What the hell is tg stations design philosophy even?

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Pandarsenic
Joined: Fri Apr 18, 2014 11:56 pm
Byond Username: Pandarsenic
Location: AI Upload

Re: What the hell is tg stations design philosophy even?

Post by Pandarsenic » #617553

Bottom post of the previous page:

I was hoping this necro thread would have some design insights and boy was I disappointed
(2:53:35 AM) scaredofshadows: how about head of robutts
I once wrote a guide to fixing telecomms woohoo
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EuSouAFazenda
Joined: Sat Jul 17, 2021 1:34 pm
Byond Username: EuSouAFazenda
Location: Brazil

Re: What the hell is tg stations design philosophy even?

Post by EuSouAFazenda » #617555

Pandarsenic wrote: Tue Oct 26, 2021 3:18 pm I was hoping this necro thread would have some design insights and boy was I disappointed
If you insist.

-> Turns out, removing things makes people MAAD! (Woah!).
-> Cloning completely trivialized an entire department. Hold your breaths til Ghilker removes the SM and adds 16 different alternative ways of making power!
-> Merging inputs so it's all more unified turned out to be a good idea. This is why octopuses are the stupidest animals with 8 inputs rather than 2.
-> Oranges is outside my window.
I remade the beach away mission
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