Thread Rating:
  • 1 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Hackable/breakable local communications
#1
(04-22-2018, 07:15 PM)cyberTripping Wrote: when i learned about the radio functionality of packet stuff via dwaine, the idea got planted in my brain of an antag taking down the local comms (not actually possible) and power draining the station. Would create one hell of an atmosphere having to fumble with shitty radios in the dark as players are picked off one by one...
(04-22-2018, 08:09 PM)Frank_Stein Wrote: You know, I'm sure Comms could be tied to APCs somehow. Like, whatever room they power could also affect sending and receiving communications in that room. Maybe messing with it doesn't take it out all together, but garbles the messages with static

Station bounced radios could not only function during Solar flares, but also work independently from APC comms, but maybe they have an issue with range and are only effective 30 or so tiles away before they get a bit of static as well
(04-22-2018, 08:35 PM)Wisecrack34 Wrote: hmmm, id prefer a hub in each department that handles nearby communications that can be hacked, be ruined by a power out or shut down/blown up. This should be it's own thread though, I like to keep threads on topic



this is a thread for this idea to prevent derailing
Reply


Messages In This Thread
Hackable/breakable local communications - by cyberTripping - 04-22-2018, 11:19 PM

Forum Jump:


Users browsing this thread: 1 Guest(s)