Remove the pod locks on clarion/destiny. - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +--- Thread: Remove the pod locks on clarion/destiny. (/showthread.php?tid=11350) |
Remove the pod locks on clarion/destiny. - Doctor Zaius - 12-17-2018 Having all the space travel devices being off-limits kind of sucks. e: Yeah, to expand, I understand why the pod locks are there on 1 (to encourage players to stay on station so they interact more), and I'm pretty sure them being there on 2 is probably just an unintended consequence of the map rotation system. If there's any way to remove them on 2 while keeping them on 1 that's probably optimal. RE: Remove the pod locks on clarion/destiny. - Eibel - 12-17-2018 If there is a way to set it so that G1 still retains the pod locks, while G2 loses them, I would agree. I don't know if it is or not so that's my two cents. RE: Remove the pod locks on clarion/destiny. - Recusor - 12-17-2018 I wholeheartedly agree, podlocks on 2 are non-fun imo. RE: Remove the pod locks on clarion/destiny. - CandleCandleCandles - 12-17-2018 In my opinion, restrictions breed creativity. Differences between say the cogs and clarion like that are very good to me. Changes up a bit your foreplanning and improvisation. I never quite liked the fact that on the cogs somebody being pursued can just easily hop in a pod and screw off indefinitely, never to be found. At least make em work ahead a bit if they plan to make a getaway, at least on some maps. Said differences being good is why, despite me liking pod locks on Clarion/Destiny, I wouldn't like every map to have them. RE: Remove the pod locks on clarion/destiny. - Wisecrack34 - 12-17-2018 Maybe make pod locks have the same hacking as chests, with the failure instead causing the pod's "car" alarm to blare RE: Remove the pod locks on clarion/destiny. - Noah Buttes - 12-17-2018 (12-17-2018, 01:59 PM)CandleCandleCandles Wrote: In my opinion, restrictions breed creativity. This isn't a restriction though, it's just an inconvenience. It's trivially easy to break into a pod given a couple of minutes. RE: Remove the pod locks on clarion/destiny. - Frank_Stein - 12-17-2018 (12-17-2018, 02:07 PM)Wisecrack34 Wrote: Maybe make pod locks have the same hacking as chests, with the failure instead causing the pod's "car" alarm to blare I like the idea of an alarm that goes off. Maybe door wire hacking could be something you could do as a way to hotwire the engine RE: Remove the pod locks on clarion/destiny. - Wisecrack34 - 12-17-2018 Maybe remove locks and replace them with a pod keys that let you drive it, requiring hotwiring to get working RE: Remove the pod locks on clarion/destiny. - CandleCandleCandles - 12-17-2018 (12-17-2018, 02:51 PM)Noah Buttes Wrote:(12-17-2018, 01:59 PM)CandleCandleCandles Wrote: In my opinion, restrictions breed creativity. It taking those minutes, even if it is easy, puts some pressure on decision making and changes foreplanning and thinking on your feet. Inconveniences restrict. RE: Remove the pod locks on clarion/destiny. - Wisecrack34 - 12-17-2018 I would say "But it's not fun" but I have no way of checking to make sure this is an accurate statement due to poor circumstances (As is evident by my pfp). I would appreciate if someone were to add on to this. RE: Remove the pod locks on clarion/destiny. - poland spring - 12-26-2018 Just give the captain/sec their own locked pods and everyone else gets one with a non-activated lock they can set themselves bam |