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[MERGED PR] Resecure Listening Post
#1
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About the PR
Unlocking the syndicate listening post no longer makes the doors accessless. They are instead destroyable, but not wire hackable (similar to armory airlocks). For reference this is 5 hits from a breaching hammer, or 75 from a toolbox. The AI and Cyborgs can still hack the airlock, Syndicate Cyborgs maintain access through having syndicate access on their IDs.
Internal listening post airlocks (e.g. to the Teleporter) are no longer reinforced.
The Neon listening post shark tank airlock has an unreinforced door internally, and hand scanners externally.

Why's this needed?
Crew can turn up too easily at the listening post and gain free access to anything and everything inside regardless of if they've followed an operative there or not. This is especially noticable on terrained maps which due to being admin summoned encourage exploration, often leading to several people turning up at the listening post and just walking in freely.

The listening post should not be impenetrable if in use, but should not be freely accessibly by anyone just stumbling across it. This encourages usage of breaching supplies if you track an operative there, giving the operative a short amount of time to come up with a plan before you can break in and reducing the chances of people just _happening_ to turn up to find the traitor.

Testing
Tested being able to damage the listening post airlock both before and after unlocking, worked as intended.
Tested being able to open the listening post both before and after unlocking, with and without syndicate access, worked as intended.
Tested being able to open the listening post via scanner, worked as intended both locked and unlocked.



Changelog




Code:
changelog
(u)JORJ949
(*)The listening post is no longer accessless once opened. Instead the doors become syndicate access and destroyable.


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#2
I don't think this is necessary as most of the time people don't bother to check the listening post and I've never seen any major issues come from the times when they do
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#3
i think this is a good change, syndicates get to know if other people broke in and the listening post actually gets a bit of "safety" in case someone actively hunts you there
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#4
Honestly I like this idea and would be interested in at the very least testmerging it.
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#5
I'd say this is a good change. If this gets test/merged I'm hoping for more ransom and kidnapping gimmicks now that syndies have an always-available secure area to get back to which can be breached into with enough effort. (it was previously nigh inaccessible to non-antagonists iirc)
If security needs to get in there it's quite easy to authorize the armory (assuming a communicative team/captain) or just ask the HoS and get the required breaching hammers or charges.
Just how security has a safe area to retreat to and remain in for some time, the syndies deserve one too.
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#6
Too often someone goes to the listening outpost the moment you get a syndicate announcement.

So i like this PR. Or a rule that clarifies ingame knowledge. Crewmember should never enter this without an antag actually forcing them to.
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#7
Yeah even on Classic there would be occasions where if crew knew listening post might be open they'd pop by to loot the vendors and whatnot and it was always kinda weird if you were actually there as a traitor to just see people walking in.
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#8
Good change. It will discourage crew showing up to the outpost, and also will make it much more likely for a Syndicate agent to notice someone hanging around outside if they are hoping to ambush the agent.
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#9
This is good but

I feel like this is another "Player break rules, instead of being warned to not do so, mechanic get changed, especially when player found loophole to the rules". Even back when the listening post was secured, I still see once in a while security coming to "check on listening outpost just in case" on RP when nothing hint about it being used outside "Oh it is on the map why can't we know. It make sense to my character!" or "It is not metagaming because it is only for nukie!". The rule hasn't changed around listening outpost and not a lot of policy related "mechanically you can, but roleplay wise can your character?" situation in roleplay server.

I do know the previous change was related to making it easier for situatuon where antag spend the majority of the round camping in outpost, but before outpost was made "open", outpost got fortified a lot to avoid crew lootings or camping outpost for antagonist. Though, this is a good spot between secure and still breachable, but doesn't change how I feel about rules approach regarding outpost.
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#10
(02-11-2026, 12:13 PM)Asterion0 Wrote: Yeah even on Classic there would be occasions where if crew knew listening post might be open they'd pop by to loot the vendors and whatnot and it was always kinda weird if you were actually there as a traitor to just see people walking in.

yea but that's what makes the listening post fun
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#11
RELOCK YOUR LISTENING POSTS, DOOFUSES
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#12
Here's a simple idea, put turrets inside the listening post that shoot lethals to anyone who breaks in without an ID. Make sure it can be turned on inside the base as well in case someone tries to break in while you are there.

Hand scanner keeps it offline in case you want to turn the listening post into a welcoming negioation point.

Essentially the lock just adds a turret to it. Giving people who want to break in or meta to be shot or have to prepare dealing with gun turrets wich can kill them. Especially ballastics. That solves the problem.
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#13
Honestly never got the initial change to begin with, making it so easy to enter the listening post means it's really convenient for your character to just so happen to use weird logic to know about a secret outpost because afterall a broadcast has to be broadcast locally for some reason.
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#14
(02-11-2026, 03:34 PM)Emimiyu Wrote: I feel like this is another "Player break rules, instead of being warned to not do so, mechanic get changed, especially when player found loophole to the rules". Even back when the listening post was secured, I still see once in a while security coming to "check on listening outpost just in case" on RP when nothing hint about it being used outside "Oh it is on the map why can't we know. It make sense to my character!" or "It is not metagaming because it is only for nukie!". The rule hasn't changed around listening outpost and not a lot of policy related "mechanically you can, but roleplay wise can your character?" situation in roleplay server.

The meta-gaming rules page around the listening post has been updated as this PR was merged - the following text is REMOVED and NO LONGER APPEARS in the rule:
"If a reasonable amount of time has passed and nuke can safely be ruled out as the current round type, non-antagonists are also allowed to visit the station under those circumstances."

That rule phrase was never changed when the post stopped requiring an agent card to enter, and the intent was never to let CARL be a one-stop crew shop.


The expectation going forward is that crew shouldn't be casually rolling up to listening post, but can absolutely chase syndicates or break in for hostage situations. Those rules have not been updated in a long while, and I know it's going to take some time for people to hear about the change, so please ahelp people so we can gently clarify and get everyone on the same page.
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#15
I'm on the fence about the current changes to the listening post and Carl merchant.

I think the needed change for the listening post was the rules to be updated and clarified and I still feel its a bit of a grey area.

I feel it needs to clearly state that at no point are crew to have knowledge or suspect there is a nearby listening post and the only method of discovery should be evidence leading to the post by the syndicate or following them directly to the outpost and not losing line of sight/GPS tracking signal on the pod. (The GPS tracking is really good as an indicator because you know you can follow them and the syndicate knows they are being tracked). This doesnt exclude any other legit ways of tracking the outpost.

Just for further clarification doors being syndicate access, is that characters with the Syndicate traitor status like traitor/nukie or requiring syndicate ID?

I feel like the handprint scanner should act like an open close door button (with safety removed) for syndicate only is that the case?

And will Carl still do business with non syndicate members say... mindhacked, arcfiend or vampire? I used to have fun sticking spy stickers on items that I was gifting to members of staff that I would target, would help me cater to the kind of round their having and take advantage of it narratively.
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