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Syndicate Shutle Boarding
#9
Don Wrote:To stop people from boarding the shuttle:
Replace the syndicate teleporter with a teleportation implant that all operatives start with. This could be combined with their microbomb in an operative exclusive new implant. The implant gives them the activate-teleport verb, which only works while standing on the teleport pad inside the syndicate satelite. Trying to use the verb anywhere else should state this.

To stop people camping the satelite:
Make a damage aura around the satelite. The effect already exists in area healing/damaging artifacts. It doesn't hurt operatives because space magic / implant. This should cut down on people building barricades and welding the satelite door. Pods can still fly around there unarmed, but outside of shooting people, they can't do a whole lot from a pod anyway. If damage isn't enough, the damned thing could be radioactive too.

The downside to all this would be that when the operatives have the disk, you have little to no chance of getting it back once they reach their satelite. On the other hand, does it really matter at that point? Haven't they earned the right to blow everyone up if they got the disc to their place without being stopped along the way? Mind, you can still board the shuttle, but you'll have to go through the effort of catching an operative alive and steal his implant.

You're going to be better armed than whoever is there, even if they're in a pod. If you get hit by a pod projectile, or any highly visible projectile in space you're a chump. It takes like two seconds to rush into the satellite and hit the button on your teleporter and get the fuck out of there. I hate when people complain about camping and stupid bullshit like that in videogames where it's completely in your power to do something about it.

The only thing "wrong" with the syndicate station is people can get on and steal the nuke and hide it, and people can metagame by rushing to the satellite and waiting to see if syndicate come out. Both of these are punishable as per the rules, so they aren't a problem. Shitheels doing these two things are dealt with and that is that, no reason to fix something that isn't broken. Other tactics are completely viable and there is nothing wrong with them. It takes killing a syndicate to get the ID and remote, which are literally the same as your implant. Then it takes going to the satellite while syndicate agents are most likely roaming around space. Then it takes you beating the syndie that wanders onto the shuttle without dying and taking the disk and running off. All of this while the syndicate straight up have a huge advantage against you. It is just another tactic and should be expected if one of your partners fall in battle, hell, you can even set traps with your sarin grenades right at the front door and warn all of your teammates. That'd be a fun suprise for a would-be hero!
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