Donut 2's Research Outpost: I Don't Like It Personally - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: RP Discussion (https://forum.ss13.co/forumdisplay.php?fid=39) +--- Thread: Donut 2's Research Outpost: I Don't Like It Personally (/showthread.php?tid=22193) Pages:
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RE: Donut 2's Research Outpost: I Don't Like It Personally - DasBrain - 01-21-2024 Donut 3 has a science outpost? RE: Donut 2's Research Outpost: I Don't Like It Personally - Kotlol - 01-21-2024 (01-21-2024, 12:15 AM)DasBrain Wrote: Donut 3 has a science outpost? Sorry not Donut 3... That has the asylum, I always mix those two up. COGMAP 2 has a science outpost. And it's litterly a tiny science station where you are ment to test things in. As cogmap 2's main test room is small a closer to medbay, the outpost on the other hand has a bigger test chamber. Kinda neat XD RE: Donut 2's Research Outpost: I Don't Like It Personally - Silent Majority - 01-27-2024 It often gets blown up because people dont know which chute is the bomb chute RE: Donut 2's Research Outpost: I Don't Like It Personally - av4l0n - 01-31-2025 A traitor stealing sec equipment and fortifying the research outpost is interesting for a round honestly, especially if said traitor is threatening to build maxcaps/horrifying hell mixes/anything else science does there. Honestly I think there should be a two way DWAINE terminal that connect to eachother round start for talking, and having a choke point by the means of a shuttle is interesting for antags/nukies that want to say, take the outpost quietly and then infil on the shuttle/create Fun Incentives for the Captain to pay you. (01-15-2024, 04:08 PM)Snowy Wrote: I like the science outpost, it’s a fun idea that makes the map unique. Although, I cant say that I’m a fan of how it isolates people from the rest of the station. Perhaps there could be better ways for the outpost to communicate with the main station? I’m a little afraid that if it a new feature was implemented to do so, it would end up being ignored by most of the crew. (2 hours ago)av4l0n Wrote: A traitor stealing sec equipment and fortifying the research outpost is interesting for a round honestly, especially if said traitor is threatening to build maxcaps/horrifying hell mixes/anything else science does there. Honestly I think there should be a two way DWAINE terminal that connect to eachother round start for talking, and having a choke point by the means of a shuttle is interesting for antags/nukies that want to say, take the outpost quietly and then infil on the shuttle/create Fun Incentives for the Captain to pay you. And giving Sci a packet based communication method that any old staffie/clown/annoyed RD could packethack would be neat. Opening every door simply isn't enough.. I think there should be a science station off the z-level with tons of advanced immovable gear you have to use THERE off in the debris field, shuttle accessable from maybe a spaceport at Arrivals like Donut2. Also it could have a huge huge test chamber for Science! and also the hellmixes the turbo tot will make there. Tcomms shouldnt work there so you should have a bulky antenna computer that connects to the station and back that can send 2 way messages over radio. I shouldnt be abandoned, after all its supposed to be a high budget NT project. Isolated science seems a cool idea for one or two rounds. Maybe build a enclosed (atmosphered) mass driver array to get there. And a sci outpost accessable via air bridge only would be.. neat. Also heisenbee can live there. |