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Hopefully not terrible cog1 security redesign
#13
(06-13-2017, 11:23 PM)Sundance Wrote: Ewww don't start. The reason behind "nobody" using the brig in cog1 is because it's terrible.
It's been concluded in threads of last that security HQ should be encourage all forms of gameplay for security. This is what I was trying with this design, which took influence from mushroom, cog1 and cog2.
..removing the brig honestly panders to nobody and is ass cancer. So quit with the obvious chip on your shoulder.

I welcome any suggestions to improve the current design, but bear in mind of working within the current dimensions of the brig. When I superimposed it, mine went 2 tiles into the west maint, while one tile east into the hallway. This is workable, and I designed the placement of the doors with that in mind. 
Also I really don't think the visitor thing is necessity.

the brig on either map is almost always a ghost town. beyond that you are seeing what you'd like from my previous message.

while i find no fault with your design other than it being much too big, i'm a bit skeptical of a few things like the plant trays. unless you plan for people to be permenantly detained in there i just can't see it being used much. the rec room is a bit superfluous as well
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RE: Hopefully not terrible cog1 security redesign - by babayetu83 - 06-14-2017, 02:26 AM

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