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Request for Comments: Stealth Nuclear Emergency
#7
atomic1fire Wrote:I assume the nuke disc would be nuke agent only. Otherwise other traitors might try to arm the nuke.

Don't get me wrong, a vampire/traitor/wizard/ling heist that involves stealing the disk and arming the nuke as a playing card or suicidal final blow would be cool as heck, but it might be a bad idea.

I think it would be really neat though if an antagonist could arm the nuke, but they wouldn't have the advantage of knowing the password, which the nuke team obviously does.

3 guesses before the nuke disarms itself as a fail safe to prevent brute forcing, basically like the passworded crates that explode but the nuke can't explode.

The nuke *code* would only be generated for nuke agents. There are 100,000 possible nuke codes if we keep the current five-digit code as-is, so the likelihood of a non-agent getting the disk and actually arming the nuke are very low, even without fail-safe disarming. In fact, I think fail-safe disarming is a bad idea as a shithead captain could just go put in 3 random code guesses at the start of the round to prevent the Syndicate from winning (if it even ends up being a nuke round).

The nuke disk is spawned on the captain in all round types.

rulib Wrote:Yeah, it's strange to see this requested when a few months ago people were complaining about "oh they just go stealth every nuke round and win in 2 minutes".

They still have access to a lot of gear from the syndicate shuttle. Maybe they shouldn't have access to any special gear, and have to work together using tools from the station and their own jobs to accomplish the objective?

Anticheese Wrote:More nuke team operatives should spring for the DNA scrambler, chameleon jumpsuit, and stealth storage. You'd be amazed by what you can get away with!

The last two nuke rounds I've seen have done exactly this, and they ended right away. Without a way for the crew to really do anything once the syndicates have the disk back on the station, it's not very fun. If the nuke was on the station, with the ability to stop the countdown with a head ID in a console, it'd allow the crew to buy time and force the Syndicates to sabotage computer networks (while setting up their own) to succeed.

Weavel Wrote:I like the idea a lot, but I don't want it to take over Nuke as a round. I'm not sure if that's part of the idea or not but either way.

My thoughts on it:

1. Agents should have a pre-set case of Dumb Shit For Your Job, with an Agent ID Card, a Voice Changer Mask and maybe some random 1-telecrystal item each time. I know they do get a bunch of fun toys, but if it's meant to be about stealth, giving them this stuff from the get-go will only help reinforce the stealth aspect I hope.
2. I remember ages ago when Conspiracy was being tested, there were a series of emotes used to denote who was in a Spy group. This was really really fun and lead to great situations where e.g. the captain would wink then fart and someone would immediately throw him a csword and tell him they were about to kill the HoS, and if our Syndie Squad had something similar, it would rock.

Other than that, I don't really see any issues that aren't already part of a normal Syndie round. I'd be a little wary of how people may end up walling off the bomb or even how easy it might be for them to just walk in and detonate it in 5 minutes, so maybe have it so that any TermOS computer can run the authentication disk, but the timer is 3 minutes and unchangeable, so that they need to defend but not the bomb itself. Keeps action from being deadlocked with one walled off room.

Yeah, I'm definitely not thinking of this as a replacement for Nuke, just as a similar objective with a slightly different implementation.

I'm not sure how ideal it is to provide a free agent ID and voice changer, especially as there's no immediate indication that they're bad guys. if they fuck up and get suspicion cast on them then they should have to deal with it somehow that isn't such an easy out imo
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