Yeah, I was going to bring it up when I previewed the ship to you guys; I considered giving the Captain access to a revolver, for an emergency (or to show dominance over the station
). Again, something I'm open to suggestions about, so if you hate it, I'll remove it.
Speaking of, I'm calling it a night, so here's the preview:
As you can see, it's really starting to fill up nicely. I've left off the labels this time, but I'm sure it's not too hard to see what each room is.
There's another possible idea I've included; in the Security Storage there is a small glass case containing two sets of full SWAT gear (and lasers); it's only unlockable by the HoS and the Captain, of course, you can't just let Barney Fife have access to the most powerful armor in the game, but is even the HoS's approval enough for this kind of gear?
A couple new rooms are the Consultation Room above the courtroom, and the Unstable Patient Room below Medbay. The Consultation Room is, as was suggested, a way for the defendant and their lawyer to discuss things privately. The Unstable Patient Room is for those too mentally unbalanced to let loose on the station, but not criminal enough to be put in the brig (Honestly, I just needed to fill space since the Medical Supply Room was rather barren I've only rarely seen anyone ever put someone in one of these, they always either go to the brig, run free, or get killed). Also, the atmospheric controls leading to the "Administration wing" (courtroom, security, etc.) are now locked to all but certified atmospheric technicians and the heads themselves.
I also added some space surrounding the AI chamber; it's not completely empty (I figured it's as good a place as any for an electric grid) but it'll not only make it harder to bomb through but will deter anyone who tries to tunnel their way in.
Look! We haven't even broken in the station's current engine yet, and CentComm already sent us a new model! But the delivery people didn't even bother to install it, those lazy bastards. Anyway, word is, the new model has a modular combustion chamber, allowing you to set the size of the chamber to fit your power-generating needs.
Oh ho, what's this? A strange ship, all the way out here? Are they tourists, travelers who've lost their way, or perhaps something more sinister? They do say that the Syndicate has claimed this region for themselves...
Anyway, I'm still working on setting up the access levels; I finished the code, but I'll have to manually set the airlocks and windoors to their respective access requirements. After that it's just a quick once-over before I start work on the extra-station stuff like that AI satellite and the prison station, and then it'll probably be ready for testing. I might not spend a lot of time working on it for the next few days, of course, depending on how busy I get, but it'll still be ready by monday, as I said before.