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cogblap v0.98 | beta testing will be happening occasionally
#19
Oddball Wrote:this is great cog, i really like it.

the only thing I disagree with is the lack of a solitary confinement. Perhaps make escaping from it easier, and stick a wall radio in there so the poor sod can listen to the chat and try to organize a breakout. But it's a necessary feature, especially when disagreements break out between the sec team, which happens very often with bloodthirsty officers. I normally just want to give unlucky traitors a decent brig time and another chance, while they will try everything in their power to execute them, even waiting until I'm out the room for a minute to retrieve the traitor and drag him to the crusher. I try not to put guys in there for the whole round, that's no fun for anyone, but it is a necessary feature in my opinion and it doesn't take up much space.

I agree with you on the courtroom front, it's not hard to build a courtroom in an empty lobby somewhere if you want to hold a trial (done this on numerous occasions, just takes a bit of metal) and there's no point taking up room for something that's done maybe 1 in 15-20 rounds, if that.

Alright, you've convinced me. I'll convert the upper right cell into an HoS-keyed secure cell with no windows, but it'll have that airless construction area right behind it to make dangerous escapes possible.

My bridge lobby is the courtroom, I just don't think it needs much beyond the defense stand, jury box and an open area in front of it.

In other news, Dr. Singh says it should be easy to implement some remotely-rotateable Automatic Mass Driver Loaders, which would mean I can strip out most of the blast door gates in the delivery hub and just have open junctions that can switch track directions from the QM's console.


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