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Re: RE-ADD PRISON STATION

Posted: Wed Jul 08, 2015 5:25 pm
by Malkevin

Bottom post of the previous page:

Amnestik wrote:This isn't the first time I've seen you post this picture, and each time I'm bugged by the fact we're expected to accept that this elaborate setup has been created for an event that lasts about 20 seconds and isn't that impressive to begin with.

Express your supposed power and superiority in a more convincing way, please.

Plus look at those lonely, empty chairs. Those are all your friends. You have more chairs empty than filled there.

I feel obligated to mention that this is a drunk post.
Troll harder cum stain, I'd like to see what contraptions you've come up with.

Its a gas chamber thats completely reuseable without having to suck the plasma back to Atmos and then ask them to give you a refilled canister, other people have found it impressive.

Whats the chairs got to do with anything?
They're empty because this is a mock up I had to do on an offline server, because the three times I tried building it on the live server everytime I'd just about finished it the shuttle was called.

Really, you're just coming across as a retard - and unless you're a ruski its far too early in the day to be drunk, sounds like you have some major personal issues you should try resolving before annoying people with weak bait.

Re: RE-ADD PRISON STATION

Posted: Wed Jul 08, 2015 5:25 pm
by Scones
The only time people don't get circsawed and bodybagged is when the AI permits

Anyways prisonstation looks cool, do it

Re: RE-ADD PRISON STATION

Posted: Wed Jul 08, 2015 5:35 pm
by Malkevin
Scones wrote:I'm still the only HoS I know of who pulls out the firing squad.

Seriously, if you want a showy execution, that's the way to do it
I used to do it quite often but I kept finding security officers would end up shooting each other all the time.

Plus years of oppressive admin policy have driven off the security player that isn't a huge gaping vagina.

Re: RE-ADD PRISON STATION

Posted: Wed Jul 08, 2015 7:18 pm
by DemonFiren
I still prefer the electric chair in the brig access. Very public.

Re: RE-ADD PRISON STATION

Posted: Wed Jul 08, 2015 7:58 pm
by Malkevin
I used to do that too.

I'd stick a proxy+signaller assembly under the chair so it'd zap Mr Crispy everytime someone walked by.

Re: RE-ADD PRISON STATION

Posted: Wed Jul 08, 2015 8:37 pm
by Wyzack
I like to bust out the firing line on Basil whenever i have enough officers. Which is almost never

Re: RE-ADD PRISON STATION

Posted: Wed Jul 08, 2015 9:16 pm
by ThanatosRa
Even though I loved the Prison Station(and was a proponent of it in the day) I've always been a little torn. I think, in this form, it would work. As such, this has my vote of confidence.

Re: RE-ADD PRISON STATION

Posted: Wed Jul 08, 2015 9:37 pm
by Luke Cox
What if the prison station was located on the same z-level, but had a fixed teleporter or telepad to reach it?
Ricotez wrote:You're supposed to keep executions subtle.
But that's no fun :(

Re: RE-ADD PRISON STATION

Posted: Thu Jul 09, 2015 12:57 am
by Incomptinence
I was always fond of the prison station. Fortifying it gives a better last stand than HUNT THE LOCKERMAN or whatever and then there is fun stuff like finding a traitor made it their private cubbyhole while you were away.

Re: RE-ADD PRISON STATION

Posted: Thu Jul 09, 2015 1:36 am
by invisty
Would teleporter-based access be more ideal than using a shuttle? I imagine security would just turn all their prisoners into fly-people for shits and giggles.

Also, move the old voidsuits from the abandoned telesat to the new prison station. That way if you see anyone in them you it's a red flag for an escapee.

Re: RE-ADD PRISON STATION

Posted: Thu Jul 09, 2015 6:36 am
by Luke Cox
invisty wrote:Would teleporter-based access be more ideal than using a shuttle? I imagine security would just turn all their prisoners into fly-people for shits and giggles.

Also, move the old voidsuits from the abandoned telesat to the new prison station. That way if you see anyone in them you it's a red flag for an escapee.
That would actually be a clever way for sec to identity escapees. I'm pretty sure you can't de-fly yourself. Teleporter would be a simpler solution in general. One telepad leads to the prisoner area, one leads to the staff area. One telepad in a reinforced room on the prison leads back to the station.

Re: RE-ADD PRISON STATION

Posted: Thu Jul 09, 2015 7:57 am
by EmGee
I agree, a teleporter could be a sound solution. Also, the station should be on the station z-level to make escape easier (and hunkering down in rev possible). Heads hunkering down in the prison station is more fun than ASSAULT ON BRIG or hunting down the HOP roaming maint disguised as a assistant/hiding in maint behind false walls.

Re: RE-ADD PRISON STATION

Posted: Thu Jul 09, 2015 10:31 am
by Miauw
Tornadium wrote:
Steelpoint wrote:Then what's the point of a prison station if we're just going to extend perma out by about 20 meter's?
I'm not talking 20 meters. I'm talking distance from bottom of engi to bridge and adding the retractable bridge.
literally impossible

Re: RE-ADD PRISON STATION

Posted: Thu Jul 09, 2015 10:46 am
by Tornadium
Miauw wrote:
Tornadium wrote:
Steelpoint wrote:Then what's the point of a prison station if we're just going to extend perma out by about 20 meter's?
I'm not talking 20 meters. I'm talking distance from bottom of engi to bridge and adding the retractable bridge.
literally impossible
Why is that?

Couldn't you just have a trigger to delete or spawn a few tiles per tick? I know very little about the capabilities of byond unfortunately.

Re: RE-ADD PRISON STATION

Posted: Thu Jul 09, 2015 11:01 am
by Luke Cox
Tornadium wrote:
Miauw wrote:
Tornadium wrote:
Steelpoint wrote:Then what's the point of a prison station if we're just going to extend perma out by about 20 meter's?
I'm not talking 20 meters. I'm talking distance from bottom of engi to bridge and adding the retractable bridge.
literally impossible
Why is that?

Couldn't you just have a trigger to delete or spawn a few tiles per tick? I know very little about the capabilities of byond unfortunately.
Sure, you could have a massive bridge "shuttle" that goes to an inaccessible z-level when deactivated, that would be too long to reasonably use and prone to various bugs.


Or you could poof them into prison with a telepad that already exists and is perfectly functional.

Re: RE-ADD PRISON STATION

Posted: Thu Jul 09, 2015 11:03 am
by Tornadium
Luke Cox wrote:
Tornadium wrote:
Miauw wrote:
Tornadium wrote:
Steelpoint wrote:Then what's the point of a prison station if we're just going to extend perma out by about 20 meter's?
I'm not talking 20 meters. I'm talking distance from bottom of engi to bridge and adding the retractable bridge.
literally impossible
Why is that?

Couldn't you just have a trigger to delete or spawn a few tiles per tick? I know very little about the capabilities of byond unfortunately.
Sure, you could have a massive bridge "shuttle" that goes to an inaccessible z-level when deactivated, that would be too long to reasonably use and prone to various bugs.


Or you could poof them into prison with a telepad that already exists and is perfectly functional.
I prefer the fun that comes with various bugs.

Re: RE-ADD PRISON STATION

Posted: Thu Jul 09, 2015 11:31 am
by Luke Cox
Tornadium wrote:
Luke Cox wrote:
Tornadium wrote:
Miauw wrote:
Tornadium wrote:
Steelpoint wrote:Then what's the point of a prison station if we're just going to extend perma out by about 20 meter's?
I'm not talking 20 meters. I'm talking distance from bottom of engi to bridge and adding the retractable bridge.
literally impossible
Why is that?

Couldn't you just have a trigger to delete or spawn a few tiles per tick? I know very little about the capabilities of byond unfortunately.
Sure, you could have a massive bridge "shuttle" that goes to an inaccessible z-level when deactivated, that would be too long to reasonably use and prone to various bugs.


Or you could poof them into prison with a telepad that already exists and is perfectly functional.
I prefer the fun that comes with various bugs.
I don't think the people who actually have to make and implement this share the same sentiment.

Re: RE-ADD PRISON STATION

Posted: Thu Jul 09, 2015 12:04 pm
by Malkevin
Teleporter is bad, either you're putting the receiving beacon somewhere where sec would have to then take the prisoner to the actual prison area (which has the problems of: a. the prisoner would be free of your grip as soon as you shove them in the teleporter, requiring you to stun them first; b. the sec officer has zero way of knowing whats on the other side and can't make any form of egress if the convicts have broken out and are waiting in ambush) or the teleporter goes directly to the prison area which would just be too easy...

Re: RE-ADD PRISON STATION

Posted: Thu Jul 09, 2015 12:27 pm
by Miauw
there's not enough space for a huge fucking walkway, it'd be lame and buggy and etc.

i wouldn't mind a prison station on the same Z as the station, could be cool, but you'd have to use transfer tubes or a small shuttle.

Re: RE-ADD PRISON STATION

Posted: Thu Jul 09, 2015 7:40 pm
by Not-Dorsidarf
Transfer tubes wouldn't mesh with prisoner transport, so it'd have to be a same-level shuttle.

Re: RE-ADD PRISON STATION

Posted: Thu Jul 09, 2015 8:07 pm
by Scones
No reason not to use a shuttle

Re: RE-ADD PRISON STATION

Posted: Thu Jul 09, 2015 8:09 pm
by JackHunt
Don't we already have same level shuttle with the syndie shuttle?

Re: RE-ADD PRISON STATION

Posted: Thu Jul 09, 2015 8:26 pm
by cultist-chan
Here's what I'm thinking about prison station. It looks cool but it needs to be fleshed out more.

If you want I could come up with something. However the biggest thing I think it needs is a security C&C room thats isolated from the rest of the station.

Re: RE-ADD PRISON STATION

Posted: Thu Jul 09, 2015 9:33 pm
by Luke Cox
Malkevin wrote:Teleporter is bad, either you're putting the receiving beacon somewhere where sec would have to then take the prisoner to the actual prison area (which has the problems of: a. the prisoner would be free of your grip as soon as you shove them in the teleporter, requiring you to stun them first; b. the sec officer has zero way of knowing whats on the other side and can't make any form of egress if the convicts have broken out and are waiting in ambush) or the teleporter goes directly to the prison area which would just be too easy...
I'm not talking about the regular teleporter like the main one on the station. I'm talking telescience telepads that beam to a fixed location on the prison station. One would be for prisoners, and beam directly into a reception area. The other would be for security, and beam into a security office on the prison station. There would be another telepad in the security office leading back to the sec wing.