01-15-2021, 06:06 PM
Perhaps the bomb should be very clearly unstable but *not* be on a timer immediately upon activation, as though activating it simply arms it? Hitting it or something would then start the timer. But, I personally am not a fan of bombs so I'd be fine with them being removed. But, as a middle ground, I think this could work.
As an alternative/addition to the above suggestion, perhaps make them EXTREMELY finnicky? You need to get a very precise activation in order to arm them, and if you do too much (radiation, x-ray, brute, temperature, etc.), then it'll just break. Think an alien low-yield nuke or something. If you goof and break it, it blows up but more so on the scale of a welding fuel pipe bomb. If you manage to activate it, congratulations! You now have a small canbomb! Possibly additional requirements to actually triggering the bomb might be warranted but I'm not sure.
As an alternative/addition to the above suggestion, perhaps make them EXTREMELY finnicky? You need to get a very precise activation in order to arm them, and if you do too much (radiation, x-ray, brute, temperature, etc.), then it'll just break. Think an alien low-yield nuke or something. If you goof and break it, it blows up but more so on the scale of a welding fuel pipe bomb. If you manage to activate it, congratulations! You now have a small canbomb! Possibly additional requirements to actually triggering the bomb might be warranted but I'm not sure.