Posts: 2,556
Threads: 120
Joined: Sep 2012
Is that a booze dispensor behind detective's office?
Now I know where to rob from security during an antag round assuming they all get passed out drunk.
Posts: 210
Threads: 0
Joined: Oct 2013
BYOND Username: RAWK_LAWBSTAR
Xeram Wrote:I think the test chamber should be a bit more isolated, maybe relocated down near that small miniputt bay near toxins and chem, because as it is now, if either department or otherwise decides to test something in it, the telescience guys are going to get royally and suddenly fucked when it explodes. Plus telescience has no need for the chamber to be so close due to having a personal one with a teleporter essentially so...
Perhaps there could be a small blast chamber rig a short jaunt away from the station that scientists could go to do their explosive testing. Sort of like the mining magnet extension.
I'm always a fan of putting small addons floating out in space near the station since it's a great place to do nefarious things.
Posts: 1,450
Threads: 31
Joined: Sep 2012
I fuckin' loved the toxins blast chamber with the launcher, when that was around I used it for so many construction projects and station exodus things. It owned. I'll bring it back for cogmap2 somehow.
Also, I am convinced by the suggestion that the detective shouldn't be in the bridge wing. I'm redoing the bar a bit so the detective and the bartender's offices are adjacent to eachother, with the side corner of the bar basically being the detective's lobby. I like the thought of the detective being more embedded with all the sketchy shit up in the civilian corner.
Posts: 5,708
Threads: 303
Joined: May 2014
Cogwerks Wrote:I fuckin' loved the toxins blast chamber with the launcher, when that was around I used it for so many construction projects and station exodus things. It owned. I'll bring it back for cogmap2 somehow.
Also, I am convinced by the suggestion that the detective shouldn't be in the bridge wing. I'm redoing the bar a bit so the detective and the bartender's offices are adjacent to eachother, with the side corner of the bar basically being the detective's lobby. I like the thought of the detective being more embedded with all the sketchy shit up in the civilian corner.
The bar IS the Detective's office.
A research test chamber connected by airbridge would be pretty nice.
Posts: 2,612
Threads: 147
Joined: Oct 2012
I approve of the detective having a more civilian type location. He should have a table and a slidey window so he can answer anybody who wants to use his services.
Just in about security, I have a few mild grumpings that I hope is considered:
1. A well placed bomb could not only take out security, but the AI and isolate the bridge (where it would be more difficult to call the shuttle)
That to me seems a bit round-ending. I personally think it wouldn't hurt to have security more reinforced around that area.
2. The brig/gen-pop.. if a prisoner breaks the window, he's basically suffocating another prisoner (or future prisoners if sec hasn't seen the breach). The other prisoner if he doesn't have internals will be forced to escape. A simple solution to this would be an emergency air hookup (w/canister) attached that feeds into the genpop and has a valve within gen-pop that prisoners can switch on (and not rely on security) if the place becomes vacuumed. This does mean however, that the air hookup could be tampered with.
Posts: 2,612
Threads: 147
Joined: Oct 2012
Also this third post deserves to be separate because I think it's the most important:
One reason the brig isn't as used as much as it is in the current cogmap is because it's rather difficult to bring your prisoner to the brig because of the sheer size of the map, that and it was rather difficult to control your prisoners. The latter seems to be sorted as the brig is right beside security so sec can keep a constant eye, but for the former, this map looks even bigger and more difficult to bring to the brig especially with the airbridges. By the time you bring a prisoner to the brig from the bar for example, you might as well let him go as he's probably already served his time. Not everyone has (or likes) the port-a-brig.
Take a look at this picture:
Big red arrow is obviously the brig
The small red arrows are where currently there are security depots
Green arrows are where gen-pop brig chutes (inside sec depots) should be located. The chutes lead directly to genpop. This allows for easier transportation of prisoners, but on the flipside, it allows for bad shit to be transported INTO the genpop, like possible drugs or weapons or other people not fit for the brig. There are literally no cons for having more around.
The sec depot/brig chute suggested around the medsci area could be better located for sure. Maybe around science pod bay?
The sec depot with the minibrig no longer requires the minibrig, because nobody uses the mini-brig and it would have a gen-pop chute.
If you're putting the detective near the bar, have a small security depot attached to it with a brig chute.
The other security depots that are beside the entry shuttle and escape don't need brig chutes as they are already in close proximity with sec.
Good idea? y/n
Posts: 5,708
Threads: 303
Joined: May 2014
Sundance Wrote:I approve of the detective having a more civilian type location. He should have a table and a slidey window so he can answer anybody who wants to use his services.
Just in about security, I have a few mild grumpings that I hope is considered:
1. A well placed bomb could not only take out security, but the AI and isolate the bridge (where it would be more difficult to call the shuttle)
That to me seems a bit round-ending. I personally think it wouldn't hurt to have security more reinforced around that area.
2. The brig/gen-pop.. if a prisoner breaks the window, he's basically suffocating another prisoner (or future prisoners if sec hasn't seen the breach). The other prisoner if he doesn't have internals will be forced to escape. A simple solution to this would be an emergency air hookup (w/canister) attached that feeds into the genpop and has a valve within gen-pop that prisoners can switch on (and not rely on security) if the place becomes vacuumed. This does mean however, that the air hookup could be tampered with.
What if the Detective's office had two parts? A sealed backroom for their gear, stored evidence, a built in crime lab for forensics, and just a general private room for work or traitoring. Adjacent to that, separated by his door and maybe a window with some Venetian blinds (gotta have Venetian blinds), is a public office for dizzy dames to come to him with stories to make his head spin.
Posts: 5,708
Threads: 303
Joined: May 2014
Yes. Brig chutes located around the station would be great. Instead of leading directly into the brig though, there should be some kind of processing area for frisking, questioning, and checking in/out personal items before entering or leaving the brig proper.
Posts: 2,612
Threads: 147
Joined: Oct 2012
Frank_Stein Wrote:Yes. Brig chutes located around the station would be great. Instead of leading directly into the brig though, there should be some kind of processing area for frisking, questioning, and checking in/out personal items before entering or leaving the brig proper.
Not necessary. That can all be done in the security depot, can't it not?
Posts: 5,708
Threads: 303
Joined: May 2014
I suppose, but then that makes returning items that you don't want them to have in the main brig harder.
Maybe if there was some kind of filter for Sec chutes that let people slide through, but collected loose items and deposited them into outside the cells or into secure crates.
Posts: 108
Threads: 10
Joined: Nov 2013
There would also need to be an alert on the brig chutes like there is on the morgue chutes to let security members know when they're used.
Posts: 2,612
Threads: 147
Joined: Oct 2012
QP Evergrande Wrote:There would also need to be an alert on the brig chutes like there is on the morgue chutes to let security members know when they're used.
There already is.
Frank_Stein Wrote:I suppose, but then that makes returning items that you don't want them to have in the main brig harder.
Maybe if there was some kind of filter for Sec chutes that let people slide through, but collected loose items and deposited them into outside the cells or into secure crates.
Again not necessary. The idea of the suggestion is to improve security efficiency while also making the brig somewhat exploitable. If you've confiscated any items that need returning afterwards, then you should head back to the brig, it would be much easier to do when you're not hauling ass, while the person is actually in the brig and not being dragged about like a jackass.
Not only is it not necessary but if there's any filter that goes into the brig, then it would defeat the second half of the purpose of people being able to smuggle stuff into the brig. An alert that the brig chute was used can be easily overlooked (which is a good thing for a smuggler)
Posts: 14
Threads: 4
Joined: Sep 2014
I really hope that vending machines get a new perspective as well as consoles the current one confuses and angers me.
Posts: 2,722
Threads: 143
Joined: Sep 2012
BYOND Username: Powmonkey
Sundance Wrote:The sec depot with the minibrig no longer requires the minibrig, because nobody uses the mini-brig and it would have a gen-pop chute.
Good idea? y/n
I actually love the minibrig.
Posts: 182
Threads: 9
Joined: Dec 2013
casualtrash Wrote:I really hope that vending machines get a new perspective as well as consoles the current one confuses and angers me. vendors have been updated for over a week you oaf
|