02-07-2017, 01:52 PM
Personally if I want access I don't have and I don't want to track down the HoP or break the game with packets, I just camp the cloner until someone hauls in a dead guy with the ID I want. As rounds progress, there are always plenty of dead guys who ain't coming back or whom I don't care if they come back to loot.
That said, if your access is even remotely interesting, you can kiss your ID goodbye if anyone decides to clone you.
I still think you should be able to remotely deactivate rogue IDs, maybe with a little blinking light on the card signalling that the feds are on to you. Not agent cards and emagged IDs though, and maybe have some way for non-traitor antags to prevent their stolen access from being denied.
And replace the ID computer's main function with a program that prints you a new ID based on your DNA or body or something, where it finds your entry on the crew manifest and spits out a duplicate ID. Then you can polymorph into people and convince the HoP that you're them, hoping to steal their access. Wait, that's a terrible idea.
That said, if your access is even remotely interesting, you can kiss your ID goodbye if anyone decides to clone you.
I still think you should be able to remotely deactivate rogue IDs, maybe with a little blinking light on the card signalling that the feds are on to you. Not agent cards and emagged IDs though, and maybe have some way for non-traitor antags to prevent their stolen access from being denied.
And replace the ID computer's main function with a program that prints you a new ID based on your DNA or body or something, where it finds your entry on the crew manifest and spits out a duplicate ID. Then you can polymorph into people and convince the HoP that you're them, hoping to steal their access. Wait, that's a terrible idea.