Efficiency Station 3 Feedback Thread
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Efficiency Station 3 Feedback Thread
map img (up-to-date)
custom z7
download here
version 3.1.3a
known issues: the fucking stacking machine console not showing up.
the ferry console not working.
should i write a guide to mapping?
custom z7
download here
version 3.1.3a
known issues: the fucking stacking machine console not showing up.
the ferry console not working.
should i write a guide to mapping?
Last edited by allura on Sun Jan 11, 2015 1:05 am, edited 146 times in total.
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Re: efficiency station 3 on badger
its just a trial run
- paprika
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Re: efficiency station 3 on badger
Asteroid is better, even if it's shit
Oldman Robustin wrote:It's an established meme that coders don't play this game.
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Re: efficiency station 3 on badger
I don't really like how this map looks, but I do like how detailed/cluttered maint looks, so good job on that regard.
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Re: efficiency station 3 on badger
asteroid is fucking atrocious tbh anything would beat it
so yeah trial run
so yeah trial run
dezzmont wrote:I am one of sawrge's alt accounts
dezzmont wrote:sawrge has it right.
Connor wrote:miggles is correct though
- Spacemanspark
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Re: efficiency station 3 on badger
That is a BAAAAAAAAAD place for the Holodeck.
That being said, I've always liked Efficiency.
That being said, I've always liked Efficiency.
:^)
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Re: efficiency station 3 on badger
we just tested it and it was a glorious place for fire
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Re: efficiency station 3 on badger
Oh boy. I'm okay with seeing this run but it's really all for allura to get feedback on as he's now the current maintainer of it.
And yeah the entire point of the holodeck was to have it be usable for destructive purposes.
And yeah the entire point of the holodeck was to have it be usable for destructive purposes.
Apparently I was an director or something.
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Re: efficiency station 3 on badger
Things I like:
The maintenance seems well done. I like the little bits here and there.
SOLARS!
Separate satellites for AI and telecoms, so if there's a rouge AI it's actually possible to try to fix telecoms. (Also, spare telecoms parts are in telecoms)
Plenty of room in atmos to play with stuff
There's a crusher
Chemistry is right next to science with the window to R&D
The HoP's office is next to arrivals
Command and security are right next to eachother
Although there is no turbine, one could be set up without much difficulty in the room just northwest of atmos
Things I don't like:
Why does science get a free portable chem dispenser in the testing lab?
The fact the the AI and telecoms are on separate sat satellites makes it criminally easy for fluke ops to bomb the AI and telecoms at once.
Why is the mining shuttle in the middle of the station?
Why is the holodeck almost in the middle of the station?
Tech storage and the vault seem a little bit too out of sight and out of mind
Despite the fact the command and secuitry are right next to eachother, there are no airlocks directly between them
The normal cells in sec seem a little too secure
The maintenance seems well done. I like the little bits here and there.
SOLARS!
Separate satellites for AI and telecoms, so if there's a rouge AI it's actually possible to try to fix telecoms. (Also, spare telecoms parts are in telecoms)
Plenty of room in atmos to play with stuff
There's a crusher
Chemistry is right next to science with the window to R&D
The HoP's office is next to arrivals
Command and security are right next to eachother
Although there is no turbine, one could be set up without much difficulty in the room just northwest of atmos
Things I don't like:
Why does science get a free portable chem dispenser in the testing lab?
The fact the the AI and telecoms are on separate sat satellites makes it criminally easy for fluke ops to bomb the AI and telecoms at once.
Why is the mining shuttle in the middle of the station?
Why is the holodeck almost in the middle of the station?
Tech storage and the vault seem a little bit too out of sight and out of mind
Despite the fact the command and secuitry are right next to eachother, there are no airlocks directly between them
The normal cells in sec seem a little too secure
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Re: efficiency station 3 on badger
-why not? they should get one for convenience and its not a big big deal. they lost firing range, got a chem dispenserSilavite wrote:Things I like:
The maintenance seems well done. I like the little bits here and there.
SOLARS!
Separate satellites for AI and telecoms, so if there's a rouge AI it's actually possible to try to fix telecoms. (Also, spare telecoms parts are in telecoms)
Plenty of room in atmos to play with stuff
There's a crusher
Chemistry is right next to science with the window to R&D
The HoP's office is next to arrivals
Command and security are right next to eachother
Although there is no turbine, one could be set up without much difficulty in the room just northwest of atmos
Things I don't like:
Why does science get a free portable chem dispenser in the testing lab?
The fact the the AI and telecoms are on separate sat satellites makes it criminally easy for fluke ops to bomb the AI and telecoms at once.
Why is the mining shuttle in the middle of the station?
Why is the holodeck almost in the middle of the station?
Tech storage and the vault seem a little bit too out of sight and out of mind
Despite the fact the command and secuitry are right next to eachother, there are no airlocks directly between them
The normal cells in sec seem a little too secure
- i literally have no idea what your line of reasoning is here
-that's the point of efficiency station. mining shuttle is incredibly close to science and robotics so mineral transportation is easier
-that way when it's emagged it's actually dangerous instead of in a corner and useless.
-they're out of sight out of mind on purpose. the dark, dank hallways like that and dorms are to have a cool little area to perform crimes
-why would they have airlocks directly between them?
-they're up against maint anyone can easily access, so they're LESS secure.
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Re: efficiency station 3 on badger
...I actually really want to play this map now. Been looking it over for a while.
Spoiler:
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Re: efficiency station 3 on badger
yay new map img
- Scones
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Re: efficiency station 3 on badger
I'd be super interested to play this, it looks interesting enough. I've had enough of Asteroidstation for a bit.
It wouldn't hurt to test it for a week.
It wouldn't hurt to test it for a week.
plplplplp WOOOOooo hahahhaha
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Re: efficiency station 3 on badger
people who are voting no, please tell me things to fix on the map so i can maybe change your minds
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Re: [poll] efficiency station 3 on badger
big image update!!!
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Re: [poll] efficiency station 3 on badger
z7 image added to op!!!
- paprika
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Re: efficiency station 3 on badger
Delete your thread then I'll vote yes, eff 3 is badallura wrote:people who are voting no, please tell me things to fix on the map so i can maybe change your minds
Oldman Robustin wrote:It's an established meme that coders don't play this game.
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Re: efficiency station 3 on badger
i specifcally old you to vote no, paprkapaprika wrote:Delete your thread then I'll vote yes, eff 3 is badallura wrote:people who are voting no, please tell me things to fix on the map so i can maybe change your minds
- FrostFenex
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Re: [poll] efficiency station 3 on badger
I approve of a trial run, mostly so that I can explore that new space level.
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Re: [poll] efficiency station 3 on badger
just FYI the custom z7 will soon be on ALL MAPS
so woo more space content
so woo more space content
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- Not-Dorsidarf
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Re: [poll] efficiency station 3 on badger
I find there aren't enough doors and stuff on this map.
Like, there's only one way into escape, and the chapel next door feels closed off and isolated. Maybe do a glass wall and a door? Same with the library. Huge wall all the way down, prevents library from being a through route
Like, there's only one way into escape, and the chapel next door feels closed off and isolated. Maybe do a glass wall and a door? Same with the library. Huge wall all the way down, prevents library from being a through route


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- Earthykiller127
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Re: [poll] efficiency station 3 on badger
they are airlocks not doors :')Not-Dorsidarf wrote:I find there aren't enough doors and stuff on this map.
Like, there's only one way into escape, and the chapel next door feels closed off and isolated. Maybe do a glass wall and a door? Same with the library. Huge wall all the way down, prevents library from being a through route
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Re: [poll] efficiency station 3 on badger
i can't make that happen on the library without really rearranging it, and i don't want to do that. the library is based off the tg1.0 design with tables in the front because whenever someone plays a dnd round it isn't tucked in the back and everyone can see. it was a lot of back back then.Not-Dorsidarf wrote:I find there aren't enough doors and stuff on this map.
Like, there's only one way into escape, and the chapel next door feels closed off and isolated. Maybe do a glass wall and a door? Same with the library. Huge wall all the way down, prevents library from being a through route
no clue how where i could put a door without making escape feel cramped due to a lack of chairs or space taken up by a door, but i understand your bemoaning from thereonly being 1 escape entrnace.
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Re: [poll] efficiency station 3 on badger
From some rounds today, what I saw of the map, I got used to and think it's pretty nice.
私は完璧
- paprika
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Re: [poll] efficiency station 3 on badger
Better than broken asteroid atm, but not better than box.
Oldman Robustin wrote:It's an established meme that coders don't play this game.
- Scones
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Re: [poll] efficiency station 3 on badger
Nothing wrong with it - I enjoyed it a lot better than assteroid
Expanded Maint + Bridge layout are def my favorite parts.
AI sat is a little weird, though, especially considering the AI has blind spots inside it. Is there a map feedback thread somewhere?
Expanded Maint + Bridge layout are def my favorite parts.
AI sat is a little weird, though, especially considering the AI has blind spots inside it. Is there a map feedback thread somewhere?
plplplplp WOOOOooo hahahhaha
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Re: Efficiency Station 3 Feedback Thread
The maint is pretty fucking good, at least from an aesthetic viewpoint. I've yet to find serious problems with the map yet apart from a sub-par kitchen.
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Re: Efficiency Station 3 Feedback Thread
Toxins mixxing chamber doesn't work correctly, and the launch tube suffers from space wind dragging the bomb out of the mass driver before it has a chance to fire.
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Re: Efficiency Station 3 Feedback Thread
both fixediyaerP wrote:Toxins mixxing chamber doesn't work correctly, and the launch tube suffers from space wind dragging the bomb out of the mass driver before it has a chance to fire.
- Scones
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Re: Efficiency Station 3 Feedback Thread
-Clarifying so you can fix-
- AI cannot see the upper-most right corner on the Sat: It lacks both camera coverage and line-of-sight from it's core
- AI has no vision inside the teleporter room on board the Sat (No camera?)
- AI cannot see the upper-most right corner on the Sat: It lacks both camera coverage and line-of-sight from it's core
- AI has no vision inside the teleporter room on board the Sat (No camera?)
plplplplp WOOOOooo hahahhaha
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Re: Efficiency Station 3 Feedback Thread
camera has been fixed alreadyCecily wrote:-Clarifying so you can fix-
- AI cannot see the upper-most right corner on the Sat: It lacks both camera coverage and line-of-sight from it's core
- AI has no vision inside the teleporter room on board the Sat (No camera?)
the teleporter room has no camera intentionally to be used as a weakspot or murder room on the ai. it was the same on metastation
- Scones
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Re: Efficiency Station 3 Feedback Thread
I sort of disagree with it's existence, in that case. The Sat is the AI's domain - If anywhere, that is where it should have uninhibited view. I guess I'll just have to park Pingsky in there every single round to ensure people aren't sneaking in (Although it is true that the teleporter room is somewhat more secure on Efficiency than it is on Box)allura wrote:the teleporter room has no camera intentionally to be used as a weakspot or murder room on the ai. it was the same on metastation
Seriously, it's supposed to be an ordeal to breach the AI's inner sanctum. It should not have a glaring security breach like that.
plplplplp WOOOOooo hahahhaha
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Re: Efficiency Station 3 Feedback Thread
fine, i added a camera thereCecily wrote:I sort of disagree with it's existence, in that case. The Sat is the AI's domain - If anywhere, that is where it should have uninhibited view. I guess I'll just have to park Pingsky in there every single round to ensure people aren't sneaking in (Although it is true that the teleporter room is somewhat more secure on Efficiency than it is on Box)allura wrote:the teleporter room has no camera intentionally to be used as a weakspot or murder room on the ai. it was the same on metastation
Seriously, it's supposed to be an ordeal to breach the AI's inner sanctum. It should not have a glaring security breach like that.
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Re: Efficiency Station 3 Feedback Thread
There are two area issues that I can see: NE of station (for Syndie Shuttle) is misshapen and the Syndicate Shuttle has a Space area tile in it (untested but may cause issues with travel)
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Re: Efficiency Station 3 Feedback Thread
I have had two AIs have trouble with toggling the outer chamber turrets on/off - the two which are just a window away from the wall. All the wall buttons were set to disable and they'd still fire.
That actually stopped me from escaping, too.
That actually stopped me from escaping, too.
Spoiler:
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Re: Efficiency Station 3 Feedback Thread
You can alt-click turrets to toggle them manually.
- DemonFiren
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Re: Efficiency Station 3 Feedback Thread
Move the mining shuttle doors so they directly face the ore redemption machine.
This makes resource processing more...efficient.
This makes resource processing more...efficient.
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Re: Efficiency Station 3 Feedback Thread
The Bar, Kitchen, and botany have some glaring flaws.
1.There is no way to access the Kitchen without either jumping the table or going through the bar.
2. Botany and Kitchen lack a connecting door that doesn't have a table in the way, So again you have to either go all the way around or resort to tablehopping.
3. Kitchen and Bar share the same backroom, Meaning that bartenders also have to deal with Pete randomly attacking you.
1.There is no way to access the Kitchen without either jumping the table or going through the bar.
2. Botany and Kitchen lack a connecting door that doesn't have a table in the way, So again you have to either go all the way around or resort to tablehopping.
3. Kitchen and Bar share the same backroom, Meaning that bartenders also have to deal with Pete randomly attacking you.
Violaceus wrote: Mining smiths spend years working on a single katana and fold it up to a million times to produce the finest blades known to man- and lizard-kind. Katanas are thrice as sharp as eswords and thrice as hard for that matter too. Anything an esword can cut through, a katana can cut through better. I'm pretty sure a katana could easily bisect a durand mech with a simple vertical slash.
Ever wonder why Syndicate never bothered conquering Mining? That's right, they were too scared to fight the disciplined miners and their katanas of destruction.
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Re: Efficiency Station 3 Feedback Thread
all three intentionalWizardjenkins66 wrote:The Bar, Kitchen, and botany have some glaring flaws.
1.There is no way to access the Kitchen without either jumping the table or going through the bar.
2. Botany and Kitchen lack a connecting door that doesn't have a table in the way, So again you have to either go all the way around or resort to tablehopping.
3. Kitchen and Bar share the same backroom, Meaning that bartenders also have to deal with Pete randomly attacking you.
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Re: Efficiency Station 3 Feedback Thread
Only the middle locker in the kitchen is actually ID protected. The meat storage and milk storage are both able to be unlocked by anyone.
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Re: Efficiency Station 3 Feedback Thread
That's not very efficient.allura wrote:all three intentionalWizardjenkins66 wrote:The Bar, Kitchen, and botany have some glaring flaws.
1.There is no way to access the Kitchen without either jumping the table or going through the bar.
2. Botany and Kitchen lack a connecting door that doesn't have a table in the way, So again you have to either go all the way around or resort to tablehopping.
3. Kitchen and Bar share the same backroom, Meaning that bartenders also have to deal with Pete randomly attacking you.
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Re: Efficiency Station 3 Feedback Thread
1. the bartender and chef together share a singular workplace, meaning they both go through the same entrance. this saves space. efficient.moyogo wrote:That's not very efficient.allura wrote:all three intentionalWizardjenkins66 wrote:The Bar, Kitchen, and botany have some glaring flaws.
1.There is no way to access the Kitchen without either jumping the table or going through the bar.
2. Botany and Kitchen lack a connecting door that doesn't have a table in the way, So again you have to either go all the way around or resort to tablehopping.
3. Kitchen and Bar share the same backroom, Meaning that bartenders also have to deal with Pete randomly attacking you.
2. i know this isnt efficient but i honestly DON'T see why bartender should be intruding upon botany's workspace. when the door was there on meta, no one ever used it.
3. kitchen and bar backroom together saves space, they share a workplace, and it makes for easy exchange of product and gives the chef access to bartender's equipment and the bartender access to the chef's equipment, in case only one of them is on. pete only attacks you if you step on a tile he was standing on and move him, so don't do that. it's a spacious backroom.
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Re: Efficiency Station 3 Feedback Thread
uh no when there was a door between them on meta i used it literally every round as either chef or botanist
you can actually plant and keep your own shit instead of depending on people who 90% of the time will just grow weed because XD DANK XD and as a botanist you can serve shit made out of the growns the chef isnt using himself
win/win
you can actually plant and keep your own shit instead of depending on people who 90% of the time will just grow weed because XD DANK XD and as a botanist you can serve shit made out of the growns the chef isnt using himself
win/win
dezzmont wrote:I am one of sawrge's alt accounts
dezzmont wrote:sawrge has it right.
Connor wrote:miggles is correct though
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Re: Efficiency Station 3 Feedback Thread
I'm okay with there being a door between the chef and botany, honestly.
Apparently I was an director or something.
- Scones
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Re: Efficiency Station 3 Feedback Thread
Security equipment becomes strained when higher population shows up (Rare as that is)
Addition of the third sec equipment locker would be grand
Addition of the third sec equipment locker would be grand
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Re: Efficiency Station 3 Feedback Thread
go to depsec lockers.
the fucking mc update has completely crippled every map and totally broken this game. it isnt live on badger yet and hopefully sos won't make it live on badger so it can be a haven from this shit
the fucking mc update has completely crippled every map and totally broken this game. it isnt live on badger yet and hopefully sos won't make it live on badger so it can be a haven from this shit
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Re: Efficiency Station 3 Feedback Thread
Kitchen is massive. It's annoying running around this huge room to access all the stuff you need. And a door between botany and kitchen would be greatly appreciated. With the kitchen entrance in the bar, it's too much of a walk. Everyone hops over the table, anyway.
- Wyzack
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Re: Efficiency Station 3 Feedback Thread
Not sure if this is just a fluke or whatever, but it seems really easy for tators and tiders to fuck up the powergrid by cutting a few wires in maintenance, it has been happening a lot recently. Do other maps have more redundancy for power grids?
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