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Author Topic: Space Station 13: Urist McStation  (Read 2144853 times)

MrWillsauce

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Re: Space Station 13: Urist McStation
« Reply #15045 on: March 20, 2014, 04:48:54 pm »

There could be two sets of kitchens/bars one for a smaller bar area and one for a large cafeteria area. The cafeteria area could have a small fancy lounge for the higher up positions and include some more gourmet snack items. Also is the current server IP located in the first post?
Yes, we need two places no one goes to instead of just one.
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Gruntdonttoot

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Re: Space Station 13: Urist McStation
« Reply #15046 on: March 20, 2014, 04:58:14 pm »

There could be two sets of kitchens/bars one for a smaller bar area and one for a large cafeteria area. The cafeteria area could have a small fancy lounge for the higher up positions and include some more gourmet snack items. Also is the current server IP located in the first post?
Yes, we need two places no one goes to instead of just one.
Deconstruct the tables in the Cafeteria and you have yourself a large building area. :P
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #15047 on: March 20, 2014, 05:01:23 pm »

There could be two sets of kitchens/bars one for a smaller bar area and one for a large cafeteria area. The cafeteria area could have a small fancy lounge for the higher up positions and include some more gourmet snack items. Also is the current server IP located in the first post?
Yes, we need two places no one goes to instead of just one.

Of all the servers I played on (tg, vg and BS12, and us of course), it was only us who were so reluctant to go to the bar. Probably one more manifestation of the Snowball Effect.
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MrWillsauce

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Re: Space Station 13: Urist McStation
« Reply #15048 on: March 20, 2014, 05:03:01 pm »

For some reason "I'm on duty" is a valid excuse to not get drunk. I try to go to the bar, but usually even the bartender won't stay there.
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #15049 on: March 20, 2014, 05:06:04 pm »

For some reason "I'm on duty" is a valid excuse to not get drunk. I try to go to the bar, but usually even the bartender won't stay there.

...because nobody comes to the bar. So, because the bartender is off, nobody comes to the bar (also because there is no-one else there). So the bartender won't stay there...

So, nobody is in the bar therefore nobody is in the bar. This is the flawless, undisprovable logic of the Bar.
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MrWillsauce

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Re: Space Station 13: Urist McStation
« Reply #15050 on: March 20, 2014, 05:08:24 pm »

I stay in the bar when I'm the bartender. I still don't really get any customers. I just hang out with Pun Pun and my shotgun and wait for shit to hit the fan so I can use it.
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BurnedToast

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Re: Space Station 13: Urist McStation
« Reply #15051 on: March 20, 2014, 05:23:25 pm »

Delete all (snack) vending machines from the station. Or at least, make a LOT less of them.

Now,you have to eat from the kitchen, which means people go to the kitchen. The kitchen is connected to the bar so maybe people stop at the bar too.

Also it's frustrating to be the chef and make some food, and watch people ignore it and subsist on cheesie honkers and jerky.
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BigD145

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Re: Space Station 13: Urist McStation
« Reply #15052 on: March 20, 2014, 05:28:49 pm »

We have vending machine refills so perhaps limit vending machines to the bar/kitchen/cafeteria?
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Nick K

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Re: Space Station 13: Urist McStation
« Reply #15053 on: March 20, 2014, 06:17:02 pm »

As long as someone bombing the kitchen doesn't mean starvation-slow movement for the rest of the round
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BigD145

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Re: Space Station 13: Urist McStation
« Reply #15054 on: March 20, 2014, 06:18:26 pm »

Starvation would be an interesting means of calling the shuttle.
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hops

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Re: Space Station 13: Urist McStation
« Reply #15055 on: March 20, 2014, 06:32:50 pm »

Don't delete the vending machines. I want to be able to hack them to shoot snacks at people.  :D

Also I've noticed that as AI, when I bolt the door to my upload I am less likely to get onehuman'd. Not sure if that's a good or bad thing, since I do like being able to kill everyone, but it also bothers my OCD not to bolt the door.
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #15056 on: March 20, 2014, 06:37:04 pm »

Solution: remove most of the machines, add a small communal garden, like on Metastation, and a communal kitchen (for example instead of those useless air pumps in the washing/locker room) with a grinder, microwave and a knife, and if we move to Baycode, rolling pin (BS12 recently reintroduced their old cooking system, that made cooking flour-based stuff a bit more complex than 'put in microwave with errything else, enjoy').

Someone hungry, Chef's corpse is floating through the endless void in serenity? Well, haul your lazy ass to the garden, grow yourself some goddamn wheat and make the damn sandwich.

Speaking of, you probably know by now how making custom sandwiches is my favorite feature ever on BS12 - there's a PR expanding that to soups, burgers, pastas and pizzas. So wash down that appendix appendix appendix sandwich with a nice bowl of appendix soup - and before you ask, different ingredients have different sprites!

E:
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #15057 on: March 20, 2014, 07:25:19 pm »

If I was tasked with designing a "marco" station (max size or greater)...

Hmm. It's fun to think about how much you can include. I wouldn't mind a few redundant systems, actually. I'm imagining a "side-of-an-asteroid" base, built with redundancy, dangerous hallways, and a "class" thing going on.

The main idea here is a rather ritzy, fancy area that's fairly easily exposed to space, aside from a bridge area which connects to Sec and is beefy.

There's, for instance, a huge-ass bar and kitchen, but a job like Hydroponics is in the normal area inside the asteroid, which is more cramped and shitty. There's a SEPERATE bar and kitchen in shitstation, since the ritzy station is going to have all the good stuff that explosions love so much.

A third area, which is workstation, contains the engineer/research stuff in a less shitty but not great place. It's also far removed from the other two.

Illicit is huge and hard to navigate, built INTO the asteroid. Open the wrong area, and you may wind up opening a door right to space, as there's no security/safety features.

---

I understand NT is the shittiest station manager, but you'd think there'd be data on what gets fucked up the most, and redundant systems put in place. Like separate cloning bays.

---

Though, to be honest, I've always wanted to do a station similar to the mining colony- the entire thing is built into an asteroid, is very, very small, and includes walks through asteroid tunnels and reinforced glass tube halls.
I actually sort of have a plan for that. It includes five inhabited places and an abandoned one.

Having said that, I'd love to make a massive station that takes up almost an entire 300x300+ z-level, and cluster the departments together in some portion of it, as if they are the last survivable (or inhabited) area in this massive ruined old space hulk. Have a shit ton of abandoned rooms, holes to space, boarded off areas and whatnot in it, and make navigating through the abandoned areas dangerous somehow. It'd be an entirely different (and impractical) experience, but it's a cool idea.
That sound... Awesome.
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MrWillsauce

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Re: Space Station 13: Urist McStation
« Reply #15058 on: March 20, 2014, 07:27:07 pm »

I like the station embedded in the asteroid idea.
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #15059 on: March 20, 2014, 07:39:30 pm »

Most of my consept ideas seem to be wither in a asteroid or actual ships.
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