10-10-2016, 08:37 AM
(This post was last modified: 10-10-2016, 08:40 AM by Boa Jacque. Edited 2 times in total.)
Just add a special form of damage. We already have brute, burn, tox, oxy.
Add "MRPT" as a form of damage, which only effects the nuke.
Add it to the MRPT rocket.
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A solution that requires only a change in the nuke spriting:
Otherwise, remove the nuke completely, replace it with a homing beacon. This change would essentially only be graphical. The nuke would still function the same way, except from a lore standpoint, this "homing beacon" guides a nuclear missile to the station and the station blows up.
It makes much more sense for the crew to simply beat the homing beacon into dust than the nuke.
Scrapping the homing beacon, or spacing it, throws the missile off-track so it wont hit the station.
Unscrewing the bolts holding the tracker to the ground will cause a secondary battery to activate, boosting the homing beacon's signal strength. The missile speeds up in response to the more accurate coordinates.
Add "MRPT" as a form of damage, which only effects the nuke.
Add it to the MRPT rocket.
-------------------------
A solution that requires only a change in the nuke spriting:
Otherwise, remove the nuke completely, replace it with a homing beacon. This change would essentially only be graphical. The nuke would still function the same way, except from a lore standpoint, this "homing beacon" guides a nuclear missile to the station and the station blows up.
It makes much more sense for the crew to simply beat the homing beacon into dust than the nuke.
Scrapping the homing beacon, or spacing it, throws the missile off-track so it wont hit the station.
Unscrewing the bolts holding the tracker to the ground will cause a secondary battery to activate, boosting the homing beacon's signal strength. The missile speeds up in response to the more accurate coordinates.