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General Sec Token Chat - Replacement and Improvement Brainstorming Here!
#15
=WARNING EFFORT POST=

I like the token system. 

It does however feel unfinished and there's a few problem cases that need to be smoothed out. I'll break it down as much as I can.

1. Does not entirely stop the big stun meta

It makes a good effort, but I feel more could be done. I'll echo what I said in the other thread, that weaponry needs to be restricted in how much one can carry on a person:

Quote:The intrinsic problem with security weapons being used as a rampage item is the sheer inventory nonsense. The very concept that you can stick 6 tasers in your belt is obscene.

Restricting belts and bags to 1 x weapon of each type* would alleviate this. 

That means any player would only be able to carry at most 2 tasers and 2 batons (1 pair in the belt, the other pair in their bag) - which is what most solo officers would carry on their person anyway so this would be primarily a nerf to those who hoard guns.

*i.e: you could carry a taser, phaser, pulse rifle, baton on your belt

This would tackle the meta of players raiding the armory instead of the taser rack also, as they'd only be able to fit so many guns on their person.

FYI - it was myself who originally suggested the security toolbelt, and I subsequently sprited it. The original idea was always meant that it would carry 1 of each type, little did I know that i'd be touting this many moons later.

2. Makes it difficult to Deputize.

Solution? Have tokens purchasable at QM for 3000 credits OR create a seperate Security budget (you could tie this in with fines!!) where officers could purchase these from fancy security QM request computer.

This creates a secure barrier, as firstly one needs to get the token but then actually go to security to upgrade themselves. Tied in with point 1, it all just meshes together quite nicely.

3. It requires Armor and Sidearms options so that it doesn't feel like it's a nerf

I like the loadout options and i'd primarily go for the support option as HoS, as I don't feel like I really need more guns. However it does at times feel like a nerf to the average officer. 

I don't think they need another taser, instead a weaker stun sidearm would be very neat. Ideas would be like a Taser Pistol which is pocket sized, small battery but is DNA locked, recharges and only has one mode of fire. Or a Grenade Launcher which has the capacity to hold two grenades, basically a superior Riot Launcher or a Restrainer which acts like a stun baton but also can switch modes and cuff targets or a Shock Boomerang which will cause dizziness and stamina drain when thrown, requires recharges.

You get the gist. Weapons that are inferior to the standard taser, but very useful on their own accord. This is along the lines of the Lawgiver - reducing effectiveness, tackling the meta by increasing the difficulty curve.

Secondly would be an armor choice. Instead of standard armor (which is still there as an option), you can choose different sort of armor which suits your needs. Reactive Armor which injects morphine when in red health, at a cooldown. Brawling Armor which has significant melee protection at a cost of ranged protection, Faraday Armor which will negate a small amount of stamina damage, relocating it to burn (at a cool down) or Thermal Armor which will insulate you from the cold by a small amount at the cost of melee protection. 

You get the gist. This is the best concept I can come up with, I feel combined with these options will make security far better and more fun to play.
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RE: General Sec Token Chat - Replacement and Improvement Brainstorming Here! - by Sundance - 08-11-2020, 10:19 AM

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