05-26-2015, 05:08 AM
Grek Wrote:As AI last round, I stole the pod containing the nuke and flew off with it. That should probably be more difficult than it was. Maybe have the syndicate pods start out with locks?
Grek Wrote:I mean, with locks installed and a code preset. Put the pod access code in the syndicate's Notes tab.
Naw.
That's just pure dumb on the behalf of the syndicates you faced. They SHOULD'VE set a pod lock on their pod. But they didn't, and thus, payed the price. Something insignificant fucked up their round, but it's the small things that sway the power in the good guys favor. This is the way it's always been and should remain.
babayetu83 Wrote:bring back the captain's disk and have it give some kind of bonus for having it put in the nuke
I suppose i'm a sucker for the old nuke mode although i'm really happy it was changed to the current set-up. I've always like the aspect of protecting an object and the captain having some importance. I say bring back the nuke disk but completely re-purpose it. Here's what I suggest:
Nuke disk no longer respawns if you go off z-level.
Nuke disk is helpful or harmful depending on the person who wields it. Inserting the nuke disk can do something along the following:
-Weaken or boost the nukes health
-Shorten or lengthen the nuke time.

Goonhub