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Give the CE something to defend themselves with
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As of right now, the chief engineer is probably the most vulnerable of the heads of staff. While all heads of staff get a flash, the Captain and HOS get energy guns, the HOP can give themselves security access to load up on batons and tasers, the MD has the brain-damaging, stimulant-negating, mutation-removing tranquilizer rifle, and if you have played goonstation longer than five minutes you know what science is capable of. The only thing the CE has going for them, though, is that they can turn their insulated gloves into stun gloves, which only store one charge, stun for much less time then a baton or flash, and are always visible on your sprite, meaning they are only really good for making a getaway. Not quite on the same level as what the other heads of staff have?

My idea to let the CE hold their own in combat was to give them at roundstart a special pair of stun gloves that don't glow (so you can hide them under a firesuit or spacesuit), can hold multiple charges before needing to be recharged, and stun for as long as a baton or flash. This will make it so the CE can defend themselves against attackers like the other heads of staff.
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Messages In This Thread
Give the CE something to defend themselves with - by Lady Birb - 03-02-2018, 07:59 PM
RE: Give the CE something to defend themselves with - by Tombi - 03-03-2018, 02:37 AM
RE: Give the CE something to defend themselves with - by Tombi - 03-04-2018, 11:39 AM
RE: Give the CE something to defend themselves with - by Tombi - 03-03-2018, 03:22 AM

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