01-24-2017, 05:15 AM
(This post was last modified: 01-24-2017, 05:17 AM by The Grim Sleeper. Edited 2 times in total.)
(01-22-2017, 05:36 PM)Frank_Stein Wrote: Good stuffAs a Sec fan, I actually like this aspect of Cog2: you can instantly see the state of a department just by walking past it. If somebody bombs the cloner or robotics, you can't miss that. Contrast Cog1, where the medbay is recessed from the hallway. I've been in rounds for 30 min on Cog1, finding some poor corpse and dragging it to the cloner, only to then notice that the Medbay is actually gone.
Liminal Space
One thing I dislike about Cog 2 is the lack of space between spaces. You leave a hallway and step directly into Medbay, or the hallways cut into the bar. Sometimes I think it's appropriate to have some kind of area such as a lobby in between. It creates a notch for people to be not quite in a department while out of the way of people transiting through the halls.
Other Good stuff
Ahem, back on topic: A key feature of travel routes (maintenance or hallway) should be that they are strait along the X-Y lines. A key problem with Destiny is that the maintenance shafts and rooms are a series of up-left-up-left; extremely tedious to navigate when combined with BYOND's input-delay and lag issues.