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Bring back Research Outpost Zeta from donut2
#1
It has toxins, chemistry, and pathology, all things a non-antagonist should never do anywhere near the station, all safely tucked away in a secure area far from the main station. What more could you want?
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#2
i sure do miss this at least being a derelict. being able to mess around with chemistry/toxins/pathology/whatever and not condemn the entire station to death with a screwup was a lot more relaxing for everyone involved. plus it made a good evil outpost for scientists who wanted to release horrible diseases or remote detonate the station while staying out of the line of fire
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#3
i loved zeta in all of its incarnations

its gotta have the nuke in it though
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#4
Impunity is the issue with zeta.

Unless the RD is a big rat, someone could make deathmix/canbombs/black plague and nobody would so much as bat an eyelid. While lack of empathy/giving a shit/doing your job is a key factor in goon relations and you could argue none of these apply even if it's on the station, it at least gives someone a chance to react.

The rebuttle to that would be: "well then, be it on the station, if an accident happens then expect loss of station integrity"

And this rings true, but therein lies the true problem: The station should probably be designed just a tad bit better to prevent this.

Using cog2 as an example:
- The test chamber is right beside medical foyer, right inside the station. This is bad design.
- Chemistry and the Pharmacy is seperated by a table, meaning that venting will occur. A single all access windoor over the table would solve this problem.
- If a fire breaks out in toxins, it is practically unusable afterwards. Having a single venting system may minimize this.
- I'm not sure how Pathology works, but theoritically there should be space around it, while still connected to the station, to minimize disease spread.
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#5
Cog2 actually already has something similar in the form of the Research Outpost. You don't have the toxins gear there, but pretty much everything else you've listed is there to be used.
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#6
(06-22-2017, 12:06 PM)Xaviens Wrote: Cog2 actually already has something similar in the form of the Research Outpost. You don't have the toxins gear there, but pretty much everything else you've listed is there to be used.

I don't see pathology or chemistry equipment on the cog2 research outpost.
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#7
A big enough bomb detonated on Cog2's research station will clip the main station iirc.

(remove toxins when)
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#8
Why not just add a chemistry room + monkey dispenser to the bio asteroid.

It's already filled with zombies so you have to be reasonably prepared to fight off some mobs before you can use the pathology equipment.

It also fits with the mechanic room already being in the debris field.

http://goonhub.com/maps/cogmap2#l=269,61,3;z=0.5

Only the powergamerists of power gamers can get into the asteroid and kill all zombies in order to use the asteroid lab, so adding a chemistry departent filled with more zombie scientists makes sense.

Actually the mainframe satellite actually has a chem room already

http://goonhub.com/maps/cogmap2#l=269,61,3;z=0.5
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#9
If you're worried about chemnerds building hellchems in secret, keep in mind there's a chemdispenser in the Soviet outpost thing in the debris field. All access, too, with a welder cart and potential artbeaker nearby. And a free Strelka and plasmaglass shard. And a bee and a bunch of crates and chainsaws. And a bunch of seeds that might grow omnizine.
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#10
(06-23-2017, 08:45 AM)Superlagg Wrote: ...And a bee...

No! That's not a real bee!
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