07-04-2016, 02:15 AM
I agree that there's too much map on cogmap, but like others you learn to love it after a while.
My main complaints about the station is
A) Wide open areas are near impossible to refill with air: See medbay foyer; hallway outside PTL, the bar, foyer outside bridge (extends through to security front desk + bridge front desk). This down to two issues:
- How oxygen is spread (it moves about as much as a thrown brick on Jupiter)
- Tables/flaps which lack windows/doors respectively
The latter is easily fixable via mapping. A large complaint against fixing the latter is that it'd make it places harder to break into. But that's only depending on how you implement it. You could simply make the slide-able windows all access, it simply makes it harder to table (which is a good thing, too easy to table people into secure areas) and most importantly: Stops gas.
B) Too many damn items.
There's just too many fucking items on the station. There, I said it. I was doing some calculations there just to see how many crowbars one could amass on the station and combined with manufacturers you're looking at the region of 300+. Remember back on mushroom when there was race to get that multitool in sec maint because there weren't any other readily available ones on the station? I miss that. The station is overstocked, and yet understocked in places. There needs to be more materials, but less prepacked items like healthpacks, tools, clothing. I also feel more items should be locked behind in-game credit paywall, because $$ is king, and there's plenty of ways of making/stealing money but nothing to spend it on.
The crux of my point on B) is that that giving everyone their toys at the beginning is that it limits interaction and stifles progression. It also more importantly makes the game too easy.
My main complaints about the station is
A) Wide open areas are near impossible to refill with air: See medbay foyer; hallway outside PTL, the bar, foyer outside bridge (extends through to security front desk + bridge front desk). This down to two issues:
- How oxygen is spread (it moves about as much as a thrown brick on Jupiter)
- Tables/flaps which lack windows/doors respectively
The latter is easily fixable via mapping. A large complaint against fixing the latter is that it'd make it places harder to break into. But that's only depending on how you implement it. You could simply make the slide-able windows all access, it simply makes it harder to table (which is a good thing, too easy to table people into secure areas) and most importantly: Stops gas.
B) Too many damn items.
There's just too many fucking items on the station. There, I said it. I was doing some calculations there just to see how many crowbars one could amass on the station and combined with manufacturers you're looking at the region of 300+. Remember back on mushroom when there was race to get that multitool in sec maint because there weren't any other readily available ones on the station? I miss that. The station is overstocked, and yet understocked in places. There needs to be more materials, but less prepacked items like healthpacks, tools, clothing. I also feel more items should be locked behind in-game credit paywall, because $$ is king, and there's plenty of ways of making/stealing money but nothing to spend it on.
The crux of my point on B) is that that giving everyone their toys at the beginning is that it limits interaction and stifles progression. It also more importantly makes the game too easy.