08-13-2015, 03:07 AM
Sundance Wrote:-Improved security cameras. None of the list crap. Making it work like AI camera in that you can control with via wasd/arrows would be a HUGE buff alone.
-Door tracking. Marq's first door tracking thing was good but also flawed in that it's interface was jarring and it created lag (afaik). Remove the "tracking" aspect and keep the interface simple: Just simply insert the door code and that's it. Perhaps hitting it a sec analyzer reveals door code aswell as screwdriving? This would mean sec could find out who was in a room and when.
-Bugs. Covert listening devices. Plant them on people, in places to feed into security channel or a mainframe.
-Improved forensic analysis. The buff to the forensic analyzer was great, but it would probably need an even bigger buff with the map. Let it work over distances.
-Perhaps the AI could get an improved tracking ability? He could "tag" a player which would essentially feed info into the AI's chatbox about the location of the player. This would mean the AI could essentially track two players at once.
-Sec could do with a lockdown function, similar to the bridge lockdown function. The armory should also have a lockdown function with two buttons, one outside the armory and one in the hos's office. This makes cracking the armory even harder, as you'd have to take out the APC or if there's DWAINE involved you could take down the tripwire aswell.
-Frank's idea of improving segways is A+. Also what might also be good is that the chutes in security checkpoints could be two-way, meaning that security could be deployed from center base to the checkpoints. High risk if there has been station damaged and they could be a target of sabotage, but it would be a buff anyway.
I know some of those suggestions probably comes of as hitler but y'know not everyone plays security. Infact most people voicing concern about security are the ONLY ones playing security frequently. Let that be known.
These are amazing ideas for security I really like the Security lockdown, that has to be my favorite. Sadly I missed the map test but I knew from the get-go that the size of the map was going to cause issues for security. I honestly feel like the map is too big, I mean for the past couple of months I've only seen the player count go to 40 to 50 players and it's been extremely rare for it to go to 50 let alone over 50 players. At the same time Cogmap 2 looks really well designed and I really regret messing the chance to test it, if only I knew testing happening in the first place I would have made time to participate. I'm sure Cogwerks will do his best to iron out the issues once he has enough feedback and even more so once the map is out.
Things to keep in mind with security
1. Security is finally starting to use teamwork, not to the extent I and other frequent security players have been trying to encourage but it's happening slowly
2. A fair amount still want to be a lone wolf.
3. Security is only truly effective when they can respond to things quickly, something that looks all most impossible looking at this map
4. A fair amount still patrol alone even when they know there is a well armed traitor or changeling afoot.
Other players have posted above their concerns about these maps and I based that short list over what I just read.
I would have more thoughts on the matter if I got to participate in the test as I have been dying to play security on CogMap2 since I pretty much stopped playing security on Cogmap1 cause the game has been extremely dull lately and security just feels like a job where I wait for things to happen most of the time.