FantasticFwoosh wrote:Yes i had a bad first impression of this too.
Anybody with a toolbox can destroy the bridges by simply dismantling and then de-pressurise the entire area, the bridges are very shoddy in design and would probably benefit from unique assets or some kind of new material construction (titanium bridge casing?) the camera on the bridges is completely unrealistic and unrecreatable, atleast put a wall somewhere in the bridge if you are going to run a camera over it & simulate the bridges as rooms to self regulate.
The bridges are meant to be fragile, they exist to be something you can break and separate departments. Pressure loss should be limited to the bridges themselves due to the airlocks at each end unless someone takes the time to break those, too. If you don't want to deal with de-pressurized bridges, then beat up whatever fuck feels the need to bash open windows like you would on any other station.
FantasticFwoosh wrote:
- A bridge is technically a hallway, why not just treat it like one and fill it with room faculties such as a air alarm, fire lock & APC, it'd be easier for cameras to snap onto too.
Adding separate APCs and unique areas solely for bridges sounds redundant and wouldn't even really fit properly. They're meant as generic reinforced segments that branch out to connect asteroids.
FantasticFwoosh wrote:
Second complaint is that while i like the asteroid maintenance tunnels and i think they are a neat idea, the rock isn't unbreakable and all of the station infrastructure such as the bridges & asteroid rock begin to break apart to damage and aren't easy to replace, please add some new assets or shielding to the maintenance because its also a very easy place to depressurise when asteroids explode and reveal the rock face.
So, just like any other maintenance on other stations? At worst, you have an opening from a meteor/dingus assistant with a pickaxe, so you patch it up with a wall just like you would on other stations. If anything, the station is easier to re-pressurize as all you have to do is plug up any holes in the walls and throw in an air canister if a bomb goes off, as you still have the asteroid flooring to prevent further air being pushed into space.
FantasticFwoosh wrote:
- A stronger form of rock that cannot be cut with a autolathable pickaxe item and only broken by diamond drills etc (a bit like the distinction of R&D welders being able to take apart abductor walls) and high grade explosive (or repeated pummelling of asteroids) so that its more reliable would be appropriate.
This isn't that bad of an idea, I think I'll look into making tougher bits of asteroid rock for sections.
FantasticFwoosh wrote:
Third critical complaint is that i have literally no idea how you managed to create such a big map, but each of the rooms are unnessecarily cavernous and this creates a huge problem for communication as everyone becomes very isolated. Making it easy for antagonists to kill our usual 30 population (which doesn't even scratch to fill the place up) when this is supposedly i hear from rumour meant to be lowpop. It really needs to be super +highpop only in its current form to have it fully manned.
Congrats, you realized the whole purpose of the map: isolation. This map has a min-pop requirement of 60 players, so unless someone has fucked with server configs, it shouldn't be popping up until higher-population.
FantasticFwoosh wrote:
- I voted to shrink it a lot, its not a efficient use of space and its very reminiscent to another map (i forget the name, might be deltastation or something) which had 5 tile wide hallways unnecessarily large rooms with awkward maint having a lovechild with asteroidstation.
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I'm still heavily against the concept of compressing the map, as it'd kill the whole purpose of it as I stated above.