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Author Topic: Space Station 13: Urist McStation  (Read 2153628 times)

Glloyd

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Re: Space Station 13: Urist McStation
« Reply #8370 on: August 01, 2013, 08:56:01 pm »

We need more venders and things in the dorm area, and more windows. Other than that it is beautiful. Perhaps the lethal injection area changed a bit...

Done.

Should the Bridge be exposed to space like that? If Carp come around, it won't end well.

Blast shields. I have them linked to a different switch than the doors. Although, I don't envy the Command Staff if we ever have a meteor round.

Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #8371 on: August 01, 2013, 08:59:08 pm »

Dear lord, I just thought about that.

Well, you can always have the grill system that the solars and the singo have.
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Aklyon

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Re: Space Station 13: Urist McStation
« Reply #8372 on: August 01, 2013, 09:47:38 pm »

Well, that was entertaining and new info.

So, I decided to observe. Later I jumped to the north mining outpost to see what happens if fed slimes appeared there. (They get too many and try to walk out through the plastic flaps, apparently). Then a report that central had 'lost a roomful of bluespace experiments.' And the slimes got hungry just in time to have the explorers flee before they get nommed, which wasn't what I'd expected but good, since no one died as a result.

Probably not a great event to do again, but I'd say it certainly was interesting to do.
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Flying Dice

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Re: Space Station 13: Urist McStation
« Reply #8373 on: August 01, 2013, 09:56:12 pm »

Personally I have mixed feelings about the bridge location. On one hand, it's nice having it in a place that makes sense, but on the other it is now going to be virtually impossible for anyone without command clearance to know if something untoward is happening on the bridge. In spite of the whole "the bridge is in the center of the station and yet has a window looking out onto vacuum" thing, it was great that anybody could wander by and see an antag fiddling with a bridge console or killing someone, and better yet that they couldn't do anything about it without breaking in or calling someone with command clearance. It added an element of risk to one of the most critical portions of the station. If we were more populated this would be fine, because we'd still have a full set of heads in and out periodically, but given that we normally have ~5-15 people... As it is in the new map, it looks like the bridge is going to be fairly out of the way, at least for regular personnel, and that means that we'll probably rarely (if ever) have rounds where more than 3-4 people will know something is wrong on the bridge without comms alerts. Meh, just random musings.

Question for Glloyd, or for whoever ends up doing it: Is the disposals mass driver going to have a similar setup as in tgstation? I really loved that little control room for it, both because it was a nice bit of ambiance and because it made for an excellent spot for antags (and people hiding from antags) to set up and hide stuff due to the lack of camera coverage, the low lighting, and the general isolation.
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Grek

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Re: Space Station 13: Urist McStation
« Reply #8374 on: August 01, 2013, 10:17:25 pm »

Things I've noticed:
The HoS office has a pair of pointless windows.
Prison is slightly harder to break into, due to the rearrangement of Evidence and Interrogation
The Sec Pod room is way cool.
The QM no longer has a window exposed to space! Not sure if this is good or bad, given how often the QM's office ends up exposed to space because of space dust.
Oh my god, the dorms. Sweet.
The Engineering Lockers are somewhat harder to steal now.
The Engineering vending machines appear to be missing. As do lots of the other vending machines?
You appear to have a missing pipe in Xenobiology's test chamber.
Robotics is shoet one surgery computer.
The Disposals pipe in the RD's office should not be placed as it is. That makes it impossible to get delivered crates out.
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werty892

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Re: Space Station 13: Urist McStation
« Reply #8375 on: August 01, 2013, 10:25:06 pm »

I like the new map, but some things just look needlessly large, such as sec, chem, cargo, and robotics. Otherwise looks good.

Tsuchigumo550

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Re: Space Station 13: Urist McStation
« Reply #8376 on: August 01, 2013, 10:29:58 pm »

It's a change of pace, at least. I like parts of it, and don't others- breaking into the Bridge seems both easier and harder now. If you get caught, it will be by someone who has the authority to stun you and drag you off to never-never land, but it's more remote.

I've always been in the school of thought that Sec should be accessible through an annoyingly complex but totally viable maintenance shaft, and the Bridge should have at least one little hiding spot or two for adventurous thieves.
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Gamerlord

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Re: Space Station 13: Urist McStation
« Reply #8377 on: August 01, 2013, 10:31:10 pm »

Hey Glloyd, can you install a pair of mass drivers between the mining station and the main station? It's a bitch to have to send minerals back and forth via shuttle.

Glloyd

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Re: Space Station 13: Urist McStation
« Reply #8378 on: August 01, 2013, 11:15:28 pm »

Hey Glloyd, can you install a pair of mass drivers between the mining station and the main station? It's a bitch to have to send minerals back and forth via shuttle.

I wish I could, but the way space works, I can't. Space is non-linear, so there's no guarantee that it'll even go to the station Z-level.

Things I've noticed:
The HoS office has a pair of pointless windows.

Fixed. Hehe, the office used to be somewhere else, and I just moved it there but forgot to take away the windows.

The Sec Pod room is way cool.
Oh my god, the dorms. Sweet.

Thanks! I always imagined the pods dropping off the station then firing their engines. I dunno, just a personal preference. The dorms still need a bit added, but they look nice thanks to the tiles donated by Lord Slowpoke.

The Engineering vending machines appear to be missing. As do lots of the other vending machines?
You appear to have a missing pipe in Xenobiology's test chamber.
Robotics is shoet one surgery computer.
The Disposals pipe in the RD's office should not be placed as it is. That makes it impossible to get delivered crates out.


They're there. Look in the "Aftish" screenshot.
Fixed.
Fixed.
Disposals is still nowhere near completion. Thanks though.

Keep these coming. It'll be easier once we start playtesting, but if you notice anything amiss, let me know.

Aklyon

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Re: Space Station 13: Urist McStation
« Reply #8379 on: August 01, 2013, 11:28:33 pm »

Hey Glloyd, can you install a pair of mass drivers between the mining station and the main station? It's a bitch to have to send minerals back and forth via shuttle.

I wish I could, but the way space works, I can't. Space is non-linear, so there's no guarantee that it'll even go to the station Z-level.
Probably a ridiculous idea:
Can you make a mass driver that acts like the mining shuttle?
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Glloyd

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Re: Space Station 13: Urist McStation
« Reply #8380 on: August 01, 2013, 11:42:28 pm »

Hey Glloyd, can you install a pair of mass drivers between the mining station and the main station? It's a bitch to have to send minerals back and forth via shuttle.

I wish I could, but the way space works, I can't. Space is non-linear, so there's no guarantee that it'll even go to the station Z-level.
Probably a ridiculous idea:
Can you make a mass driver that acts like the mining shuttle?

You know what...

Code: [Select]
var/spawn_marauder[] = new()
for(var/obj/effect/landmark/L in landmarks_list)
if(L.name == "Marauder Entry")
spawn_marauder.Add(L)
for(var/obj/effect/landmark/L in landmarks_list)
if(L.name == "Marauder Exit")
var/obj/effect/portal/P = new(L.loc)
P.invisibility = 101//So it is not seen by anyone.
P.failchance = 0//So it has no fail chance when teleporting.
P.target = pick(spawn_marauder)//Where the marauder will arrive.
spawn_marauder.Remove(P.target)

That's part of the code that teleports the marauders after they shoot out of the mass driver in the original deathsquad. I could probably tweak it to teleport crates instead of marauders.

Gamerlord

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Re: Space Station 13: Urist McStation
« Reply #8381 on: August 01, 2013, 11:44:37 pm »

Do it. Also, can you make the mineral processing machinery buildable?

Flying Dice

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Re: Space Station 13: Urist McStation
« Reply #8382 on: August 02, 2013, 06:02:07 am »

.
The QM no longer has a window exposed to space! Not sure if this is good or bad, given how often the QM's office ends up exposed to space because of space dust.
Oooh, I hadn't noticed this. That's lovely:D

Seriously, it seems like the QM's office is almost always targeted by bloody everything that can smash up the station.
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miauw62

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Re: Space Station 13: Urist McStation
« Reply #8383 on: August 02, 2013, 06:29:43 am »

Needlessly large chem was due to the fact that I always found a lack of storage space. That's resolved by the chem smartfridge that we'll (hopefully) have soon.
Also due to the fact that it's sandwiched inbetween genetics, the morgue and surgery.

I always wanted to put a maint tunnel inbetween there, tough, so I'll see if I can do something...
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #8384 on: August 02, 2013, 06:58:09 am »

If any area feels too large, you can always turn part of the space into Maint.
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