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Rommel459

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Everything posted by Rommel459

  1. Started playing again this week after a couple years absence, so i doubt anyone recognizes me, I do play atmos almost exclusively though so figured i'd give my thoughts. Please take them with a grain of salt as i've only been playing again the last few days The limiting factor on how much entertainment is in a single shift is upto how many hull breaches/fires there are. with (as i recall) this server generally being of the less violent nature, those seem to happen rarely or in small areas, so it becomes a factor of how much the atmos tech has to do when spawning into the station. I agree wholeheartedly with increasing space available to atmos, there's really not a lot of room to tinker/experiment with in the current setup, someone suggested removing everything in atmos, and I understand why it's a bad idea to remove everything from it, but I also think that's a step in the right direction, if maybe a step too far The way atmos is setup at round start right now, you can do most things with it to a basic level, but there are a lot of upgrades available. what about making the setup at start more basic if functional (like straight from waste to the filter systems, straight from air mix tank to distro, leaving all non essential systems absent, or built but not hooked up to anything in the case of the coolers) air would still flow, but there's a lot more freedom to recreate the systems, on the flipside it should also be a lot easier for new people to understand the system with less pipes running around. additional thoughts Add more external air mix tanks/rooms remove all(most) gasses(leave enough o2/n2 to breathe for a fair bit) from the (pure)atmos tanks, put them into a single mix tank, make atmos figure out how to filter them out without clogging up the waste loop idk how viable this idea would be, but you could create different map variants, like 1 map as it is now, 1 with empty pure tanks and a full mix tank, one with almost everything removed from atmos. randomly rotate the starting map, so each time the game starts you don't know what you're walking into Also I remembered how excited i was reading about this AAC thing long ago, it sounds from the later part of it that it was a rejected idea based around how a skill threshold was needed, but it's been a few years, and maybe the thoughts on that have changed. if not i apologize for bringing it up, heck for all i know it's been implemented and i just haven't found it yet lol https://github.com/ParadiseSS13/Paradise/pull/12
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