07-31-2015, 03:13 PM
Mageziya Wrote:The reason it's a bad change is that HUGE swaths of the crew (Along with the 6 Nuke ops) can/will die only 15 to 20 minutes into the round, due to the general nature of Nuke-ops. The result is you've got a lot of people who's reward for fighting the nuke ops is being dead for an hour.There's also the obvious problem of there being a considerably lessened crew prepared to deal with the incoming late-joining antagonists, since most of the people qualified to deal with antagonists (heads of staff, security, particularly inventive and aggressive staff assistants) will inevitably be among the first to combat the nuke ops team, and will subsequently be among the first to get an RPG to the face. This usually leaves the station without a significant portion of its prime antag-fighting team unless the fight against the nuke ops squad was REALLY one-sided, which creates a heavy bias to the favor of late-joining antagonists. Also consider that the only non-antagonist people who are able to end the round are heads of staff or someone with appropriate access, almost all of which are going to be in that aforementioned category.
And speaking of RPGs, what with the rampant destruction caused by the nuke ops team and the desperate and drastic measures that tend to be taken by the crew in response, the station is usually a complete wreck even in the event of a station win, with gaping holes everywhere and a significant amount of the playerbase dead. It's usually enough destruction to merit calling the shuttle and ending the round regardless, but due to the aforementioned issues, the odds of there still being someone left alive to call the shuttle in the first place are greatly decreased.