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AffectedArc07

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Posts posted by AffectedArc07

  1. On 8/13/2020 at 10:40 PM, Garrulous said:

    If I'm not mistaken about atmos mechanics, this would likely require maintenance to be split up a good bit more than it already is. The atmos system is built to be used in one enclosed space, which is why it works well pretty much everywhere with the exception of arrivals. With the many separately enclosed spaces inside one Maintenance APC area, It likely wouldn't work well without bolting airlocks open. 

    Vents spit out air based on the contents of the tile they are on, not based on the air alarms total pressure

    image.png.6b5a2aa977a1e3232fe61986bce9abb0.png

     

    From a design perspective, maintenance shouldnt have vents because well, its a maintenance shaft area which shouldnt be traversed by regular people if you go from an IC perspective. Its called "maintenance" for a reason.

     

    From a maintainer perspective, remapping maint to add vents and scrubbers and everything into it would add even more to the maintainer mapping load, so I advise against it, especially for now. 

  2. Speaking as a mentor here. You get used to the sound after a while. The "open ticket" sound seems too long and drawn on per mhelp, and since its already associated with opening a ticket, it could lead to being confused. A while back on another server I made the mhelp sound the announcement bing but that caused the problems of mhelps being easily ignored. 

     

    Swapping the sound is a good idea in theory, but you really have to think of a good swap replacement.

    • Like 1
  3. Heres my weigh in on each point

    1. If the console doesnt even work, I say purge the hell out of it
    2. This seems like an administration issue which I cant comment on
    3. A bigger bomb test area is needed, or make a "bomb testing machine", which can simulate bomb explosions (Or rather, warp them to an area on Z2 and measure the explosion that way, then relay the stuff back)
    4. It might be nice for more off-station jobs but at the same time adding stuff like a atmos setup would be too complex for a ghost role in my opinion
    5. The syndicate PDA console should be read only, and the radio channels should be read only aside from the syndicate radio channel (as in they can provide intel for other traitors). Or make it so it broadly states in the ghost role rules that you have to stay stealthed and you will likely be rolebanned if you dont. I can see the comms agent still being able to speak on the channels being an ok thing (Such as impersonating a dead member of security)
    6. Cryopods are good but would likely need tweaking to make them free the ghost role slot, and to make sure someone cant cryo then take the exact same slot for infinite equipment
    7. Fully agree with this point, its not referenced anywhere else and hurts me on an internal level
    8. Sure
    9. No comment
    10. Maybe a traitor item which allows a traitor to put down their own teleporter (similar to the briefcase launchpad) where they can travel to and from the lavabase.
  4. 47 minutes ago, Warriorstar said:

    2. I separated the "mailing" part of the mailing room and placed it next to the MULEbots, in order to eliminate people dragging crates from the cargo bay, through the supply office, to sorting. I'm not sure I'd call mailing the most important room in Cargo; it mostly has meta importance because people use disposals as a gameplay mechanic for escaping resistance. Disposals itself is an out of the way, run down maintenance room, so to me it makes sense that both parts of disposals are represented the same way.

    image.png.a04aab71b4017eb96c9e401d5df43982.png

    This is the mailing chute? Something thats just randomly in the middle of a room that you can not only easily walk into, but with nothing to denote the fact its the mailing chute? This looks more like an accidental placement than the actual mailing chute, and I guarantee no one playing would realise, and would end up dragging crates off to the maintenance room

  5. 6 hours ago, Butlerblock said:

    Not being able to look slick by grabbing someone who's already cuffed without having to stun them because ctrl, the same button used for pulling hotkey, also COMPLETELY prevents any movement.

    Yet another thing caused by the garbage known as `SSinput`

  6. I suggested this after seeing the remap ingame, and even though I said it ingame, I will say it here aswell.

     

    If this remap does get made, this can go infront of map standardisation, because honestly, current robotics is just too damn cramped, especially when you have comparisons such as metastation robotics.

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