07-01-2016, 07:47 PM
My problem is that CogMap2 has extensive areas of maintenance that are empty because you'd have to go out of your way to go through them. That is, they're a less efficient way to move. As such, these areas are always vacant, giving antagonists, like changelings and vampires, utter free reign with little risk of consequence. There's also just the problem of it being vacant: no one is doing anything in these places when they could be.
The north side of the station has these problems to the least degree. The only really abandoned places of maintenance are the north arrivals maintenance. The large corridor here is easy to travel through and not very interrupted. There are reasons to mess around in the north maint, though the crew-quarters there is always empty.
The south maint has a tunnel that gets broken up enough to discourage casual travel. There's tech-storage, the arcsmelter, and then the janitor's domain/ disposals (With oil-spill) that all just discourages casual travel, all the way through. Most people break off and use the main halls by the time they reach the arc-smelter.
The real tragedy of the station is the central bit. Save for the occasional loaf artist, routing is always empty due to how out of the way it is (Though it is to be noted that Cog1 also had this problem.) However, the maint in this area is empty, because the maint doesn't lead to other public access areas very easily. Most of the maint just leads to job specific areas, at which point if you have that job, you'll just use the intended pathways through your job area. In all, it technically connects to the other side of the station, but it's enough of a hassel that people just choose to take the main hallways instead, which leads to people running circles around the station when one tiny section gets cut off for some reason.
The north side of the station has these problems to the least degree. The only really abandoned places of maintenance are the north arrivals maintenance. The large corridor here is easy to travel through and not very interrupted. There are reasons to mess around in the north maint, though the crew-quarters there is always empty.
The south maint has a tunnel that gets broken up enough to discourage casual travel. There's tech-storage, the arcsmelter, and then the janitor's domain/ disposals (With oil-spill) that all just discourages casual travel, all the way through. Most people break off and use the main halls by the time they reach the arc-smelter.
The real tragedy of the station is the central bit. Save for the occasional loaf artist, routing is always empty due to how out of the way it is (Though it is to be noted that Cog1 also had this problem.) However, the maint in this area is empty, because the maint doesn't lead to other public access areas very easily. Most of the maint just leads to job specific areas, at which point if you have that job, you'll just use the intended pathways through your job area. In all, it technically connects to the other side of the station, but it's enough of a hassel that people just choose to take the main hallways instead, which leads to people running circles around the station when one tiny section gets cut off for some reason.