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An analysis of the biggest problem with goonstation: apathy
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(03-12-2017, 04:27 PM)Ed Venture Wrote:
(03-12-2017, 03:55 PM)Dr Zoidcrab Wrote: The current size and layout of the station, slowdowns from hull breaches and how easy it is to depressurise large areas along with armour and other sources probably has a lot to do with it. If you're at the bar and call for help and everyone is at medbay with the PTL active, good luck getting anyone to rush to your aid.

If I respond to a call for help only to spend five minutes trying to get there and find the guy was just being an ass then yeah im gonna be apathetic at best.

This is more or less why I feel Cogmap 2 is a bad map. Too big, too many roadblocks and it was made with things we never needed in mind that hurt the game in the long run then it added to it. Cogmap 2 really changed things for the worse.

The PTL is interesting but the fact it slices the map in half one way seems like it creates a lot of really frustrating issues
Engineering is in the dead center tho so what can you do

EDIT: I do miss how in Cog1 you could pretty much run a circuit around it unbidden, rather than 2 where you constantly bump into the little circular space-holes (VERY EASY TO BREAK AND SUFFOCATE EVERYONE) at engineering and sec
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RE: An analysis of the biggest problem with goonstation: apathy - by Nnystyxx - 03-13-2017, 03:19 AM

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