sinfulbliss wrote:The main problem with tram is just how inconvenient it is to actually use the fuckin tram to travel. No one likes to sit and wait for 30 seconds before they can move to a different department when they could just walk there in the same amount of time.
The other problem is that you can’t cross the tramtracks easily without risking getting absolutely mauled by the tram. If there’s no gravity it’s instant death. If the massive hole that runs through the middle of the station is patched up with a catwalk, it’s instant death. And it doesn’t help tram has power problems that result in places like permabrig being unpowered very early on in the round. New players have an even worse time, since they aren’t as adept and regularly will just end up round-removed on the lower Z. It’s not a fun mechanic, really.
You know there is a problem if every single round people have entire projects modifying the map to make it somewhat more navigable (I.e., they build disposals shoots taking you from department to department, or cut hallways through the rock to allow people to walk if they choose, etc.)
It’s missing some things - HoS has no ID modification console, yet two security records consoles side by side in his office.
Finally, the fact that service is in an entirely separate section of the station from essentially everything else except dorms, combined with the low efficiency travel, and the fact bar for instance is on a lower Z, makes it extremely impractical for drawing crowds of people or having people “just stop by.”
The firelock system is wonky. If you don’t have a crowbar and the station is fully firelocked, you will have an issue getting to the shuttle, significantly more of an issue than you would on Meta or Delta say.
Thus concludes my Tram rant.
breathes in
1 Upper floor-north side= swap service/botany for bridge/sec
2 Lower floor-south side= swap engi/atmos for library/recreational/chapel
3 double the space between stations and put some hazards down there. Mobs, acid, radiation leak, dunno.
4 make the rails be top ones (not visible) and then make it so you can't build over the empty space between stations, hard code it. Only spots without a void are now the bridges to cross.
There you go. Now:
.Service is in between the stations, and in front of medbay, way more transited by natural consequence
.Medbay has recreational under it, which means that if it's bombed you fall into an all access area.
.Sec and Bridge are quickly accessible by late heads/officers, and is closer to engi, which should make it more power efficient?
.Tram is infinitely more appealing and can't destroy you unless there's no gravity. If you don't want to take the tram you gotta run through a hazardous, dangerous under-passage which is now double the length and filled with simplemobs that obstruct your way and can kill you (like the ones in Kilo), or invest double the usual time deconstructing the sides to make hallways.
exhales
Otherwise, fuck tram.
As for the firelock issue, it's bad in all maps, sometimes you literally arrive, all crowbars have been looted and you get trapped in a 6x4 room with no air and no fire alarm to press.