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Operative Rehaul - Cut out the Captain
#20
Once upon a time, it was frowned upon to detonate the nuke on the syndicate starting area. Back on Donut 1, people would take great pains to transfer the nuke from the starting area to somewhere in the station - probably in the bomb testing capsule or more likely in the prototype engine. The bomb was given a minimum of 30 seconds instead of 5 seconds from what I remembered, but in byond time this was probably more to the tune of 45 to 1 minute.

However, the bomb is a tricky beast to set up and successfully lock. With the bomb code and the auth disk it's possible to turn on the safety and disable the nuke by a member of the crew. The big problem with this ofcourse is that people with out-of-round knowledge will simply know where the syndicate parked their shuttle and just raid it, finding both the code and spacing the nuke, which isn't quite fun when it happened before anything got underway. It happened a lot.

But having an end of round fight in the syndicate shuttle was always fun in my opinion. The final leg of the syndicate's journey was to come back to a compromised shuttle with people who may be friend or foe. Half the reason to relocate the nuke would simply be to avoid that fight.

I'd like to see it if the nuke would be deployable only within the depths of the station itself rather than somewhere outside. It'd make more sense and it'd give the crew a fighting chance to disarm the nuke, and give the syndicate one more issue to worry about. The crew already have the disadvantage of being less armed compared to the shotgun-wielding maniacs, and if a crew member manages to acquire a syndicate teleport remote and finds a copy of the nuke code then that person should be able to use that code to disarm the nuke and use the supply of weapons in the shuttle to disable the operation.


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