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The New Nuke (It'll be around forever, eh eh eh)
Grek Wrote:I'm going to make two somewhat controversial suggestions here: Leave the one minute timer for an unscrewed nuke in. Do not revert the change that allows Nuclear Emergency mode to continue if all Nuke Ops die.

Instead, change the victory condition from "get the nuke to the crusher" to "get the nuke out of the area of the station the Nuke Ops placed it."

If the nuke goes off outside the designated area, it still explodes, but does not destroy the entire station. Instead, it blows up a large area (10x10?), but allows anyone outside that area to survive. The round does not end and late join traitors can occur as normal to prey upon the station as they deal with half of Engineering (or whatever) being missing now. One minute still is probably not enough time to get the nuke to the Crusher. But it is enough time to get it somewhere relatively harmless.
The biggest reason I've seen most people want nuke rounds to end if the syndicates all die or lose or whatever is because, a -lot- of people are going to die to trying to fight the syndicates if the crew wins. The station is also going to have large areas get blasted. Research sector after a nuke-ops attack is less useful than the bar for mixing chems, or the engine for mixing gasses. It's obliterated. With your suggestion, there would also be a huge hole in the station. You are now faced with the antagonist coming in to a wrecked station to struggle moving around, and a crew armed to the teeth with stolen nuke-ops gear. That isn't fun for the new antagonists, that isn't fun for the crew who died to the syndicates, and it's just lame.
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