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Author Topic: Space Station 13: Urist McStation  (Read 2147947 times)

Kot

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Re: Space Station 13: Urist McStation
« Reply #23565 on: February 28, 2016, 06:50:37 pm »

Yeah, I think those are the best (as in, most useful) bullet weapon you can get, maybe except the SAW. Also, fun fact, IIRC all weapon mags fit in the webbings, sec belts, pockets, backpacks and so on, which can result in RIDICULOUS amounts of ammo if you're using the mentioned SAW.
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #23566 on: February 28, 2016, 07:05:16 pm »

Yeah, I think those are the best (as in, most useful) bullet weapon you can get, maybe except the SAW. Also, fun fact, IIRC all weapon mags fit in the webbings, sec belts, pockets, backpacks and so on, which can result in RIDICULOUS amounts of ammo if you're using the mentioned SAW.

How to win at life:

Get enough boxes to fill your backpack, fill each of those completely with ammo. Get a second backpack and repeat this process, holding it in your hand. Then, put two full boxes in each of your pockets. Then, fill a webbing and put it on, and fill a belt with ammo and put it on. Finally, wear the detectives coat, fill that with two more magazines, and put a third in the suit storage slot. Then, hold a SAW in your free hand and profit die immediately when trying to get another clip.

Cheedows

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Re: Space Station 13: Urist McStation
« Reply #23567 on: February 28, 2016, 07:11:29 pm »

I don't really know what happened but it seems spessmen died before it even got off the ground today.
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Liction

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Re: Space Station 13: Urist McStation
« Reply #23568 on: February 28, 2016, 07:23:55 pm »

spessmans today may have died but at least i got progress on this thing. I'm feeling pretty good about it.

Spoiler (click to show/hide)
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Kot

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Re: Space Station 13: Urist McStation
« Reply #23569 on: February 28, 2016, 07:30:18 pm »

>Permabrig windows open to hallway.
There is no way this can go wrong.
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Kot finishes his morning routine in the same way he always does, by burning a scale replica of Saint Basil's Cathedral on the windowsill.

Liction

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Re: Space Station 13: Urist McStation
« Reply #23570 on: February 28, 2016, 07:32:08 pm »

same thing in the security remake also there is no more prema in the remake just a communal brig thing.
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Kot

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Re: Space Station 13: Urist McStation
« Reply #23571 on: February 28, 2016, 07:36:16 pm »

The only proper permabrig is walled off by at least 5 r-walls with lethal turrets everywhere in corridors and outside in space (where they are also protected by a 2-tile width R-Window (on sides and the whole tile one) with instacrit electrified grilles) the cells are 1x2 (only because you can't have vent and scrubber on the same tile, IIRC), and the each cell is locked by bolted high-sec door AND a shutter. And you can fill it all with N2O with a press of a button.

All the buttons accessible from Wardens office. Also add Phazon to armoury pls.
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Kot finishes his morning routine in the same way he always does, by burning a scale replica of Saint Basil's Cathedral on the windowsill.

Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #23572 on: February 28, 2016, 07:40:06 pm »

 I really need to get back into mapping at some point...
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #23573 on: February 28, 2016, 07:55:19 pm »

Needs more bluespace cannons. Also, there should be some roundstart Nar-Sie's. Can't make things too easy.

Aedel

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Re: Space Station 13: Urist McStation
« Reply #23574 on: February 28, 2016, 07:56:00 pm »

Yeah, I think those are the best (as in, most useful) bullet weapon you can get, maybe except the SAW. Also, fun fact, IIRC all weapon mags fit in the webbings, sec belts, pockets, backpacks and so on, which can result in RIDICULOUS amounts of ammo if you're using the mentioned SAW.

How to win at life:

Get enough boxes to fill your backpack, fill each of those completely with ammo. Get a second backpack and repeat this process, holding it in your hand. Then, put two full boxes in each of your pockets. Then, fill a webbing and put it on, and fill a belt with ammo and put it on. Finally, wear the detectives coat, fill that with two more magazines, and put a third in the suit storage slot. Then, hold a SAW in your free hand and profit die immediately when trying to get another clip.

With all those magazines, you'd probably get recruited by a nuke op team to be their bagboy rather than looted.
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #23575 on: February 28, 2016, 08:07:37 pm »

Arent we going to be going to a non-cell based inventory system instead of what we have now?
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #23576 on: February 28, 2016, 08:49:10 pm »

spessmans today may have died but at least i got progress on this thing. I'm feeling pretty good about it.

Spoiler (click to show/hide)
Going by the schematic you posted earlier, I assumed there would be a more pronounced primary corridor.

Seriously, dual-corridor donut is bad design for our pop. We need to funnel people into a single corridor as much as possible, because otherwise the station feels way empty as the ~10 people tops are split into six possible paths (not counting going through departments) instead of just two - forwards and backwards. Donut is just replicating Glloydstation's main structural issue.

Either trim the corridor to feel more claustrophobic and discourage its usage, move the entirety of Engineering right there so the space-hog that it is is freed up for the other stuff like Medical on the upper right and at the same give Engis quick access to most of the station or just leave it out altogether and leave it a sideways-F shape.

Also - don't worry about empty space, you can always dump some space in there.
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Liction

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Re: Space Station 13: Urist McStation
« Reply #23577 on: February 28, 2016, 09:13:22 pm »

The reason I decided on donut was because it allows people to run around the station without doubling back. While it is similar to glloyd station it is also going to be about 20% smaller then glloyd station which should increase the chance people meet each other anyways. While funneling people into one hallway would get people to see each other more it wouldn't be as great if that hall were to suddenly become inaccessible cutting the station in two, and while some people could go through maint not everyone can.

With that said I'll consider putting engineering in that empty bottom right corner over the hallway if there is consensus that it needs even less hallways.
« Last Edit: February 28, 2016, 09:48:43 pm by Liction »
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Aedel

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Re: Space Station 13: Urist McStation
« Reply #23578 on: February 28, 2016, 10:05:26 pm »



Spoiler (click to show/hide)
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Rolan7

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Re: Space Station 13: Urist McStation
« Reply #23579 on: February 28, 2016, 11:08:47 pm »

That... that's touched up in Gimp or something, right?
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