Iatots wrote:Much like Delta, this station has a spawling maint city but no actual crew recreational area apart from dorms and arguably the bar, which by the way I love being split from the cafeteria. Open mingling areas are in short supply on every station and IMO it makes RP more difficult because it forces every interaction that's too roomy for a workplace into stab-alley. More experienced players have no qualms about navigating the dark corridors around the station but the combined janky navigation, isolation and all around feeling of illegitimacy of the area disencourage substantial commitments by the crew to most RP driven group activities.
Here's my reasoning on a few of those points. To start, areas such as the chapel, bar, and kitchen are further incorporated into the main cycle of the station to increase their access and relevance to the station. We also have the courtroom in a much more central location, sharing room with the law office to be more centralized near command to up their visibility and ultimately accessibility by command.
Secondly, the departments themselves are intended to further incorporate interactivity, as you're both in a tighter-knit space and more visible to the rest of your colleagues. In addition, many of the rooms traverse through one another or next to one another, or at least in viewing range. Your fellow crewmembers are more present visibly, which can help serve to bolster interactivity.
Part of the reason the bar and the library are mingled is to bolster their functionality while keeping the interactivity possible. Some less prevalent areas were incorporated into different sections on basis of their function. It is true that there might not be as many recreational rooms on Kilostation, but I think the design helps to increase interactivity.
The sprawling maintenance is something I find enjoyable in my stations since I like the idea of a more run-down, lived-in and dangerous station since I think it well reflects the atmosphere of SS13.
I hope this answer gives you some insight into why I made the decisions I made. I'm an avid roleplayer and designed the map with specific mechanical functions in mind to help promote interactivity, among other things!
Reyn wrote:Also, is it really the best idea to have the captain's office that close to botany?
It isn't necessarily portrayed in the stitched .png or google drive image as they're outdated, but the layout of the maintenance doors for the captain's office was switched up a bit. Some of the theme is having the station be less secure or reinforced in some areas, but in the test merges we've ran prior I haven't had any specific issues with its proximity to hydroponics. Might be funny to see what ways botany develops mastermind plan(t)s to break into the captain's office though!