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Showing content with the highest reputation on 07/22/2020 in all areas

  1. Ah... Terror Spiders... My favorite disaster. I'm trying to finish this but now I'm too stumped with so many details I've planned ahead. So it might a while. Enjoy what I got!
    5 points
  2. I decided to try my hand at remapping Cargonia based on a bunch of things that bother me. UPDATED MAP BELOW Starting clockwise from the top, the most important features and changes: 1. The area that contains "Mail" and Sorting is now just Sorting. Instead of a conveyor to Disposals that's open and well lit, Sorting takes on an appearance similar to Disposals, much more maint-feeling in appearance. Disposals is used in various strategies and as a convenient escape but from the perspective of the crew it should be treated as just another unsightly aspect of maintenance, at least in my mind. 2. South of Sorting is the new Cargo Break Room, because as it stands CTs don't have anywhere to rest away from the main Cargo lobby. CT lockers are moved into here. 3. The QM's office is now north of the lobby, largely unchanged, to make room for other things. 4. The warehouse remains the same size, but gets an extra rolling door for convenience. 5. The lobby is larger, from 19 empty floor tiles to 39 (without normal clutter added). This helps spread out people who are making requests, people using the vending machines, normal traffic in and out, and people using the supply console, although it's not in a great place just yet here. 6. The main cargo office is larger, from 31 empty floor tiles to 42. The Mailroom chute is now located here. 7. The ORM is a bit further into the cargo lobby, but as a consequence miners can reach it without having to navigate most of the traffic they pass through on the current map. 8. There's a large central hallway leading between the lobby, the main office, and the cargo bay, to give Cargo a more "large department" feel, and to make it easier to get people in and out when dealing with events that need people in cargo (getting weapons for terrors etc). I also imagine this has some interesting properties for doing combat in cargo, by providing a chokepoint. 9. Mining dock is slightly less cramped, from 28 to 32 tiles. Extra lockers are added (although someone on Discord pointed out there are lockers on Lavaland, so maybe what need to be here are extra hardsuits for the inevitable replacements to whatever miners died. I also meant to add a mech docking station here. I always felt that Mining deserved an on-station "changing room" style setup, with stools and lockers lined up neatly. 10. Nothing special to the mining shuttle, it's just pushed a bit further out from the station. 11. The cargo bay is relatively the same size, so people can still take advantage of the large area for whatever. 12. The outgoing conveyor is now accessible from the primary cargo office for rapid returning of crates and to prevent confusion by leaving them around in the office. 13. The two delivery methods, chute and mule, are now located directly next to the incoming conveyor. Mail has a dedicated chute, and Mules have a dedicated exit to maints, to reduce the instances of them bumping into everyone on their way out of Cargo. Someone on Discord suggested that this layout was "easier to bomb" than the current one, but I'm not sure how. It has basically the same number of entrances/exits in roughly the same places. Someone else pointed out it was perhaps a good layout for cult bases, which I can totally see. Curious about people's thoughts.
    1 point
  3. This is an interesting approach to solving a few practical problems Cargo has! However, it's a flawed one and would not get merged in its current state, just due to the layout alone. DISCLAIMER: I AM NOT A MAINTAINER OR A HEAD ADMIN. I DO NOT HOLD ANY DIRECT AUTHORITY OVER THE MERGING OF A PR. THIS IS MERELY MY OPINION. The short list would be: The new closed-off lobby area (due to the solid walls and a tight entrance) makes the hallway feel more cramped and claustrophobic. The lobby itself may be larger, but no one can see that. This is non-desirable given our pop levels, we want the station's public areas to look, feel and be roomier. Adding windows, perhaps even exposing the entire area with a giant entrance rather than 2-tile one might help solve this. The 'hallway'. Its sole purpose from what I understood was to make the ore reclaimer publicly accessible while also making it easier to get to for Miners. The result is.. a hallway that Cargo itself does not need or actually utilize. Quartermaster does not need to be attached to the public, nor does the warehouse, or even the "mailing" room. This is unacceptable design. A hallway should be as straight as possible and serve a function for the entire department. Your version is neither straight nor integral to Cargo, it does not flow well or connect anything conveniently, if anything it separates the warehouse from the 'mailing' room, it does not allow smooth, straight pathing from one location to another in cargo, nor does it make the intended ore reclaimer convenient to access, after all, it's all the way at the end of the hallway / dock for both intended parties. If you choose to solve the ore reclaimer issue this way, you should consider moving the entire mining dock and attaching it to the lobby, rather than forcibly morphing the entire department around a single object. Larger rooms. You chose to increase the size of a lot of the rooms, yet filled the space with nothing. The Quartermaster's office currently has no need for an expansion -- no equipment is sorely missing or is too cramped in there. It seems you agree with that, as you did add anything to the office, yet expanded it anyway, leaving it with 6 additional tiles and nothing to do with them. Likewise, the "mailing" room has been greatly expanded for.. no conceivable reason. There is literally nothing on the left side of the wall, in fact, you shrunk all the tables in the original room to be fit around a single chair. The mining dock has the same issue. It was expanded, yet nothing was used to fill the space. In fact, I struggle to see the purpose of enlarging the dock -- it does not need to be bigger to serve its primary function of giving a quick setup for miners and for them to go in-and-out of the mining station. Security checkpoint. It seems like your new layout left a large amount of space, which is odd considering every room received a size increase by themselves. You chose to fill this space with a security checkpoint, which is problematic on two fronts: A) Cargo is unlikely to warrant a dedicated security checkpoint when you have exposed the entire department to the public already, the checkpoint is not there to give them access to cargo, or to restrict access for others, it seems to be filling. B) We do not have security checkpoints as they were all removed due to, well, taking up unnecessary and unused space for the most part. If we were to add them back, Cargo would be very unlikely to get one, considering, again, its general public nature in a central hallway and lack of dedicated / private rooms. Overall, the remap's layout as-presented (that is the walls, and solid objects, I do not care for missing pipes, utilities or other wall-accessories.) does not seem to fit the expectations the Maintainers / Heads might have for merging a map change. I highly suggest reconsidering your priorities for what should be compromised on when re-doing a layout. As much as an increase in pure tile-numbers can be seen as a positive thing, if those new tiles are filled with nothing or serve no purpose, the rooms quickly start looking and feeling desolate, which is a problem with this current version. My suggestions on priorities: Reconsider a hallway. Cargo has barely enough rooms as it is. On top of this, you chose to remove a room from Cargo, meaning a hallway connecting all rooms is less meaningful or necessary to begin with, if you choose to keep maintenance disposals. If you do end up using a hallway, keep it as straight as possible as as convenient to access from the lobby area to whatever its endpoint is. When you turn to access a department's lobby, you shouldn't need to make any additional turns to actually get in. Optimize space. If you decide a room needs expansion, then that new space needs to be refurbished and utilized properly, either through an internal room's flow, through additional items placed in the room or simply through aesthetic flooring. Do not have a security checkpoint. This will most definitely complicate your PR and weigh it down unnecessarily. The point is a cargo remap for convenience, not an addition of a security checkpoint.
    1 point
  4. 1 point
  5. C R O B R A V E Fantastic art as always, of course!
    1 point
  6. okay this one is a bit of a double whammy, uh... so basically a 'Crob' is a blue crab. It might be more sinister, or perhaps more unknowable, all that we know is that it is blue. CM, and one of the mods at CM, recently brought Crobs to the main stage. I drew some fanart. Enjoy the Crobs.
    1 point
  7. AA is right. Letting sec have roundstart implants from R&D, on green, when those implants haven't even been researched yet, is unfair to antags.
    1 point
  8. Having implants in character creation is not a good idea. They take science time to research for a reason. Having security instantly be able to spawn with a CNS rebooter and the like is a horrific balance concern.
    1 point
  9. Glory to Arstotzka, this is your paperwork Hop speaking, crews still wasting time waiting in line while theres ticket system around! Remove the line, leave only the Hop desk and ticket machine (with over comms number warning) and maybe people would take a ticket, eat a burger, and only come back when their number is called.
    1 point
  10. Using the ticket machine today, i still prefer it over a regular line. We made more chairs so it had a bit of a waiting room, people took their tickets, those who wanted to wait, waited, those who didn't left and came back when it vibrated. The extra chairs made the whole thing run alot smoother, and people took to tickets far easier than I had expected, even those who cut without realizing the tickets were in play, politely conceded to the one who had the ticket I called out for. No line bum rushing, no mass panic to be the first in line, if you had the ticket, you had your time for however long it took to resolve your issue.
    1 point
  11. Personally i prefer a ticket over a line, why wait in line for a possible chance at seeing the HOP, and should you ever need to leave for whatever reason, you loose your chance , when you can take a ticket for a guaranteed spot when your number comes up. People get mad when the line takes to long because the hop needs to spend some extra time on someone, because they know if they leave the line, they loose their spot. Tickets remove this worry.
    1 point
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