MagnetStation
- Gobblesmack
- Joined: Fri Sep 01, 2017 6:48 am
- Byond Username: Gobblesmack
- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
- Okand37
- Joined: Sat Feb 20, 2016 5:37 pm
- Byond Username: Okand37
Re: MagnetStation
The idea seems rather similar to the late cerestation, in that its a highpopulation map that takes place between various separated areas with transit routes. Perhaps you could take a look at our former stations discstation and asteroidstation for some more ideas if you wanted to incorporate a transit system?
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- MMMiracles
- Code Maintainer
- Joined: Fri Aug 29, 2014 2:27 am
- Byond Username: MMMiracles
- Github Username: MMMiracles
Re: MagnetStation
Transit tubes are garbage for transporting past small distances, especially if you want a high-population map. I can pretty much guarantee you people will essentially ignore your teleporter pads, considering that was the general response they had on Cerestation. The shuttle aspect is going to introduce a delay between traveling to departments, which only seems to upset some people.
The change to an asteroid belt is going to essentially be a return to the old mining, which while is a nice sentiment to those who were around for chill mining, just isn't how the role is played anymore. Most miners are playing for the PvE aspect and unless you plan on working in your own asteroid belt ruins with some mobs to get a similar aspect, you're just gonna be upsetting that group of players and generally taking a chunk of gameplay out of that round for both crew and ghosts.
I personally wouldn't even suggest starting this project unless you have a VERY good idea on your layout and know pretty much exactly how you want departments sized out and placed. Take some time to sketch out some layouts. The tools and general concept of putting a map together isn't exactly difficult to learn but there's a lot of stuff that needs to go into something like a station to make it both interesting to play in and be visually interesting.
The change to an asteroid belt is going to essentially be a return to the old mining, which while is a nice sentiment to those who were around for chill mining, just isn't how the role is played anymore. Most miners are playing for the PvE aspect and unless you plan on working in your own asteroid belt ruins with some mobs to get a similar aspect, you're just gonna be upsetting that group of players and generally taking a chunk of gameplay out of that round for both crew and ghosts.
I personally wouldn't even suggest starting this project unless you have a VERY good idea on your layout and know pretty much exactly how you want departments sized out and placed. Take some time to sketch out some layouts. The tools and general concept of putting a map together isn't exactly difficult to learn but there's a lot of stuff that needs to go into something like a station to make it both interesting to play in and be visually interesting.
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- Armhulen
- Global Moderator
- Joined: Thu Apr 28, 2016 4:30 pm
- Byond Username: Armhulenn
- Github Username: bazelart
- Location: The Grand Tournament
Re: MagnetStation
guess it's not getting mergedGobblesmack wrote: - Lavaland replaced with asteroid belt
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- Joined: Sat Apr 19, 2014 5:19 am
- Byond Username: Gun Hog
Re: MagnetStation
I love the Cere-like features, such as isolated departments on their own asteroids.
I do not like the TEG being the main engine, as it has no interesting failure mechanics. You mentioned SM and Tesla (Singulo too?) being engine options. So, if all the equipment to set up the engine of choice is present, then it is fine.
Telepads (Not teleporters, quantum pads) are good as a secondary transit system, but you may wish to pre-link them. I know that I suggested leaving them unlinked on Cerestation, but this did not work well in practice.
I feel you are making a HUGE mistake in replacing Lavaland with Asteroid mining. This is only acceptable on a low-population map. Lavaland is the most interesting and fun thing to ever happen to the Shaft Miner job. If you take that away, you will be fast tracking your map to the recycle bin. Do not do it.
I do not like the TEG being the main engine, as it has no interesting failure mechanics. You mentioned SM and Tesla (Singulo too?) being engine options. So, if all the equipment to set up the engine of choice is present, then it is fine.
Telepads (Not teleporters, quantum pads) are good as a secondary transit system, but you may wish to pre-link them. I know that I suggested leaving them unlinked on Cerestation, but this did not work well in practice.
I feel you are making a HUGE mistake in replacing Lavaland with Asteroid mining. This is only acceptable on a low-population map. Lavaland is the most interesting and fun thing to ever happen to the Shaft Miner job. If you take that away, you will be fast tracking your map to the recycle bin. Do not do it.
- calzilla1
- Joined: Wed Jun 01, 2016 5:55 pm
- Byond Username: Calzilla1
Re: MagnetStation
Maybe make it like goons mining magnet. Better parts=better loot
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- Qbopper
- Joined: Fri Jul 10, 2015 6:34 pm
- Byond Username: Qbopper
- Github Username: Qbopper
- Location: Canada
Re: MagnetStation
the only scenario i could iamgine this working is with a lowpop ministation style map where you can't afford having players messing around off the z level, lavaland is way too beloved by the playerbase for this to be likely at all in any other caseArmhulen wrote:guess it's not getting mergedGobblesmack wrote: - Lavaland replaced with asteroid belt
Limey wrote:its too late.
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