11-18-2012, 07:02 PM
Haha, what a shitty office that would be. Nah, that empty room is just a little storage-murder area for bridge junk.
I wrote a big pathology revamp proposal awhile ago, one of the key parts was rolling it into Medbay instead of Research. Make it more about identifying and curing randomized artifact/botany style diseases that might come up during the round from messes and exposure to weird stuff, less about sitting around watching timers count down for something you can never actually use unless you're a traitor.
p.s. f u all i added an airbridge
![[Image: wjhPb.png]](http://i.imgur.com/wjhPb.png)
Thanks man! Yeah, that's pretty much exactly why I put the launcher system there. I didn't want to make another donut by having a corridor or airbridge there, I wanted something that's ~almost~ a donut but with zany danger involved in trying to take shortcuts across it.
It would definitely be harder to just keep running in circles all day long, but I think (hope?) the networks of maintenance tunnels would still help in escapes. Personally I kinda think it's more fun to get chased into a dead-end and then double-back in a panic rather than keep running in loops over and over.
edit:
Here's a quick trash compactor sprite, lined up with the shuttle engine heater machine to make it into a 3x1 machine.
![[Image: hikXU.gif]](http://i.imgur.com/hikXU.gif)
Quote:3. If we would re-add Pathology into the game, shouldn't be connected to both research and medbay, or is there something new about it that has not been announced.
I wrote a big pathology revamp proposal awhile ago, one of the key parts was rolling it into Medbay instead of Research. Make it more about identifying and curing randomized artifact/botany style diseases that might come up during the round from messes and exposure to weird stuff, less about sitting around watching timers count down for something you can never actually use unless you're a traitor.
p.s. f u all i added an airbridge
![[Image: wjhPb.png]](http://i.imgur.com/wjhPb.png)
h3half Wrote:I quite like it exactly the way it is, even without a surplus of space suits. It makes things more dangerous; one big horseshoe with the disposals launcher connecting the two tips. It would be very interesting to see how traitors manage to move from one area to another with security hot on their tail, as it would be very hard to turn around or "run laps" on this station.
cogmap horseshoe is far superior to Donut 2.1 or Shroom Station
Thanks man! Yeah, that's pretty much exactly why I put the launcher system there. I didn't want to make another donut by having a corridor or airbridge there, I wanted something that's ~almost~ a donut but with zany danger involved in trying to take shortcuts across it.
It would definitely be harder to just keep running in circles all day long, but I think (hope?) the networks of maintenance tunnels would still help in escapes. Personally I kinda think it's more fun to get chased into a dead-end and then double-back in a panic rather than keep running in loops over and over.
edit:
Here's a quick trash compactor sprite, lined up with the shuttle engine heater machine to make it into a 3x1 machine.
![[Image: WFiKN.gif]](http://i.imgur.com/WFiKN.gif)
![[Image: hikXU.gif]](http://i.imgur.com/hikXU.gif)
![[Image: enmoH.png]](http://i.imgur.com/enmoH.png)