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For one, it doesn't really look compact in many places. Brig looks fairly huge and has an extraneous hallway that limit's warden's overview from the center. The center of the station looks fairly bloated, although that might just because all the service jobs are around it, though there's still a couple rooms I'd get rid of. Science looks really cozy though, so does medbay. I like those.
Comparing to similar stations like Metastation or Deltastation, the hallway box is roughly the same size as Metastation.
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-Brig's standard cells have the same level of security as the perma ones: They face inwards, towards a maintenance tunnel gapped by EVA. One regular brig cell even has an all Rwall surroundings. This ironically makes Brig more secure than Permabrig due to the presence of the warden and difficulty of escaping from brig cells. Also ironically permabrig is more cozy since it has VR sleepers, though they have no way to interact with the AI.
The outside atmosphere mix only requires oxygen tanks, and there are blast doors on the cell windows. It isn't anymore difficult to break out of the regular brig as the exterior windows aren't shocked and you only need your internals, it's also more out of the way and is harder to react to because there's no immediate access outside. As for the permanent wing, it's intended as it is now.
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-Brig actually, all things considered, looks fairly... impenetrable? They really only need to secure a couple key spots and it would be really, really hard to break in without EVA of some kind. They can close off the west maint with a single wall and have a whole solars and mech recharger to themselves.
Security office isn't R-walled, there's maintenance access to break in from the security office, interrogation room, and prison access. You can also use the transferring center from maintenance or the hall to break into the equipment room. There's in total 5 doorways into security counting the transfer center as one.
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-Bridge also does not feel very secure. There are *many* entrances to the bridge directly from semi-public maintenance, including one from a useless empty room I would think is the staff meeting room but lacks the chairs or... any component of a bridge room, actually. The bridge would seem like an extremely poor holdout against any hostile force, which tends to be the opposite of bridge design.
-Captain's room is almost directly accessible by botany, of all things, and has two (!!) direct maint entries, making it somehow even less secure than the bridge. Botany only has to melt one rwall to get to the captain's locker, in a spot far enough to not see it happening from the main hallway. I daresay it's the least secure command area on the entire station.
The general design around the secureness of rooms is to move away from Metastation's generous defenses. Areas are intended to have plentiful amounts of back doors, which means while they have plenty of entrances, there are also plenty of escape routes. Keep on your toes!
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-HoS office has regular walls facing space... why?
Breaking through R-walls and electrified grilles isn't generally an enjoyable experience. You can move the locker inward if you're afraid people will break in and the locker is much further inward into the room. You'll need to climb over a table with the effects of spacewind pulling you out, or break a computer to march into the office and steal the locker.
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-Hilariously it's easier to breach the armoury from the HoS office than from space, while we're at it, since his office has nothing but regular walls around it, including adjacent to the armoury.
Intentional. It's to encourage people to go inside to break into the armoury instead of doing it from space, as it's more counterable and interactive.
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-Playing silicon looks like it'd be hell honestly. The turrets are all in pretty terrible spots that leave rooms very open to ducking in and shooting before they can rise and the several entry points to the core antechamber and the bad APC placements in both the core and antechamber make it looks like breaking in would be very easy. Not sure if the watcher to the right can knock down rwalls but that seem like it might be an issue?
I'm open to suggestions on turret movement, but the core room APC isn't any different than it is on any other map. The watcher is set to environment smash=0.
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-Upload has too many entry points that exasperate the terrible turret placement and the whole of upload has all of one camera, an EVA gap that only needs two floor tiles to make atmos-worthy, not many angles to actually view upload breaches from, especially since the upper hallway looks like it will be the least traveled of the main loop.
The upload is intended to have plentiful entry points. Standing at the top of the bridge, you have access to see one tile above the upload computers. As mentioned above, I'm open to see how the turrets play out, but it'll require actual play testing.
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-Xenobio cells have no manual entry, forcing you to use the consoles.
Everyone already does. There's no legitimate reason to use the manual disposals or entrances anymore, especially since xenobiology has a ten_k apc and the computers are vastly superior.
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-The spider in vault looks primed to destroy very important machines like the ore silo.
Environment smash=0, it's also just sergeant araneus from metastation.
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-I think there should be a mob guarding the maint recharger above the chapel. Rechargers aren't supposed to be very accessible to the public except in a select few cases (holodeck, firing range). There's also free armor. Not really a fan.
While it is true rechargers are generally intended to be more secure, arrivals/departures is combined, thus their rechargers are more bulked together. I think it'd be interesting to see how it plays out. A free armor vest isn't going to stop much of anyone from dying.
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-Not sure why you thought it was a good idea to put a chicken in a depressurized room like toxins mix chamber
The chicken's name is Kentucky and it's description is "A Timeless Classic" in a room that gets lit on fire. You're supposed to laugh.
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-I feel like the rage cage could use different mobs. Something that won't get shocked or break any of the grilles. Otherwise they'll just destroy the rage cage the moment someone enters.
Environment smash=0. The rage cage doesn't start out hooked up so it won't shock them. You only need two pieces of cable to hook it up.
I'm always happy to hear feedback, but a lot of these comments seemed grounded in a lack of experience or knowledge of the map than actual insightful tips. When regarding the security of the map, it's intentionally dumbed down in part to emphasize the accessibility the map presents in its liberal use of doors, and as I personally believe r_walls aren't an enjoyable mechanic to interact with. Evidently there are some areas in which they're important, but I think we've set a trend in making things over-secure that I'd personally like to see toned down.
I'll definitely consider some of the turret placements, but I'd like to see how it plays out first.