09-27-2015, 12:57 PM
To expand a bit on the defense mechanisms, I really like the idea of there being a bunch of different, toggleable devices instead of a fixed set. It makes things more difficult for would-be heisters because they need to actually survey the area and determine what's in place as opposed to just running through the same procedure every time. There should be a physical control panel (not a terminal because those can be quite easily gotten into by silicons) that can be used to toggle the armory defenses, and I think having five total defenses with no more than three active at a time are some nice, solid numbers. I'm also in favor of the knockout gas (Ketamine smoke, most likely), Guardbuddy swarm, AI turret, and floor flushers. I am not, however, in favor of an automated armory lockdown, because there's every chance that that'll leave the unprepared heister stuck in the armory forever and completely unable to escape.
Now, with all of that out of the way, here's my commentary on some more of the Cogmap2 updates:
- The armory's actually gotten a bit of an rework. The actual guns are located inside of a glass box within the armory, connected by some sliding glass doors, meaning that anyone breaking in through the front needs to bust through some windows first. It isn't much of a change, but it's worth noting. Just outside of that glass box, just inside the armory, are a few fixtures: The comms console, an ejection chute, a recharger, and a special AmmoTech dispenser. Its inventory is as follows:
- 6 12ga rubber slugs
- 2 .38 speedloaders
- 3 .38 stun speedloaders
- 3 12ga flares (!)
- 3 40mm smoke shells
- 3 .308 tranq darts
- 3 .308 mutadone darts
- Furthermore, there are a few new additions to the armory: There's a "security-grade grenade box", with 2 crowd dispersal grenades, 2 smoke grenades, 2 flashbangs, and a shock grenade. There are three pairs of thermals underneath the gas masks, and everything on the tables comes in sets of 3. There's also an "anti-biological crate" in the back, containing two pre-made flamethrowers and...a flare gun box! Intriguing.
- The two medkits that the bridge starts out with seem to be randomized.
- The EOD suits and blast helmets have actually been moved outside of the armory into a "crisis cart".
- The Chief Engineer (and only the Chief Engineer, by the looks of it) gets a comms console in their office, which will likely help prevent shuttle tug-o-wars in the future.
- Artlab has a material scanner and recombobulator.
- This has been a thing for a while, but the Pharmacy area in medbay serves a nice way for medicine to be distributed without having everyone who needs a single brute patch clogging up medbay, and the overall layout of the place seems to be designed to prevent the trend of people always breaking into medbay whenever they need to get healed instead of just asking someone who's already in there. A good change, and one that devout medic players will no doubt appreciate.
- There's a furnace and furnace fuel in the sauna?
- The security checkpoints actually have their own lockdowns buttons now.
A solid few new additions, all things said. The fact that security gets flare guns now is interesting, and artlab having material working tools may mean that metallurgy is going to be on the rise again.
Now, with all of that out of the way, here's my commentary on some more of the Cogmap2 updates:
- The armory's actually gotten a bit of an rework. The actual guns are located inside of a glass box within the armory, connected by some sliding glass doors, meaning that anyone breaking in through the front needs to bust through some windows first. It isn't much of a change, but it's worth noting. Just outside of that glass box, just inside the armory, are a few fixtures: The comms console, an ejection chute, a recharger, and a special AmmoTech dispenser. Its inventory is as follows:
- 6 12ga rubber slugs
- 2 .38 speedloaders
- 3 .38 stun speedloaders
- 3 12ga flares (!)
- 3 40mm smoke shells
- 3 .308 tranq darts
- 3 .308 mutadone darts
- Furthermore, there are a few new additions to the armory: There's a "security-grade grenade box", with 2 crowd dispersal grenades, 2 smoke grenades, 2 flashbangs, and a shock grenade. There are three pairs of thermals underneath the gas masks, and everything on the tables comes in sets of 3. There's also an "anti-biological crate" in the back, containing two pre-made flamethrowers and...a flare gun box! Intriguing.
- The two medkits that the bridge starts out with seem to be randomized.
- The EOD suits and blast helmets have actually been moved outside of the armory into a "crisis cart".
- The Chief Engineer (and only the Chief Engineer, by the looks of it) gets a comms console in their office, which will likely help prevent shuttle tug-o-wars in the future.
- Artlab has a material scanner and recombobulator.
- This has been a thing for a while, but the Pharmacy area in medbay serves a nice way for medicine to be distributed without having everyone who needs a single brute patch clogging up medbay, and the overall layout of the place seems to be designed to prevent the trend of people always breaking into medbay whenever they need to get healed instead of just asking someone who's already in there. A good change, and one that devout medic players will no doubt appreciate.
- There's a furnace and furnace fuel in the sauna?
- The security checkpoints actually have their own lockdowns buttons now.
A solid few new additions, all things said. The fact that security gets flare guns now is interesting, and artlab having material working tools may mean that metallurgy is going to be on the rise again.