02-17-2021, 10:40 AM
(This post was last modified: 02-17-2021, 10:44 AM by Haprenti. Edited 4 times in total.)
There could be a nukeops exclusive turret-like traitor item you can buy and setup that would prevent teleportation, but with a risk.
If a turret gets destroyed it could explode ("space suddenly and violently destabilizes", you can chain a couple sorium&LDM explosions) and/or send EMPs and add a few minutes to the nuke timer if it's within the teleport-protection radius ("the contraption makes a shrieking electrical noise as it sends an electromagnetic blast", "the nuclear bomb's control panel sends sparks all over the place, that can't be good").
It lets the nukeops decide whether they're willing to take teleport protection that comes with a risk, forcing them to defend the turret if they make that choice.
Or one or two of them could just be laying around in the syndicate shuttle so they don't have to spend points for that.
If a turret gets destroyed it could explode ("space suddenly and violently destabilizes", you can chain a couple sorium&LDM explosions) and/or send EMPs and add a few minutes to the nuke timer if it's within the teleport-protection radius ("the contraption makes a shrieking electrical noise as it sends an electromagnetic blast", "the nuclear bomb's control panel sends sparks all over the place, that can't be good").
It lets the nukeops decide whether they're willing to take teleport protection that comes with a risk, forcing them to defend the turret if they make that choice.
Or one or two of them could just be laying around in the syndicate shuttle so they don't have to spend points for that.