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Require nukie team approval for leaving with pods
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I love the teamwork the Nukies gamemode fosters, and it feels amazing to have the plan you just formulated with 5-8 random people win you the shift. What's infuriating, though, is when your would-be plan is foiled by a lone wolf running to the podbay and getting caught immediately at station before you can say "WAIT DONT LEAVE YET". The time until you are called out on the station radio is a big factor in a nukie round, as the longer the crew takes to arm up, the more time you have to plant, arm, and barricade. Because of this, I believe preventing lone wolves (and I call such players this as I often do not see them communciate with the team) from using the podbay pods until everyone is ready is a needed feature.

In my experience, setup on the Caringorn usually goes like so:
Spawn, determine where the plant site will be, gather gear/discuss class loadouts, discuss any further plans/routes/roles, and then gather in the podbay to leave. Optionally, have everyone wait in podbay while an infiltrator goes to sabotage/get the disk.

Thus, a solution which requires multiple team members, including the commander, to consent to you running off in a pod solo becomes natural in the flow of a typical nukie prep time, while preventing lone wolves from leaving without the rest of the team's consent. As for the teleporter, I believe that's fair game, as it is an effective tool for infiltrators that is less likely to result in early discovery than warping to the main hangar in a clearly nukie-flavored pod.

To reiterate, my complaint here is not when individual players leaving before the rest of the team, it is when that is done without the knowledge and/or consent of other team members. It is a team game, and as such, you should be obligated to cooperate.

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Require nukie team approval for leaving with pods - by Meggal Bozale - 07-30-2023, 01:47 PM

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