Boxstation General Feedback

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Re: Boxstation General Feedback

Post by Scott » #1470

Bottom post of the previous page:

I'd say it's a problem with the transit tube.

There are no gas masks in engineering maintenance. Fix that.
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Re: Boxstation General Feedback

Post by Ikarrus » #1474

The downside to cyborg RCDs is it's supposed to eat battery power like crazy.

But that isn't much of a con any more during malf because you have cyborg chargers right there on the satellite.

I'd like to see the rechargers removed, please. They overpower cyborgs far too much, especially during malf.
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Re: Boxstation General Feedback

Post by Scott » #1488

That won't stop the airlock barricade but I agree they shouldn't be there.
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Re: Boxstation General Feedback

Post by bandit » #1522

I think the shutter button in the heads' conference room may be borked.
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Re: Boxstation General Feedback

Post by Scott » #1524

I just checked, there are no shutters at all.
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Re: Boxstation General Feedback

Post by Hibbles » #1617

Yeah, I noticed that a bit ago but forgot to report it, somehow they got removed. It probably went unnoticed for quite a while due to it being a bit of a rare room to see use.
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Re: Boxstation General Feedback

Post by Gadd » #1626

Hibbles wrote:Yeah, I noticed that a bit ago but forgot to report it, somehow they got removed. It probably went unnoticed for quite a while due to it being a bit of a rare room to see use.
I'd like to see it replaced with something else
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Re: Boxstation General Feedback

Post by bandit » #1946

It's the kind of thing you never realize you need until it's gone. (A few days ago I was in a round where the captain was recruiting a secret death squad in there. Leaving aside the fact that the captain is a comdom, that's kind of a good use for privacy shades.)
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Re: Boxstation General Feedback

Post by Ikarrus » #2259

Note for myself: Gun Hog mentioned adding a blender in virology
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Re: Boxstation General Feedback

Post by Steelpoint » #2735

Here's my first iteration of my newer map changes, more so adding a larger emergency storage area and a 2nd closet in Maint.

http://i.imgur.com/kj2uL8z.png
http://i.imgur.com/oLvHMA3.png

I don't know what to think of the changes, more so the alterations made to the dorms. Space is at a premium on SS13. I'm aiming for a nice garden someone on station.
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Re: Boxstation General Feedback

Post by Ikarrus » #2741

I'm not so sure about adding publicly accessible medkits. They'd make healing items too plentiful.

Also, try to avoid placing doors at the end of long hallways. This way, they won't be constantly bumped open.

Overall though, I just don't think these changes are needed.
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Re: Boxstation General Feedback

Post by AseaHeru » #2911

If we get baymed (or a version of it) we will probably need those public medkits.

And Steelpoint? Can you please turn off the area markers? I have always hated them...
Or atleast have versions of the images without them.
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Re: Boxstation General Feedback

Post by Steelpoint » #2915

You can turn them off?

Its unlikley I'll add the emergency storage area, its really just me messing around with the map seeing what sticks.
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Re: Boxstation General Feedback

Post by AseaHeru » #2918

Yah, go to show, uncheck areas, hit show only selected areas.
Your brain will thank me.
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Re: Boxstation General Feedback

Post by bandit » #3421

Could botany get a trash bag? With the amount of bottles it goes through it will be really useful.
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Re: Boxstation General Feedback

Post by Steelpoint » #4053

To my interest someone removed the AI Sat's lower Maint Blast Doors, which is perplexing since I don't recall anyone mentioning they removed it.

I intend to readd the blast doors, as well as a small table in the upper and middle areas of the satellite. As well as a few minor improvements people have been asking for (Light here, trash bag in botany there).
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Re: Boxstation General Feedback

Post by Ikarrus » #4055

Can you take out the recharger in the escape arm? I think we're starting to get too many of those on station.
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Re: Boxstation General Feedback

Post by Steelpoint » #4056

Well it's technically a Security Checkpoint, I actually intended on fleshing it out a bit. If its a problem I can remove it though.
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Re: Boxstation General Feedback

Post by Ikarrus » #4058

I don't think our security department is large enough to warrant another security checkpoint just waiting to be looted. You have to remember that anything we give security can also be used by their enemies, especially if security doesn't have enough staff to look after everything at once.

The area in escape is just a cordoned off area to hold prisoners without the masses fucking with them. It's not meant to be much more than that.
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Re: Boxstation General Feedback

Post by Steelpoint » #4059

By flesh out I meant make it easier to hold a prisoner in the area prior to the arrival of the Evac Shuttle, not in giving it more weapons and equipment.
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Re: Boxstation General Feedback

Post by Ikarrus » #4061

I'm against adding any more reinforcement to the cordoned area, and would like to see the recharger removed. I don't like the trend towards Police State Station 13.
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Re: Boxstation General Feedback

Post by Steelpoint » #4063

You don't even know what I intend on doing, really I just wanted to add two mini-holding pens (1x1) in the room that are pushed back one tile to give more room in the area. The recharger is a recharger and I fail to see how the addition of a single recharger in a Security checkpoint is turning this into Police Station 13. The only rechargers that have been added in recent memory was the old one in the AI Satellite, the one in the Escape Wing and the one you placed in Misc Testing.

I also intend to add in some requested features as I noted prior, such as fixing a few unhidden pipes, the trash bag to botany, maybe add a small secondary janitorial closet at the absolute NE of the station.
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Re: Boxstation General Feedback

Post by AseaHeru » #4234

I like the idea of a holding area in escape...

I may go use that idea in my station now...
(note to self: map out security on the map...)
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Re: Boxstation General Feedback

Post by Killerz104 » #4282

Can you please add the windows back to the library from my original design? It's so dark and depressing in the front.

:*(
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Re: Boxstation General Feedback

Post by Steelpoint » #4284

That makes too much sense.

I don't know if I can get away with a map merge due to the feature freeze, maybe I can get away with it if the changes are minor. I'll report on that later then.

The changes I'm planning to make thus far are.
- Two pushed back 1x1 holding cells in the Escape Wing
- Small backup janitorial closet at NE of station.
- Disused and dirlect bar in NW maint.
- Windows to the front of the library.
- A trashbag in botany
- Maybe look at making SW maint less hazardous for blob rounds, people complained how easy it was to get rid of atmo in there.
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Re: Boxstation General Feedback

Post by Kelenius » #5173

I want to say that

While I don't really like the idea of AI satellite

Pingsky is the best fucking thing in existence for the AI, and if satellite even gets removed I want pingsky to move to new AI's location.

Especially given that now you don't have to run to bridge to set guy who breaks in to arrest and can just emag him.

Best thing ever.

Ever.
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Re: Boxstation General Feedback

Post by Ikarrus » #7782

Ikarrus: GUN_HOG @ Wed May 21 2014 05:59:51 GMT+0000 (UTC) said: Ikky, the pAI in the nuke ops area is out of sight. May you slap it on the table or something where they can notice it, please?
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Re: Boxstation General Feedback

Post by paprika » #7903

Add the selective shutters for cell windows so we can thwart idiotic IED grey tide stuff. As in, 'brig lockdown' only applies to the entrance part of the brig.
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Re: Boxstation General Feedback

Post by Ikarrus » #7914

You mean just for just the outward-facing windows without locking down the whole brig? Because that is what we already have.
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Re: Boxstation General Feedback

Post by paprika » #7920

Everyone I told about metastation having them acted like it was some kind of new miracle so I wasn't aware if it was a thing on box yet, gg though not sure why people are bitching about IEDs still in that case.
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Re: Boxstation General Feedback

Post by Ikarrus » #7923

You can say a lot you thought was common knowledge and still blow people's minds away. See: Game changing things I learned thread
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Re: Boxstation General Feedback

Post by Ikarrus » #8384

ADMIN: MrStonedOne/(X) (JMP): the ghost is over all status displays but that one [near Captain's Office] and the one by chaple
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Re: Boxstation General Feedback

Post by bandit » #8458

Should the external airlocks in the bottom wing of arrivals (below the CentComm shuttle docking area) be limited-access?
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Re: Boxstation General Feedback

Post by Ikarrus » #8466

Intended on my part. I actually wanted to lock the other docking airlocks until a shuttle actually docks there, but that discussion will have to be put off until after the code freeze.
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Re: Boxstation General Feedback

Post by paprika » #8471

Keep those the same, being spaced out of arrivals sucks ass. They're external airlocks and should be kept as external airlock access. Escape is the only external airlock place normal crewmembers should be allowed through. And arrivals, of course.
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Re: Boxstation General Feedback

Post by Steelpoint » #8523

Ikaruss, why did you secretly remove the escape wing's Sec checkpoints recharger? I can't find a single mention of that and your the only one still doing map changes to Box. I understand you dislike rechargers but it seems a bit dickish to remove it without even mentioning it.

I'm still waiting for the feature freeze to end before I give my hand to some changes.
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Re: Boxstation General Feedback

Post by paprika » #8531

le silent nerf face, le professional map maintainer face
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Re: Boxstation General Feedback

Post by leibniz » #9099

The middle machine at the nuke shuttle teleporter needs to be screwdriver-wirecutter-screwdriver'd to work, if this is not a bug, there should be a paper next to it explaining it.
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Re: Boxstation General Feedback

Post by Ikarrus » #11963

Planning to do another polish pass over the weekend, now that the freeze has lifted. Leave whatever issues/requests you have and I'll see what I can do with it.
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Re: Boxstation General Feedback

Post by Hibbles » #12342

I had a (rather obvious) realization while on Artyom that many Boxstation improvements are just adoping what Metastation's been doing for months or longer. This might sound like a negative, but I think it's good since cool things are being added.

Also normally I like Meta better but I have to say, the centralized gravity generator and upload sure make them a bit more secure imo than having them be sort-of-central and out-of-the-way-above-engineering. It's nice.
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Re: Boxstation General Feedback

Post by paprika » #12359

But nuke ops can't use it as a strategy, bombing it i mean. At least not as easily. And it's not THAT much of an advantage. I treat it like bombing tcomms.

I'd prefer if it was back to the west of engineering, that way engineers and nuke ops can bomb it without going through the main hall because when you go into the grav gen room you're almost always there to break or repair it so. I dunno.

I didn't play sybil when the grav gen was first added, was it going down a constant every-round thing when it was next to engineering? It doesn't happen on meta so much anymore.
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Re: Boxstation General Feedback

Post by Steelpoint » #12360

Its position next to Tcomms meant it went down all the time. It was getting old.
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Re: Boxstation General Feedback

Post by paprika » #12417

That just happened because it was new, you should anticipate that shit. That happens with practically everything. It was effective because not a lot of people expected it and it disabled a lot of the crew. Now it's practically useless for traitors/ops because you nerfed it into the ground.
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Re: Boxstation General Feedback

Post by Jeb » #12422

It still gets used quite often.

Also, it makes more sense for the thing that provides gravity to the station to be near the center of the station rather than on the edge of it.
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Re: Boxstation General Feedback

Post by Steelpoint » #12457

Since I did not get a response on the removal of the recharger in the Sec Escape wing checkpoint, I'll assume its removal was a mistake and readd it.

I've got some alterations in the pipeline, I'll post a image sooner or later.

Feel free to shout out if you would like to see something added or reworked.
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Re: Boxstation General Feedback

Post by Neerti » #12513

Ikarrus wrote:Can you take out the recharger in the escape arm? I think we're starting to get too many of those on station.
Ikarrus wrote:I don't think our security department is large enough to warrant another security checkpoint just waiting to be looted. You have to remember that anything we give security can also be used by their enemies, especially if security doesn't have enough staff to look after everything at once.

The area in escape is just a cordoned off area to hold prisoners without the masses fucking with them. It's not meant to be much more than that.
Ikarrus wrote:I'm against adding any more reinforcement to the cordoned area, and would like to see the recharger removed. I don't like the trend towards Police State Station 13.
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Re: Boxstation General Feedback

Post by Steelpoint » #12515

I was more referring to the fact that I have found no mention of the recharger being removed in any PR request, unless I'm blind or I did not look hard enough.

You would think after a argument on the subject, that you would at least have the decency of telling your going to remove it instead of silently removing it and hoping no one notices.
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Re: Boxstation General Feedback

Post by Ikarrus » #12572

I forgot to mention it (Sorry)

I 've changed how I keep track of my changes now so things like this won't get by unmentioned any more.
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Re: Boxstation General Feedback

Post by Steelpoint » #15515

Speaking of things you lost track off, I noticed a few items from the Armoury were removed.

You really need to write down what items your removing. Cause its gets annoying.
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Re: Boxstation General Feedback

Post by firecage » #18137

Botany need a condimaster like metastation has.
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Re: Boxstation General Feedback

Post by Steelpoint » #18476

I intended to make a map PR a few weeks ago but for some reason my map broke and then the feature freeze popped up, I've re done some work but I'll have to wait for the freeze to thaw. Until then here's a quick list of what I've done.

- Re-Added brig entry and HoP line Wall Mounted Flashers, don't know why the HoP Line flasher was removed since it was heavily requested.
- Electrified Space Exposed Grilles at Security, exception to the windows west of perma.
- Removed hidden Plasma Sheets from Maintenance, replaced with "unique" item. (I swear every round someone breaks into find the sheet)
- Removed hidden Insulated Gloves from Maintenance, replaced with Budget Insulated Gloves.
- Re-Added Securitron #1138 to the Armoury, stealth nerf's ftw.
- Added additional door to Maint Incinerator Room, connects entire hallway instead of awkwardly blocking it off.
- Other quality of life changes and stuff I can't recall right now.

If anyone has any suggestions for changes to Boxstation, please speak up, I've got nothing else to do and plenty of time until the freeze ends, expect more map changes in due course.

*EDIT* I also added a "Condimaster" to Botany at firecage's suggestion, as well as slightly reworking the positioning of the watertanks.
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