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Cogmap 2: *** UPDATE TO BYOND 509 ASAP ***
So, the security department has gotten a few more changes, so I'll go through them and give my thoughts on the matter:

There are more solitary confinement units which are good, and while the positioning sort of threw me off at first, it makes sense that the solitary units would be nowhere near the other units or important shit in general. Plus, proximity to a maintenance tunnel means that a particularly savvy partner can bust you right out, which prevents it from being the absolute "you're stuck here until sec decides to let you leave" zone it is currently.

The armory's gotten some very nice changes, including an atropine auto-injector (a little weird, but could have some good uses), some heavy armor instead of the EOD suits that no one ever uses, and a blastdoor-coverable reinforced table that the HoS can use to give out armory supplies without having to open the place up and risk a sneaky staff assistant rushing in and lighting the place on fire or whatever.

There's more medical supplies, which helps security officers patch both themselves up and anyone they might bring in without having to go all the way to medbay, which may or may not be a deathzone at any given point in time. There's even a sleeper, too!

Now, here's an unpopular (probably) opinion: I think that the armory weapons should stay on the tables and should not be kept in lockers. As of right now, the vast majority of armory break-ins are performed by precisely two groups of people: Wizards and traitors with emags. While it shouldn't exactly get broken into every other round, part of the job of the Head of Security and the security team in general is to make sure that the armory gear and other dangerous things don't get misused. The problem is, when armory break-ins are so infrequent, it's rare that you have people ready to prepare for them when they do happen.

And, let's be honest, it's not like the armory is full of insta-kill machines (though I do think the riot shotguns could do with a slight nerfing, as discussed before) that would spell death for the entire station if a traitor got their hands on them. Hell, the only reason why most people loot the armory is less so that they can have the shit in there and more so that security CAN'T have the shit in there. Having armory break-ins be more viable would increase the likelihood of people actually breaking into the place, and would consequentially help security devise methods of dealing with them and heighten awareness in general. Furthermore, it would allow a particularly desperate security department to hack their way into the armory and get the contents therein in the face of desperate circumstances, and I think that's a good thing because it helps prevent situations in which the antagonists have monopolized all of the dangerous shit and left the station with very little to stop them.

Though I do understand why leaving the weapons on the tables could be seen negatively. It leaves security with another thing to worry about when the new map has presented them with all sorts of shit to worry about, it could devalue the position of HoS in general, it could get broken into every damn round and get really annoying after about a week, and so on and so forth. Personally, I think that it's best to leave the weapons on tables right now and see how things play out when the new map launches. If it ends up being a problem, stick them back in the lockers. If it doesn't, it doens't.
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