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Re: Budgetstation

Posted: Sun Jun 04, 2017 8:30 pm
by christ110

Bottom post of the previous page:

nice job qbopper, i originally intended for it to be like a modification of metastation, but looks like you're going the whole 9 yards.
regardless, we should prolly make this an admin-only station for if we want to plan extended or something like that.

Re: Budgetstation

Posted: Sun Jun 04, 2017 8:59 pm
by CPTANT
Make sure to include lots and lots of stupid safety hazards.

Re: Budgetstation

Posted: Sun Jun 04, 2017 9:53 pm
by XDTM
Random single airlocks that lead to space, with no required access

Re: Budgetstation

Posted: Sun Jun 04, 2017 10:11 pm
by Luke Cox
Looking great so far

Re: Budgetstation

Posted: Sun Jun 04, 2017 10:22 pm
by Qbopper
XDTM wrote:Random single airlocks that lead to space, with no required access
it's "budget" station (as opposed to "random death"), this is funny but it makes no sense

Re: Budgetstation

Posted: Sun Jun 04, 2017 11:11 pm
by Qbopper
2do (for myself):

SEC:
- shotguns with beanbags (sorry, I'm not making it lethals only)
- shitty armory

MEDBAY:
- no sleepers or medkits, syringes/IV drips with chemicals
- no cryo, showers with cryodaxone beakers (make sure to include a wrench and paper explaining to wrench them to cold)
- shitty ghetto surgery

ENGINEERING:
- no engine - solars and PACMAN generators
- maybe a shitty power setup?
- simple atmos(?)

SCIENCE:
- one big slime pen

CARGO:
- shitty mining (I'm considering just not adding a lavaland shuttle and putting a bunch of asteroids for miners to get minerals from but I fear for my life on this one, and I don't know if you can even make a shuttle to lavaland)
- shitty cargo bay, potentially exposed to space? could have the shuttle dock outside and there's a single EVA suit? dunno yet

SERVICE:
- shitty bar with a keg and shotgun
- shitty botany with piles of dirt and limited seeds
- shitty kitchen - meat locker replaced with a box of monkey cubes
- no disposals, use trash bins (janitor has a trash cart and crusher)
- no space cleaner or grenades for the janitor (god help me)

MISC:

- dorms are a communal barracks type deal
- no/few head offices, important shit goes on the bridge(?)

Re: Budgetstation

Posted: Sun Jun 04, 2017 11:22 pm
by Luke Cox
For mining, how about you make lavaland accessible but take away the hardsuits and KAs?

Re: Budgetstation

Posted: Sun Jun 04, 2017 11:41 pm
by Qbopper
Luke Cox wrote:For mining, how about you make lavaland accessible but take away the hardsuits and KAs?
I don't play mining at all (don't like lavaland) so you'll have to tell me if this is "more difficult but feasible" or "masochistic for anyone who isn't already experienced"

Re: Budgetstation

Posted: Sun Jun 04, 2017 11:47 pm
by Armhulen
Bopper give them a pickaxe, a knife and mensons
that's literally it

Re: Budgetstation

Posted: Mon Jun 05, 2017 12:03 am
by John_Oxford
make dead hours (12pm-6am) be force locked to this station

NT wants to conserve money when recruiting for new workers gets low

Re: Budgetstation

Posted: Mon Jun 05, 2017 12:06 am
by John_Oxford
give miners new belts that's a shoulder strap with a leather scabbard for a short machete and a few pockets for pens/food ect along with a leather loop for a pickaxe to slide through

Re: Budgetstation

Posted: Mon Jun 05, 2017 3:31 am
by Luke Cox
Qbopper wrote:
Luke Cox wrote:For mining, how about you make lavaland accessible but take away the hardsuits and KAs?
I don't play mining at all (don't like lavaland) so you'll have to tell me if this is "more difficult but feasible" or "masochistic for anyone who isn't already experienced"
All you technically "need" is internals and a pickaxe


Another point I wanted to touch on, the workplaces themselves should look run down. Medbay should be covered in dried blood, the kitchen should have trash all over it, science should have chemical spills all over it, etc. Rusty walls here and there, a few pulled up floor tiles, damaged floor tiles, etc.

Re: Budgetstation

Posted: Mon Jun 05, 2017 4:38 am
by christ110
also,
for engineering, they should also have no insulated gloves, or only budget ones. they can turn off the power if they wanna play with wires.

Re: Budgetstation

Posted: Mon Jun 05, 2017 5:24 am
by Luke Cox
christ110 wrote:also,
for engineering, they should also have no insulated gloves, or only budget ones. they can turn off the power if they wanna play with wires.
Can't believe I didn't think of this. Hell, it's in the name!

Also, we should probably consider having this moved to the mapping board.

Re: Budgetstation

Posted: Mon Jun 05, 2017 8:02 am
by Iatots
how is the power wire overhaul coming along? The one that adds breakers etc.

Re: Budgetstation

Posted: Mon Jun 05, 2017 3:34 pm
by Qbopper
Luke Cox wrote:Also, we should probably consider having this moved to the mapping board.
I'll just make a new thread

EDIT: https://tgstation13.org/phpBB/viewtopic ... 11&t=11542

Re: Budgetstation

Posted: Wed Jun 07, 2017 9:43 am
by Professor Hangar
Luke Cox wrote:
Qbopper wrote:
Luke Cox wrote:For mining, how about you make lavaland accessible but take away the hardsuits and KAs?
I don't play mining at all (don't like lavaland) so you'll have to tell me if this is "more difficult but feasible" or "masochistic for anyone who isn't already experienced"
All you technically "need" is internals and a pickaxe
That's exactly how the gulag works, after all. (Well, and mesons)