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Cogmap 2: *** UPDATE TO BYOND 509 ASAP ***
Anything we can expect from new pathology?
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Zadeon Wrote:Anything we can expect from new pathology?

Clowns, bans, gibs, and overwhelming amounts of smug.
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Zadeon Wrote:Anything we can expect from new pathology?
An army of grey shirts and heads invading the pathologist's space to test out all the new equipment.
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Discussion of pathology functions outside of mapping would be best done in a pathology thread, please.
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Cogwerks Wrote:QP: That is a very elegant looking solution, I like that. Your design skills are improving a lot!

Thanks. Though perhaps it's less that I'm improving, and more that I'm trying for something practical, instead of coming up with ridiculously oversized messes that are more about aiming high than actually hitting anything.
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http://i.imgur.com/gb2CLRZ.jpg
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Cogwerks Wrote:http://i.imgur.com/gb2CLRZ.jpg

I can't see it very well, but does robotics get a medpack in this version? Multiple limb transplants can easily knock someone into crit without healing.
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Ikkonoishi Wrote:
Cogwerks Wrote:http://i.imgur.com/gb2CLRZ.jpg

I can't see it very well, but does robotics get a medpack in this version? Multiple limb transplants can easily knock someone into crit without healing.

under the red toolbox
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Cogwerks Wrote:http://i.imgur.com/gb2CLRZ.jpg

You gave pathology a back door? That seems rather characteristic of NanoTransen, actually.

"Welcome to the pathology department, Mr. Farts McTraitorson."

"Glad to be here. Say, is that a back door into maintenance?"

"Oh, yes. Make sure you aren't carrying any petri dishes if you leave that way. Nobody would be able to catch you if you did."

"Right. I'll be sure not to do that."

Ten minutes later.

"Oh god, everyone on the station has Space Ebola-Kuru-AIDS!"

The isolation ward looks kinda weird with that floor. I mean, plague vomit is surely really difficult to get out of carpet, right?

So what are you planning to do with that one side room in front? I guess you could make it into a security outpost if it were a little larger, or maybe a seating room so people could watch surgeries. It doesn't look like the medical fabricator has been placed anywhere either. That last one would probably be most useful. Make it a storage room with the fabricators, and maybe a few racks for paramedic suits.

Also, I think in earlier versions the pharmacy had a chute that led to that output chute on the table in the corridor right next to the entrance? Has that gone away?
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I like the larger, roomier Chemistry lab. One accidental hellfoam shouldn't quite wipe the entire room off the map. Just the chemistry stations get in not go out
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End of tonight's mapping work: http://i.imgur.com/zFfq3xv.png

Bridge sector: http://i.imgur.com/sU72e1S.png
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I think the test chamber should be a bit more isolated, maybe relocated down near that small miniputt bay near toxins and chem, because as it is now, if either department or otherwise decides to test something in it, the telescience guys are going to get royally and suddenly fucked when it explodes. Plus telescience has no need for the chamber to be so close due to having a personal one with a teleporter essentially so...

Robotics is looking fantastic, and no longer do I have to share an operating table with my co-worker while we're frantically trying to butcher dead people to make them robots. My only concern is jerks smashing the windows to get their grubby mitts on machine translator implants.

It's also resolved another long standing gripe of mine where robotics and genetics could have issues getting bodies because the rescuers don't have general medbay access and they're too nerdy to just use the chute that looks exactly like a disposal unit. Now they can just leave the rotting corpses out in the main hall for us to scoop up.
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A Safety Reagent Heater chamber? Yet another quality of life upgrade I never knew I wanted. I feel that, however, the current test chamber's location means that any test of something potentially explosive has good odds of knocking telescience out of commission. Feature?

Oh, could you put in a monkeypen-genetics chute to go with the first one? Save a little time dragging test monkies over, and surely can't be used for crime at all v
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Is going through the HoP's office the only way to access the bridge? That is kind of strange.

Also is the detective really enough of a VIP to rub elbows with the bridge crew? I say he should have a smokey hole in a maintenance corridor somewhere with a glass door and bad lighting with his special gear shoved behind a false wall.

Also a parole chute in genetics would be nice so you don't have to drag the gene-nerds away from their terminals or pester the AI to get out once you are cloned.
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The test chamber is made of special "very reinforced walls" now, isn't it? So telescience should be safe from most explosions. That shouldn't be a problem.

Now, I'm concerned about the room south of the cargo bay with the #-shaped belts. I mentioned this in my last cargo bay write-up, but that room is much too wide on the y-axis. We won't be able to see if crates are backed up at the external doors.

I like that design for the bridge and sec. It's fine to have the entrance to the bridge go through the customs room. This way, it's basically like a front desk for the command center, and the HoP still has separate quarters.

The bridge could use a general alert computer, though. And maybe a cargo dock attached to that maintenance corridor south of the customs desk.
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