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This is really nice. Once this goes live I want to go mining just to see what they do with all the crates and shit I send them now.Two Roundstart Roboticists.
- Saegrimr
- Joined: Thu Jul 24, 2014 4:39 pm
- Byond Username: Saegrimr
Re: Two Roundstart Roboticists.
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
- Scones
- Joined: Mon Nov 10, 2014 2:46 am
- Byond Username: Scones
- Location: cooler than thou
Re: Two Roundstart Roboticists.
I've got little to say about two Roboticists being as issue other than that in my experience it feels totally fine. One guy grabs the toolbelt, nobody makes a fuss, and both fuck off to do their own thing
On another note, Steelpoint's new rendition of the area looks fantastic
On another note, Steelpoint's new rendition of the area looks fantastic
plplplplp WOOOOooo hahahhaha
- Steelpoint
- Github User
- Joined: Thu Apr 17, 2014 6:37 pm
- Byond Username: Steelpoint
- Github Username: Steelpoint
- Location: The Armoury
Re: Two Roundstart Roboticists.
I think I'll move the two spawns to be beneath the two equipment tables. I also had to rearrange the lights in the d̶u̶n̶g̶e̶o̶n̶ surgical area, having only a single light source means if it is knocked out at round start its all pitch black.
Thanks for the feedback, I'll tidy it up some time tomorrow and send it up.
Thanks for the feedback, I'll tidy it up some time tomorrow and send it up.
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- Joined: Fri Apr 18, 2014 1:05 pm
- Byond Username: Dazbuzz
Re: Two Roundstart Roboticists.
Or we could just change Robotics to a 1-slot job. More people is just a clusterfuck anyways. You really do not need 2 Roboticists.
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- Joined: Fri Apr 18, 2014 1:05 pm
- Byond Username: Dazbuzz
Re: Two Roundstart Roboticists.
No it wouldnt. Server population is a whole different issue. Box isnt even designed around 70+ players, so its a mess regardless of how many Roboticist slots you have.
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- Github User
- Joined: Fri Apr 18, 2014 1:50 pm
- Byond Username: Xxnoob
- Github Username: xxalpha
Re: Two Roundstart Roboticists.
Even Violaceus knows it's a bad idea.
- cedarbridge
- Joined: Fri May 23, 2014 12:24 am
- Byond Username: Cedarbridge
Re: Two Roundstart Roboticists.
You'd be surprised.Alex Crimson wrote:Or we could just change Robotics to a 1-slot job. More people is just a clusterfuck anyways. You really do not need 2 Roboticists.
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- Joined: Mon Jul 21, 2014 6:07 pm
Re: Two Roundstart Roboticists.
A side idea of what I had when I brought about my initial complaint (which was the idea that has followed through with BEAUTIFUL results I might add) is to redesign the space of Robo so that it is far less of a fustercluck for two people to be in. I will agree there are times when I wish I had a second robo to take care of some things, but the space was just so tight it was, very unpleasant. Expanding and changing the flow of the space I think will do a wonderful job of making 2 Robos both Viable, and comfortable for both Robos.Alex Crimson wrote:Or we could just change Robotics to a 1-slot job. More people is just a clusterfuck anyways. You really do not need 2 Roboticists.
Oh, and the swarm of 5+ people that just hang out at robotics for seemingly no reason. (Warden overseeing the Borgification of a criminal, while Miner Mc.Unrobust wants augments, and the endless stream of assistants wanting to be borged, the borg coming in half smashed because he did *x* job better than *x*, and the CMO/Captain/RD/Miner Mc. KindaRobust/HoS/Everyone Else wants a big stompy mech.) The space will be nice to try and get some orginazation amongst that mess.
- Steelpoint
- Github User
- Joined: Thu Apr 17, 2014 6:37 pm
- Byond Username: Steelpoint
- Github Username: Steelpoint
- Location: The Armoury
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- Joined: Mon Jul 21, 2014 6:07 pm
Re: Two Roundstart Roboticists.
Question: would it be possible to make the 'tables' by the fabricators into Racks instead? it may not make sense/line up with mechanics (not sure, don't deal with wracks much) but it might look better next to the fabs than the tables. I also see you getting a lot of flack on the PR, but, iunno, I tihnk people are over reacting a bit, because honostly, The mech bay is almost never used except for borgs and as the 'front door' of Robo...
Security, I kinda don't see an issue. I mean, really, I always felt it was too easy to break into robo anyway, and RnD.
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*personalbias because doens't like being antag and too many rev rounds standing around doing nothing because robo can't really make cyborgs because, I'm a most unrobust antag. @.@
Security, I kinda don't see an issue. I mean, really, I always felt it was too easy to break into robo anyway, and RnD.
...
*personalbias because doens't like being antag and too many rev rounds standing around doing nothing because robo can't really make cyborgs because, I'm a most unrobust antag. @.@
- paprika
- Rarely plays
- Joined: Fri Apr 18, 2014 10:20 pm
- Byond Username: Paprka
- Location: in down bad
Re: Two Roundstart Roboticists.
Mech bay is generally completely useless yeah
Oldman Robustin wrote:It's an established meme that coders don't play this game.
- Luke Cox
- Joined: Sat Dec 06, 2014 8:52 am
- Byond Username: NocturnalQuill
- Location: Prisoner Transfer Room
Re: Two Roundstart Roboticists.
As someone who plays roboticist roughly 70% of the time, having a second guy to handle borgs while I work on mechs. A second operating table wouldn't be hugely beneficial. It's pretty rare that two people want to be borged simultaneously, even at the start. Borrowing a little space from the mech bay and adding supplies would be the best bet. Alternatively, the mech bay could be rearranged to be an area devoted to mech construction, complete with its own fabricator.
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