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Boarding Syndicate Station
#1
the teleporter should not work for people who aren't in the syndicate. I suppose the easiest way to do that would be to check for the presence of a microbomb implant.

reason: There was a recent clarification that station personnel shouldn't board the shuttle unless the Syndicates have the nuke disc and are on their way back, but that still allows a level of annoying metagaming. Can you assume they have the disc if the Captain stops responding on comms? If you see the bridge blow up do you try to help the Captain or just head straight to the teleporter? Or how about just waiting next to the teleporter and popping onto the shuttle the moment one of the syndies says "I got it?"

If the Syndicate gets to the shuttle they should be home free, instead of having to worry about an ambush by someone carrying one of their dead comrade's revolvers. If someone sets up an ambush outside the teleporter on the station z-level, that's still a bit annoying but it's easier to get to the pad and teleport to safety then try to dodge someone on the syndicate shuttle while arming the nuke. in my humble opinion.


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