02-25-2023, 07:35 PM
(This post was last modified: 02-25-2023, 07:36 PM by Cheffie. Edited 1 time in total.
Edit Reason: Typo
)
Few things I noticed in todays playtest:
Podbay access is inconsistent: the main podbay near escape has no manual open button and the medsci and science outpost podbay have no pod access button. Not sure about others I didn't see them.
Toxins storage is very dark and im not sure if i missed them or not but seems to have no firefighting foam tanks or grenades.
Someone brought up that the bar or jazz lounge has the syndicate version of shotglasses too with pitcherbomb capabilities and 40 unit capacity.
Needing a pod to get to science outpost is kinda bad it should have a shuttle like cog 2 and donut 2 have
Now a few nitpicks
The glass corridor near the bridge that connects up the maints would probably be better as normal reinforced glass not plasmaglass
Wiring colours should adhere to the standard that got PR'd a while ago im pretty sure it was solars are yellow, engine power output is brown and main grid is red
Podbay access is inconsistent: the main podbay near escape has no manual open button and the medsci and science outpost podbay have no pod access button. Not sure about others I didn't see them.
Toxins storage is very dark and im not sure if i missed them or not but seems to have no firefighting foam tanks or grenades.
Someone brought up that the bar or jazz lounge has the syndicate version of shotglasses too with pitcherbomb capabilities and 40 unit capacity.
Needing a pod to get to science outpost is kinda bad it should have a shuttle like cog 2 and donut 2 have
Now a few nitpicks
The glass corridor near the bridge that connects up the maints would probably be better as normal reinforced glass not plasmaglass
Wiring colours should adhere to the standard that got PR'd a while ago im pretty sure it was solars are yellow, engine power output is brown and main grid is red