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The official Cogmap2: FIX THIS SHIT thread
Medbay doesn't have any roller beds as far as I can see.
The ABC-U handheld blueprint marker-scanner things are missing. They spawned in some crate of some sort.
I was under the impression the ABC-U had been purposefully removed. Huh.
It's still in engineering the markers to use it are just awol.
The barman does not have a pitcher in cogblap2
The spare pitcher however, is still located in the diner.
The dramatic bike horn is missing from the kitchen. How will we load it with angry chef bots now?
There's also no party button in the bar.

Nor are there any basketball hoops in the gym.
No lollipop cups in the medbay to make people forget their doctor stole their organs.
Cog2 doesn't have nearly enough of certain stuff for a map its size. Particularly the following:
  • Coffee: Also the place you get chocolate, tea and lipocide! Cog2 has 7 total, 4 public and 3 in departments. Compare Cog1 which had 10 total, 6 public and 4 in departments. Suggested locations: Outside genetics, under the camera. Mechanics lobby, near the microwave. Outside QM, replacing the bush. The Bridge, next to the Captain's office.
  • Carty Party: PDAs and PDA cartridges. Cog2 has only 1, outside QM. Cog1 also had just 1, but Cog2 is bigger and easier to isolate with deathtraps, raised air bridges and hull breaches. Suggested locations: South wall of crew quarters.
  • CompTech: The machine that contains the parts you use to build computers. Cog2 has 1. Cog1 had 2. Suggested locations: South wall of crew quarters. Alternatively, merge this with the SoftTech vendor because nobody who wants floppy disks is going to not want computer parts and vs versa.
  • Legal Closets: Cog2 has 3 legal closets total, one of which is locked behind security access in the courtroom. Cog1 had 3 legal closets in the public access court alone and another 4ish scattered across the station. Suggested locations: Jazz longue bonfire, replacing one of the random girders. 2 in the little waiting area by the command miniputts below the teleporter. 1 in QM's belt hell, in the nook across from the APC.
  • Medical Wardrobe Lockers: These have all been replaced with medkits om the current map, apparently. Could we possibly get one in the medbay staff office and one in maint next to the mini-medbay?
  • Pods: Cog2 has 3 regular pods, 2 mining pods, 1 secpod, 2 miniputts, 2 secputts and an engineeringputt. Cog1 had 3 regular pods, 2 mining pods, 2 secpods, 4 miniputts and an engineeringputt. Cog2 is supposed to be pod focused with its retractable airbridges and podbays all over. How about a miniputt in the Arrivals, Escape and Research podbays?
(04-29-2016, 09:19 PM)Grek Wrote:
  • Medical Wardrobe Lockers: These have all been replaced with medkits on the current map, apparently. Could we possibly get one in the medbay staff office and one in maint next to the mini-medbay?

I think there's one in the medical break room, but that's all.
The arcade needs a few pairs of VR goggles.
Someone added an extra set of doors to the station during a round today.
[Image: 23191b7b807c16b86cc1df56964cedd3.png]

Permanently adding doors there would be a nice edition to makes the effects of a hull-breach from the test chamber blowing big less horribly crippling.

And on that note, is the off-station test chamber ever going to be added?
(05-12-2016, 07:20 PM)Mageziya Wrote: And on that note, is the off-station test chamber ever going to be added?

For Science!
Might as well make that more complicated. There was an idea about retooling the bomb VR into a general testing grounds so we could 'reset it' as things tend to get destroyed when we 'test things'. Add in some instruments to gauge damage (or healing, *gasp) types and levels, limb loss, and explosion force -- an' we'll be livin' the dream.
Most of the printers on the station aren't actually connected to anything. You can't print with them, since they aren't hooked up to the network.

E: Also, there's a bit of a camera snag around the PTL, on the north side. Could we add a camera there?


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