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Re: Boxstation General Feedback

Posted: Sun May 10, 2015 8:25 am
by Saegrimr

Bottom post of the previous page:

That sounds like a topic for another thread.

To elaborate, if something is meant to not be used, removing it is the best option. Not keeping it around unable to be used. I wouldn't be against just removing the unloading machine entirely since its only purpose is to pull ores out of ore crates, something i'm fairly sure the smelter does already. However this is a simple var fix.

Re: Boxstation General Feedback

Posted: Sun May 10, 2015 2:19 pm
by Not-Dorsidarf
Saegrimr wrote:That sounds like a topic for another thread.

To elaborate, if something is meant to not be used, removing it is the best option. Not keeping it around unable to be used. I wouldn't be against just removing the unloading machine entirely since its only purpose is to pull ores out of ore crates, something i'm fairly sure the smelter does already. However this is a simple var fix.
it only exists to let drones mass-smelt ores, frankly. You can smelt without it but you use fuel stupidly fast

Re: Boxstation General Feedback

Posted: Sun May 10, 2015 10:41 pm
by Saegrimr
Yes that's what I was attempting to use it for, the smelter should stay but the unloading machine directly above it does essentially nothing important in the process of smelting the ores.

Re: Boxstation General Feedback

Posted: Mon May 11, 2015 1:51 pm
by Jordie0608
Fixed in #9433

Re: Boxstation General Feedback

Posted: Fri May 15, 2015 2:54 am
by RocKeD
Jordie0608 wrote:Fixed in #9433
Jordie is kicking some arse in bug fixing, if anyone has looked at github recently there is a massive wall of fixes by this guy. :)

Re: Boxstation General Feedback

Posted: Wed Jul 08, 2015 5:07 pm
by Phalanx300
That Freezer in maintanance to the top-right of Toxins is not connected to the local pipes. The Heater is though.

Re: Boxstation General Feedback

Posted: Mon Jul 20, 2015 6:58 am
by SkipsPro
box is boring as fuck. maint is too cramped and uninteresting for the high pop that sybil gets. It's been the same map for literally years, I think it's time to put box on basil or at least make it not the primary map. Box leads to the same scenarios, how many times has the holodeck catched on fire? how many times has medbay and that section of the hallway been bombed? how many times have you been esworded or revolver'd in those long narrow maint. hallways, especially the one between genetics and science, where there is almost opportunity to duck into some random corner and hide?

Re: Boxstation General Feedback

Posted: Mon Jul 20, 2015 7:18 am
by Luke Cox
It's not a bad map but nothing but Box does get stale after a while.

Re: Boxstation General Feedback

Posted: Mon Jul 20, 2015 7:23 am
by SkipsPro
Luke Cox wrote:It's not a bad map but nothing but Box does get stale after a while.
you're completely correct, box isn't bad at all. It's just so. stale.

Re: Boxstation General Feedback

Posted: Mon Jul 20, 2015 7:29 am
by Luke Cox
SkipsPro wrote:
Luke Cox wrote:It's not a bad map but nothing but Box does get stale after a while.
you're completely correct, box isn't bad at all. It's just so. stale.
There are a finite number of things you can do with a single map. Every traitor tactic is known, and how to counter it. There's never any surprise.

Re: Boxstation General Feedback

Posted: Mon Jul 20, 2015 9:45 am
by Tornadium
Box is a fantastic map.

I'm just so fucking bored of it though.

Re: Boxstation General Feedback

Posted: Mon Jul 20, 2015 5:17 pm
by Incoming
Burnout is real but I don't think it's "just the map" for some people. Take a month or two away from the game and then jump back in, it'll probably feel better.

Re: Boxstation General Feedback

Posted: Mon Jul 20, 2015 5:31 pm
by Scott
I got Metastation burnout in one round of playing it.

Re: Boxstation General Feedback

Posted: Mon Jul 20, 2015 6:11 pm
by Steelpoint
The one area of box I do see as pressing to look at is the southern arrivals maintenance, its the most linear of all maint sections.

Re: Boxstation General Feedback

Posted: Mon Jul 20, 2015 10:36 pm
by Tornadium
Wait so I should just stop playing for 2 months instead of playing a different map every other day?

Re: Boxstation General Feedback

Posted: Mon Jul 20, 2015 10:48 pm
by Incoming
well no I mean if you THINK playing meta will solve your problems then by all means the servers RIGHT THERE.

Re: Boxstation General Feedback

Posted: Mon Jul 20, 2015 10:51 pm
by Saegrimr
This is the wrong thread for your metastation crybabying. Theres like two other threads for it.

Re: Boxstation General Feedback

Posted: Fri Sep 25, 2015 11:46 am
by Saegrimr
There's something weird with the viro/xeno disposal bins. Anything that ejects from either of those bins shoot backwards and hit the wall behind the outlet. (the black jumpsuit)

I created an inlet conveyer belt thing, and anything that goes through there gets shot out normally. (the pile of junk)

Placing a wall where the black jumpsuit currently is will make everything fire correctly. I'm not sure why this happens, but it makes spacing evidence from viro/xeno a pain in the ass.

[img]http://s12.postimg.org/tk2w0s2jt/Untitled.jpg[/img]

Re: Boxstation General Feedback

Posted: Fri Sep 25, 2015 7:16 pm
by Shadowlight213
Noticed that with disposals, where junk would shoot off of the conveyor belts.

Re: Boxstation General Feedback

Posted: Thu Oct 01, 2015 11:55 am
by peoplearestrange
Would it be possible to expand box? As in keep the layout the same, but expand almost everything.
I.e. make the main corridors 4 wide. Expand each room/department. Basicly keep the map we all know and love but give more space to the ever increasing population.

Probably the best idea might be to start at the bridge and expand everything outward, doubling up some things, such as various service window and door ways.

I realise this would be a massive project though, so maybe something that slowly happens.

Re: Boxstation General Feedback

Posted: Thu Oct 01, 2015 12:54 pm
by Not-Dorsidarf
peoplearestrange wrote:Would it be possible to expand box? As in keep the layout the same, but expand almost everything.
I.e. make the main corridors 4 wide. Expand each room/department. Basicly keep the map we all know and love but give more space to the ever increasing population.

Probably the best idea might be to start at the bridge and expand everything outward, doubling up some things, such as various service window and door ways.

I realise this would be a massive project though, so maybe something that slowly happens.
We don't really need wider corridors though. 3-wide is pretty much plenty.

Re: Boxstation General Feedback

Posted: Thu Oct 01, 2015 2:21 pm
by peoplearestrange
Its more about making it feel bigger and more spacious. Also 3 wide can still get fairly busy. Specially in the bar/med/sci corridor. Maybe medbay needs a new corridor/entrance?

Re: Boxstation General Feedback

Posted: Sat Oct 03, 2015 6:22 am
by tuypo1
i realy dont like the new pipe layouts i made a thread in feedback for it but i think i should also mention it here

Re: Boxstation General Feedback

Posted: Sat Oct 03, 2015 1:45 pm
by JackHunt
I'm actually working on a 4-wide revision of box at the moment. Goddamn is it a lot of work though. Which departments really need more space? Which ones are fine?

Re: Boxstation General Feedback

Posted: Sat Oct 03, 2015 6:16 pm
by Gun Hog
I would like to put in a request to add respective hardsuits for CMO (Medical) and RD (Prototype) in their offices. Remove the Command section of EVA to compensate, as it contains the two space suits reserved for them.

Re: Boxstation General Feedback

Posted: Sat Oct 03, 2015 9:48 pm
by Qbopper
peoplearestrange wrote:Its more about making it feel bigger and more spacious. Also 3 wide can still get fairly busy. Specially in the bar/med/sci corridor. Maybe medbay needs a new corridor/entrance?
I think if you moved chemistry to where the medbay sec outpost is, moved the sec outpost to the top left corner, and had the lobby in the hallway to the left (like, across from teleporter room) it would make it a little easier and less busy

Shit, maybe even have the lobby accessible from both sides

Re: Boxstation General Feedback

Posted: Tue Oct 06, 2015 12:11 pm
by DaemonBomb
Hey what the fuck is with that area near the bottom of the engineering hallway. It is always having these awful pressure issues that are nearly impossible to fix without fiddling with the air alarms for 30 minutes.

Re: Boxstation General Feedback

Posted: Wed Oct 07, 2015 2:50 pm
by tuypo1
it may be coming from the nearby air pumps and portable scrubers but i doubt it.

Re: Boxstation General Feedback

Posted: Fri Oct 09, 2015 12:02 pm
by peoplearestrange
JackHunt wrote:I'm actually working on a 4-wide revision of box at the moment. Goddamn is it a lot of work though. Which departments really need more space? Which ones are fine?
The most populated areas are normal these:
Medbay
Bar
Robotics
RnD
HoP area
Cargo reception?
Brig (particularly the entrance, a separate in and out might go down well)
Escape
Cloning room

Areas that might need expanding, but are probably ok:
Xenobiology
Toxins
Bridge
Dorms
Tool storage
Janitors closet (maybe double lockers to allow for 2 janitors)
Engineering
Genetics

Areas that are fine as they are:
Chapel
Library
Testing lab
tech store
Atmospherics (seriously dont touch that mess)
The singlo engine
T-comms
Cargo bay
Arrivals
Court room
Surgery
Virology
Armory

Qbopper wrote: I think if you moved chemistry to where the medbay sec outpost is, moved the sec outpost to the top left corner, and had the lobby in the hallway to the left (like, across from teleporter room) it would make it a little easier and less busy
Shit, maybe even have the lobby accessible from both sides
It's best not to move around rooms where possible as people have always strongly fought against anything like this. Plus the idea is to keep the layout the same, just bigger. Obviously that might mean moving doors further down corridors etc, but moving whole sections should really be avoided, otherwise it becomes another station.

Re: Boxstation General Feedback

Posted: Fri Oct 09, 2015 1:07 pm
by DaemonBomb
peoplearestrange wrote: Brig (particularly the entrance, a separate in and out might go down well)
I'd support it, but that entrance is really important in Rev rounds as the chokiest choke point in all of chokelandia.

Re: Boxstation General Feedback

Posted: Fri Oct 09, 2015 1:51 pm
by peoplearestrange
Sure, its nice to have a choke, but it be nice if the double doors were separated by a tile or something. At least to make it so people coming into the brig dont make an obvious route ou-
Actually this flaw is kinda what gives prisoners a chance to escape bad sec... Hmmmm.

Re: Boxstation General Feedback

Posted: Mon Oct 19, 2015 9:27 pm
by Luke Cox
If we could get an air injector, igniter, and connector port in the Xenobiology pen, I would be so happy

Re: Boxstation General Feedback

Posted: Mon Oct 19, 2015 10:31 pm
by TheNightingale
This is Chemistry entrance at the moment:
Image.
I propose it looks like this:
Image.

The changes being:
* Double doors added where the reinforced windows were.
* Two buttons; the first opens the doors, requiring no access. The second bolts them, requiring Medical access.
* Surgery Observation and air alarm swapped places to make room for...
* ... the tables, which have been reorganised and moved beside the wall.
* Disposals outlet and NanoMed Plus swapped places.
* A new table added with one medkit and a box of epinephrine medipens.
* RC console moved next to the noticeboard.

This lets Medical staff bolt open (or closed) the side doors in emergencies, as well as creating another entrance (and limited supplies) for paramedics, or if the main doors are inoperable.

Re: Boxstation General Feedback

Posted: Tue Oct 20, 2015 3:24 am
by ShadowDimentio
Cloning should be open for doctors to just walk into.

Re: Boxstation General Feedback

Posted: Tue Oct 20, 2015 3:44 am
by callanrockslol
TheNightingale wrote:This is Chemistry entrance at the moment:
Image.
I propose it looks like this:
Image.

The changes being:
* Double doors added where the reinforced windows were.
* Two buttons; the first opens the doors, requiring no access. The second bolts them, requiring Medical access.
* Surgery Observation and air alarm swapped places to make room for...
* ... the tables, which have been reorganised and moved beside the wall.
* Disposals outlet and NanoMed Plus swapped places.
* A new table added with one medkit and a box of epinephrine medipens.
* RC console moved next to the noticeboard.

This lets Medical staff bolt open (or closed) the side doors in emergencies, as well as creating another entrance (and limited supplies) for paramedics, or if the main doors are inoperable.
It works better with the lobby area so you at least have to pretend to be allowed in by someone.

The design of the tables and the placement of the disposal in front of the nanomed is makes it look weirdish.

Re: Boxstation General Feedback

Posted: Tue Oct 20, 2015 2:36 pm
by Ikarrus
That side window is pretty important when things break down and you need to get to or through medbay but you can't work the doors.

Replacing the windows with doors here removes a critical break in point.

Re: Boxstation General Feedback

Posted: Sat Oct 24, 2015 11:52 am
by Not-Dorsidarf
There's a wire under the door to the SW solars firefighter room

Re: Boxstation General Feedback

Posted: Tue Dec 15, 2015 7:35 am
by leibniz
Image

Isn't this a bit too many r-walls?

Re: Boxstation General Feedback

Posted: Tue Dec 15, 2015 10:49 am
by peoplearestrange
Its a brig... its not supposed to be easy to get in. You also have both glass windows and airlocks you can go through. Both are extremely vulnerable to both attack and simple hacking.

Re: Boxstation General Feedback

Posted: Tue Dec 15, 2015 6:22 pm
by Helios
The lack of brig entry points and lack of R-walls removal without being a chemist or having 3 minutes means that brig entries tend to happen very similar ways
Brig assault happens from syndies one of two ways. Down through armory/equipment room. Or the side through gulag shuttle area. Perma assaults never work because syndi assaults can be locked separated, and potentially heavily damaged by a single button press.

Re: Boxstation General Feedback

Posted: Wed Dec 23, 2015 10:04 pm
by Takeguru
DaemonBomb wrote:Hey what the fuck is with that area near the bottom of the engineering hallway. It is always having these awful pressure issues that are nearly impossible to fix without fiddling with the air alarms for 30 minutes.
Quoting a months old post, but its people fucking with the air pumps.

Keep them in the open, despite this.

Re: Boxstation General Feedback

Posted: Thu Dec 31, 2015 4:58 pm
by Cheimon
The proposed AI satellite didn't have cameras linked up to the science security office camera board. That gives the AI quite a big advantage if it's malfunctioning, since you can't tell what's happening to people on the satellite or if it's purposefully deactivated its cams.

Re: Boxstation General Feedback

Posted: Thu Dec 31, 2015 7:16 pm
by Gun Hog
I passed that along for you, Cheimon

Re: Boxstation General Feedback

Posted: Sun Feb 21, 2016 1:38 am
by Yakumo_Chen
I'd really like the main Medbay APC to be somewhere that I can actually access as the AI. The current location it is at is impossible to access, which is bad for emergencies or when I'm rogue and want to shut medbay down / set it on fire.

Re: Boxstation General Feedback

Posted: Sun Feb 21, 2016 2:06 am
by Helios
Yakumo_Chen wrote:I'd really like the main Medbay APC to be somewhere that I can actually access as the AI. The current location it is at is impossible to access, which is bad for emergencies or when I'm rogue and want to shut medbay down / set it on fire.
Yeah, it's really in a shitty spot

Re: Boxstation General Feedback

Posted: Tue Feb 23, 2016 10:04 pm
by Helios
Could someone replace the timer on the top left corner on box, with an igniter?
Timer is literally never used, igniter might ocassionally be used.

Re: Boxstation General Feedback

Posted: Wed Feb 24, 2016 1:34 am
by PKPenguin321
Helios wrote:Could someone replace the timer on the top left corner on box, with an igniter?
Timer is literally never used, igniter might ocassionally be used.
top left corner of what

Re: Boxstation General Feedback

Posted: Wed Feb 24, 2016 2:31 am
by Steelpoint
If I had to guess I would say Assistant Tool Storage.

Re: Boxstation General Feedback

Posted: Wed Feb 24, 2016 3:01 am
by Helios
PKPenguin321 wrote:
Helios wrote:Could someone replace the timer on the top left corner on box, with an igniter?
Timer is literally never used, igniter might ocassionally be used.
top left corner of what
Oh. Woops, I didn't say. Timer in Security. It's on the table in the center. Never seen it used or touched.

Re: Boxstation General Feedback

Posted: Wed Feb 24, 2016 11:27 pm
by TheNightingale
Change it to a voice analyser so you can do voice-activated flashes. It's not like Security will use an igniter either.

Re: Boxstation General Feedback

Posted: Thu Mar 03, 2016 5:20 pm
by Atlanta-Ned
The BoxStation overview map at https://dl.dropboxusercontent.com/s/ob0 ... ullbox.png is out of date. Can someone please run a new render (and maybe delete all the oil spills/dried blood/vomit that autospawns)?