 Posted June 18, 2017 Posted June 18, 2017 There is a pull request that opts to change the chapel. https://github.com/Aurorastation/Aurora.3/pull/2739
Bygonehero Posted June 18, 2017 Posted June 18, 2017 Re-enable minor powers to genetics. Honestly the minor powers are the most interesting ones rp wise, and have the least effect on a round.
C a r p r i l l o Posted June 18, 2017 Posted June 18, 2017 So, just a quick thing, maybe don't have people automatically spawn wearing the hoodie? Specifically in the case of IPCs, I've had quite a few instances where I'd spawn in and immediately start overheating. I'd imagine that's something of an issue, and honestly I'd (though I admit to some degree of bias, being an IPC player) rather the hoodies just be placed in my inventory at spawn instead of having to A.) scramble to take it off and risk taking burn damage before I even set foot on the station or B.) stop playing IPC altogether.
Skull132 Posted June 18, 2017 Posted June 18, 2017 So, just a quick thing, maybe don't have people automatically spawn wearing the hoodie? Specifically in the case of IPCs, I've had quite a few instances where I'd spawn in and immediately start overheating. I'd imagine that's something of an issue, and honestly I'd (though I admit to some degree of bias, being an IPC player) rather the hoodies just be placed in my inventory at spawn instead of having to A.) scramble to take it off and risk taking burn damage before I even set foot on the station or B.) stop playing IPC altogether. Â Quick note while we address this next week or so: option C exists: set yourself to spawn at cryogenic storage. Done.
LordFowl Posted June 18, 2017 Posted June 18, 2017 Perhaps a better question is to ask why a simple hoodie immediately causes an IPC to overheat?
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