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N.T.S.S. IVNCVS

Sep 13th, 2017
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  1. >EVA shouldn't have complete suits. You have to make do with biohoods and other ineffective gear, or else raid Sec as they're piled in an 'evidence' locker.
  2. <One pair of insulated gloves. Captain's quarters.
  3. >AI can't see half the station at round start. Depends on others to fix the broken cabling.
  4. <Gravity has to be cabled up at round start. Two generators, one in the furthest of the vines and bullshit, the other haphazardly built in singularity containment. Choices
  5. >Bar straddles new and old. Back room comes with a gagged clown cuffed to a wooden chair, beaten to death.
  6. <Xenobio thunderdome comes with a spacebear in a holding cell. These shits are underused.
  7. >Great white whale lurks in asteroid. You know what I mean.
  8. <Gateway is located on a crashed wizard ship that was grafted onto this mess in true Space Hulk fasion. Might be a good place for library and holo-deck and other 'luxuries'. Cargo stuffed with dakimakaras.
  9. >Syndicate comfy base located deep in the most convoluted maintenance bullshit. The guy is trapped, his keycard just on the other side of the airlock. Could be clown/mime spawn just outside. Life or death struggle to get costumes and bananas.
  10.  
  11.  
  12. >Even better, I'll recycle the crashed ship a second time and have it be a crashed syndicate pod, less welded this time.
  13. >I feel like round start needs to only have a singular pair of meson goggles in the CE locker. Have fun going to old engineering/lining up outside the science department.
  14. >I'll just fail to include an abundance of cameras.
  15.  
  16. <as a general thing, some walls should just be girders or even just grille
  17. >For the most part internal walls except for old engineering and maybe science. I have no idea what hurdles I'm going to dump onto science. Still trying to put the finishing touches into medbay and then fill in command.
  18. >Also, if I have suit lockers I think they come pre-equipped with full suits just on the way it's programmed. if/when I codefag I could put in some custom lockers but in the meantime I might just have the stuff sitting on tables. I'm going to need to add at least one glass of Yum Yum to the bar, too.
  19. >Consider adding regular black metal walls along with the rusted ones for the extra-hapzardly built kind of deal, like if the station was constantly been attempted to be repaired but they couldn't afford to do all of it at once and thus areas ended up rusting to fuck. Consider also unplated floor tiles, wrong tiles in important areas, cables with power running through being a common thing to find on the halls, wood tiles, wood walls, non-reinforced windows leading to space, etc.
  20.  
  21. >R&D and Mining are close together, so you can double bandit Cheeki Breeki
  22. >Xenobiology is now the THUNDERDOME, where you can feed monkeys and failed experiments/prisoners to slimes to fight (also to get my circle in a map)
  23. >Robotics only has Ghetto surgery tools (No supplies form medbay, only ghetto equivalents), only a single mech and cyborg recharge station with a cou0ple of frames
  24. >RD has a loaded revolver to kill himself with
  25. >The main console of R&D comes with only weapons unlocked so scientists can mug people freely.
  26. >Botany starts with Human pod seeds, because god knows everyone will need it
  27. >Virology starts with Spanish Flu, because poverty
  28. >Bartender starts fully stocked with every drink imagineable
  29. >Chaplain starts with extra coffins, with 2 cannons in the chapel to launch people out of into either another section or into death.
  30. >Librarian has a shotgun
  31. >Lawyer doesnt even have his own personal quarter, it's just a stall in the corner of the courtroom
  32. >Engineering is fully stocked with Metal and Metal foam grenades
  33.  
  34. >I'd prefer minning be literally just a ladder onto a asteroid which is already depleted
  35. <not random drinks in the walls throughout the station
  36. <not a small enough hole in the emitter field for the singo where he can launch shit into
  37. (librarian)he needs a flamethrower tbh
  38. >we don't have a lawyer, it's the NTR now and it still needs to be properly implemented
  39. <(materials) fully stocked as in engineers have to find it around the station
  40. >also consider having alot of hidden doors which lead to stock piles of useless shit
  41.  
  42. >AI room is full, to the brim, with mice and cheese. AI however has a switch to flood the room with plasma.
  43. >That mice and cheese is hilarious. I might, if possible, have some kind of lit candle in there or some other thing that has a chance to set all that delicious plasma on fire.
  44.  
  45. >On top of the human pod seeds being in abundance, how about almost every light bulb is smashed for extra bone?
  46. >If by abundance you mean strewn about where they shouldn't be but also in relative good supply, then yes. Also some lights will be missing and in those places it'll be dark or have an alternative light source, like glowing moss if it exists.
  47. >Give every cargo technician a stunprod to combat the MOMMI menace.
  48.  
  49. >That's the point, I think. The very fact that it's designed to be a pain in the ass for engineers translates to sillispoders. Also having only one charging station should do it, too.
  50. >I want to design it so there's minimal work to not die at round start, but if you want to really get the gears going there'd be a lot of work to do. Should hinder shitters and powergamers but allow the engineer that is just fine with babysitting solars to sit in a chair half of the shift.
  51. >If the doctor doesn't mind Virology air coming into his medbay or the abundance of body parts everywhere, he's perfectly capable of just providing medical service or getting drunk at the bar.
  52. >RD is going to have a suicide revolver to get away from the constant harping for research to be done even though the miner got eaten by spiders so he has no materials to DO RD with. That or he makes a gambling booth for the thunderdome that will be xenobiology.
  53. >One thing I want to experiment with is cargo elevators to go between the Z levels. Most important for Cargo (I wanna have the shuttle come into the basement.) and Atmospherics (Their main shtick I wanted in the basement too.) The idea is it's basically a 2x2/4/4 shuttle and stays at the same X and Y but changes Z level. If you looked at my most recent mupdate of Medbay, you'll see that there's one section of the maintenance tunnels for hooking up canisters because there's no central air for the main deck. Basement might since that's where Atmos will be.
  54. >If you want comfy, Botany will be pretty comfy unless a greytide steals all your plant analyzers, because you get a biodome with only dirt (meaning that there's no indicator lights like you get on the hydroponics trays in metastation).
  55. >Chef will be comfy if you don't mind the cramp, especially if medbay has of habit of throwing bodies in the morgue disposal.
  56. >etc. etc, you can trust the rust and carry on not caring, or undertake the monumental task of trying to update Junkstation to the present. The major vibe you should get from it is o u t d a t e d.
  57.  
  58. Also, why not add the 4th dimension to Science a la teleporters? It's just adding a W to the X,Y,Z format.
  59. (A notable example would be Miegakure.)
  60.  
  61.  
  62. -RD
  63. >Loaded gun, ready for suicide
  64. <Facehugger is in a pen with a handy ventilation shaft, NOT a pet.
  65. -Old Engineering
  66. <Machine frames, everywhere.
  67. -Atmos
  68. <Double the amount of containers with a quarter of the tanks available.
  69. -security
  70. <Replace fake bullets with real ones. There is no rubber, only the choice between Life and Robust.
  71. -Robotics
  72. <Only one mech charging station, only one borg charging station, the only medical tools available are ghetto equivalents
  73. -t e l e s c i e n c e (Maybe something about fly people)
  74. <Fly people in 4D.
  75. -Cargo
  76. <Make it so you have to ride a tiny lift down to the basement to find a half-size Shuttle.
  77. <Give QM a stunprod for spoders.
  78. -Cwlon
  79. <???
  80. -Librarian
  81. <FORTY GY AMA! spellbook.
  82. -Chaplain???
  83. <Holy flamethrower to cleanse
  84. <Funeral cannon ejects contents into a contained singlo
  85. -Command
  86. <Fucked up.
  87. <every pet is gibbed
  88. <Cappy gets the only pair of insulated gloves, along with a double barrel.
  89.  
  90.  
  91.  
  92. >RD
  93. Since he gets a turleneck, give him an actual weapon that isn't just the Russian Revolver for him to kill himself with. Consider also spawning firing pins inside his office or inside the locker so he can arm science to be able to use their damn stunrevolvers and mug people. Lamarr's case should start broken at roundstart and he should be scuttling around just close enough that the RD can get harmlessly facehugged by him at the start. Make sure some of the consoles he's supposed to start with AI restoration, Cyborg Control, Robotics Control starts up broken and do NOT spawn any glass in science. Electrified grilles. Half of toxins should share their piping with his office.
  94. >Engineering
  95. n/a, already good ideas all around.
  96. >Atmos
  97. NO GAS MINERS also consider adding extra gas canisters at random in the asteroid so they also have to scrourge around if the station suddently leaks air.
  98. >security
  99. Dunno what you want to do with them, will leave for now until you give an idea what they would be like.
  100. >Robotics
  101. Lack of metal just two stacks of 50 metal is more than enough to make them suffer. N O G L A S S. Single fabricator. They have to build their own circuit imprinter but the board they already own. Inversely, they must build their own cyborg recharge stations but they have the parts 2 capacitors, 1 powercell, 1 matterbin, 1 micro-manip, console screen? yet not the actual board on the frame. G U E T T O S U R G E R Y it was already suggested, fuck. No empty medkits or toolboxes so they have to rely on other departments for building bots. Specially no buckets anywhere near them.
  102. >telescience
  103. No idea. Make it inside of THE THUNDERDOME?
  104. >cargo
  105. No idea what you want to do with them other than to make them close to science because of mining. Consider giving the QM a weapon, too.
  106. >clown
  107. <implying he needs help
  108. Just give him a full teatre. Nothing more ironic that the only not-halfway-destroyed area of the station is the Clown's joint.
  109. >Lib
  110. n/a
  111. >Chap
  112. Crusader's gear together with Gladius and Roman Shield. Something something about broken down church kind of deal. Half of the asteroid should be his walls and the area should only have lit candles as lighting at roundstart.
  113. >Command
  114. Well it's already pretty good, no idea what to do with this here.
  115.  
  116. >A limited supply of water is already a pretty good idea as long as the closest sink is a few departments away. >Remove their seed extractor machine, they don't need it, but be sure to actually spawn their lockers so they get the portable seed extractors. No biogenerator could be possible but then you have no nutrient bottles and chemistry ain't gonna make robust harvest for you in the next seven hells. Metastation has Three (3)! vendors for hydroponics stewn around the station. Consider removing the vendors altogether and just add a table with a bunch of autistically placed seeds for wheat, tomatoes, soybeans, etc. If they DO get their biogenerator, they must NOT spawn with botanical gloves.
  117.  
  118. >Cargo will be nowhere near science but I can be nice and actually give them 'one direct delivery chute from mining to RD, though what I was thinking of doing is having mule delivery be a prominent thing where it just isn't in metastation.
  119. <command
  120. >possibly an underabundance of lighting, and maybe plenty of slippery things.
  121.  
  122. >I'd like to see a living stone chapel. At the end is space piano in place of an organ.
  123. >Stone statues of spess saints.
  124. >Maybe code some actual damn pews and pulpit. Pulpit would be easy, it's just a non-moving segway. Unless robotics upgrades it to pope-mobile, making it bulletresistant.
  125.  
  126. >medbay
  127. <One chem dispencer, one med vender, every other vending machine is a frame.
  128. <Scatter any real medical surgery items around medbay
  129. <Blood everywhere
  130. >Arrivals
  131. <A vending machine frame
  132. <Vines/moss everywhere
  133. <EVen though it's airtight, there isnt much oxygen because of broken air pipes.
  134. <Useless rooms, some with friendly space carp in them.
  135.  
  136. >Arrivals is literally just a short tube that connects to command. That's how awful it is. Command is going to suffer from darkness and lots of banana peels hidden in the trash. Most of the working station should be airtight, with the obvious exception being old engineering, and probably some random holes in lower maintenance.
  137. >I'm still enjoying the irony of having a cigarette machine inside medbay. I was thinking of taking it out to make it harder for chemistry, but it's still too funny.
  138.  
  139. >Make engineering have like twenty parrots. It'll be great, I swear.
  140.  
  141. >Command will have very little lighting and a lot of banana peels hidden underneath the trash on the floors.
  142. >Security is going to have a vast underabundance of projectile weapons, and a vast overabundance of stun batons.
  143. >Both command and security might have some problems with weak windows…
  144.  
  145. >For Junkstation I could use are sepia version of the department border color tiles, like how a room's floor will have a colored border. All the current ones are in the metastation white.
  146.  
  147.  
  148. >Here's an idea, to make it necessary to move fast, a single ling-spider spawns in AI room with the mice.
  149.  
  150. False walls. Don't state where, hiding what, just make sure there are plenty of hidey holes or whole wings. Like that blackmarket spot north of cargo, filled with odds and ends. Easy to forget, a boon to those that come across them.
  151. <No shelves in library
  152. <towercap seeds in a sack with regular tomatoes (looore)
  153. <Random spellbook under a pile of WGW
  154. <Computer disassembled
  155. <only firefighting gear on station
  156. <door and vents start welded shut
  157. <only an emergency welder
  158.  
  159. >Roundstart bananium so people can make a bananium mech
  160. This will be abused
  161. I guarantee it
  162.  
  163. Half the beds should be stretchers.
  164. My current idea is that they would just be sheetless matresses, and I gave the janitor a linens box.
  165.  
  166. Pros and cons
  167. >grenade construction equipment
  168. <but no beakers or chem master to mix shit with
  169. >giant space for eventual mass production of corn
  170. <no unstable mugaten to upgrade their potency
  171. >though that's a good thing so they rely on medbay like they should have always
  172. >lighting from space
  173. <except the area is too large for the lighting to get near the plants, have to add lighting posts every 5-7 tiles
  174. >actually leave it like that, it would encourage botanists to fill the entire area with glowshrooms
  175. <there's no glowshroom seeds unless you order a crate from cargo or hack the vendor, you stupid motherf
  176. >oxigen tank
  177. <not placing a CO2 tank instead, which is benefitial for plants for many reasons
  178. <not replacing all of the air in the entire area with CO2 and making double airlocks that cycle that back into the room if anyone exits
  179. <xbox huge pen for what i'm assuming will be animals
  180. <not filling it with SPACE BEARS AND SPIDERS
  181. <the entire thing looks like its way bigger than some departments by its own, despite not being required by quite literally anyone except the chef and maybe science or chemistry
  182. <actually placing full reinforced windows in the entire sector, when you could make do with some of them being the cheaper single-sided ones, with some of the outer glass layer being broken or half-way destroyed
  183. Keep working on it, i like the design, it's certainly much better than some hydroponical departments in other stations.
  184.  
  185. Adding to this anon,
  186. <Not making the outer layer shutters
  187. <no pathways, insuring muddy tracks if we actually had grass degradation
  188. <Square pen in circular room
  189. <Equipment not properly placed in a cuck shed
  190. If not space bears, the pen should be filled with an extremely tough, carbon producing, variety of space vine. Maybe as a small act of mercy spawn a scythe inside there, making cleanup of the rest of the station slightly less horrible.
  191.  
  192. >Grenade construction equipment
  193. That was actually a couple weedkiller grenades (they look like cases before runtime, just like how tables don't connect) and wire to make the fence electric.
  194. >Unstable mutagen from medbay
  195. The point, to encourage interactions, or B&E.
  196. >NO GLOWSHROOM SEEDS REEE
  197. I put some okay.
  198. >Add dirt paths
  199. <Haha there aren't any.
  200. >No cuckshed
  201. Well the only wooden walls are fulltile, so if a codefag/spritefag gives me some thin wooden walls at some point like the panel windows then sure. Could be comfy too. The best I could get you is glass cuckshed.
  202. >SQUARES IN MY CIRCLES REEEEEEEEEE
  203. Made it rounder.
  204. >SHUTTERS
  205. But that would be too protective.
  206. The main challenges I'm having for botany are:
  207. -No water (I gave them ONE backpack tank to "share", or have it be stolen by the cluenw to make the rest of the shift miserable.)
  208. -No mutagen
  209. -AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH SPACE CARP WHY
  210. I actually put cows in the pen. I mean I COULD do space bears for deadly harvest, but milk. Can you milk bears?
  211. DID SOMEONE SAY 11 CARP SPAWN MARKERS? HUAHAHAHAHAHAHAH AHAHAHAHAHAHAHAHAHAH
  212.  
  213. Take their plasteel.
  214. Take the toolbelts.
  215. Deconstruct machines.
  216. Make sure new materials never ever enter the robotics lab.
  217. Never sync R&D console.
  218. Map robotics in such a way that an exosuit fabricator isn't linked to a network.
  219.  
  220. Hivebots holding all the important cards.
  221. The more important the card, the stronger the hivebot.
  222. Robotics itself is mazelike, with rooms long and serpentine. As RD continues, the deeper one can get and the more important cards one can obtain.
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