Updated Map: Discussion & Suggestions

Make gateway missions or shiny new stations, then get help when you can't figure out why the fuck there's no air in the rooms. Maybe post finished products to be shared.

Updated Map: Discussion & Suggestions

Postby Kayleen » Tue Aug 18, 2015 10:54 pm

So, I'm handling the update of the new version of Baystation's map to have all the useful changes we use on this station, as well as plenty of new tweaks.

If anyone has any suggestions or feature requests for me while I'm working on this, stick 'em here!
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Re: Updated Map: Discussion & Suggestions

Postby warbrand2 » Tue Aug 18, 2015 11:17 pm

damn the one time I don't have suggestions... lol.
I think to much.

disclaimer: Unless I cuss, I am generally not meaning to be hostile.
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Re: Updated Map: Discussion & Suggestions

Postby Molenar » Wed Aug 19, 2015 12:18 am

should add the emergency release locks to the research outpost dorms, always wondered why those didn't have the sec locks on the outside
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Re: Updated Map: Discussion & Suggestions

Postby Kayleen » Wed Aug 19, 2015 12:28 am

Molenar wrote:should add the emergency release locks to the research outpost dorms, always wondered why those didn't have the sec locks on the outside


That's a good idea, actually. I may have to add those.
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Re: Updated Map: Discussion & Suggestions

Postby warbrand2 » Wed Aug 19, 2015 12:46 am

could an emergency area be added to xeno bio and botony which has all medkits and a low end energy weapon and charging point? I can see xeno bio getting hurt a lot and needing to self medicate just to make it to medical. also we have a few people who end up calling sec every time they are xeno bio cause of either to many angry slime or they brought something big mean an angry on the station.

a defense kit for xeno bio would be ideal to calling sec every time they have even a minor screw up. (would have to be low end and limited)
I think to much.

disclaimer: Unless I cuss, I am generally not meaning to be hostile.
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Re: Updated Map: Discussion & Suggestions

Postby Molenar » Wed Aug 19, 2015 3:02 am

Xenobio has a medical closet already, and botany is right across from the medbay. though as far as the weapons go, you haven't tried energy weps on slimes before have you? fire extinguisher is far more effective, though I guess having a kit or two for botany would be alright, some toxin curitave stuff at least
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Re: Updated Map: Discussion & Suggestions

Postby warbrand2 » Wed Aug 19, 2015 10:13 am

the weapons would be more for when we turn the golden slimes into something hostile.... again.
I think to much.

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Re: Updated Map: Discussion & Suggestions

Postby Kayleen » Wed Aug 19, 2015 10:36 am

I am not adding guns to xenobiology. Ever.

Shooting things is security's job anyway. The entire point of game balance is that the departments aren't self-sufficient; it's why research needs minerals from mining.
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Re: Updated Map: Discussion & Suggestions

Postby Molenar » Wed Aug 19, 2015 11:37 am

Plus, if you're playing with gold slimes, you should already know the risks. get robotics to build you a mech if it's that dangerous for ya. give them something to do.
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Re: Updated Map: Discussion & Suggestions

Postby orbisa » Wed Aug 19, 2015 6:01 pm

Kayleen wrote:I am not adding guns to xenobiology. Ever.

Shooting things is security's job anyway. The entire point of game balance is that the departments aren't self-sufficient; it's why research needs minerals from mining.



you reminded me, we need to add the lockboxs again to research
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