03-15-2017, 10:41 AM
(This post was last modified: 03-15-2017, 10:43 AM by SageAcrin. Edited 1 time in total.)
This sorta dives into an idea I've been thinking of.
Firstly, the Armory is generally a goddamn pain in the ass for Sec to get into. It requires non-Sec(the AI, which is irritatingly likely to be braindead) or illegal activities on their part to get into, and even then a lot of newer AIs react with "I can't get in" due to how it's coded. Also, they get subverted and blown up an awful lot.
I'm wondering how hard a simple console that wires to a door, that requires an ID card in and opens a blast door style door would be. You'd have to have a Sec ID, you'd have to pull it out, specifically and notably put it in in a glaringly visible action at a console, so it'd be something still notable, but it could be something a beleaguered Sec force could do even with the HoS out of action, or without an AI. And you could always have an AI able to login too for fast opens. Maybe even have the opening play a loud siren and take some time.
Secondly-a lot of the toys in there sort of suck at actual riot control or dealing with extremely dangerous single enemies/blobs-flashbangs are good but general access already, smoke grenades can kill people without internals and don't do a lot otherwise, tranqs are good sometimes but awkward against some of the nasties like Changelings and Vamps...
I don't think it needs a lot of changes though. My big thoughts here;
A: Change up the grenade boxes a little. Cryo grenades are great. Shock grenades... I can see that. That makes sense as a last resort for a crowd. Incendiary? Why is Sec burning large crowds to death? That seems a little indiscriminate as an option, and weird in that box.
A good alternative here-make a durned Sorium shockwave grenade. It's the space equivalent of a watercannon. Plug some of all three of these, call it anti-Riot grenades boxes.
B: Two flamethrowers. I believe the Armory just has one. This... fits way more for anti-blob. I could be wrong on this.
C: While I'm not against smoke grenades in general being an ineffectual and vaguely confusing weapon at a glance(they have good uses in practice as area denial and closing weapons, so it works well, and really, of course Nanotrasen gives some illogical weapons to their cops because they sound good on paper), alternate anti-bio grenades make sense and this is where a small incendiary chem explosion seems more logical to me than as a hand grenade for Sec. This would be a great tool for Sec against the really dangerous rampage types and blobs, without being really overpowering. And of course it's funny for crimers. *poof* *fire*
Haloperidol grenades-a box of four at most, for the love of god-could be interesting too for certain situations.
D: Speaking of haloperidol, one clip of another tranq dart-again, just four-could be interesting. Ketamine is tempting but Ketamine darts are VERY strong-I'm thinking atropine. Atropine is a chemical that can be used to detain even stun resistant crazy people/aliens/vampires-and why SHOULDN'T Nanotrasen be both aware that these crazy people/aliens/vampires exist, and horribly underestimate them and not supply Sec with an answer to them for ages, and even then only do so by giving you four darts in a dusty corner? But yeah, lingering slow tox damage and confused movement makes this a perfect slow-and-followup option for Sec, I think.
E: Throw a pair of mechboots in there for use with the heavy gear. Exactly one. With all the pile of heavy gear. The idea is that you have ONE person out in front as the riot barrier/bomb defuser, not an entire squad, like Nanotrasen has the money for that!
Final thought; If some of this seems too strong... lock a few things behind HoS crates specifically. (If you're worried about packets... just make HoS stuff unhackable specifically. People will live without their hat and it fits.)
So yeah, that's some thoughts I've had, feel free to critique, people that play Sec more/break into the armory more.
Firstly, the Armory is generally a goddamn pain in the ass for Sec to get into. It requires non-Sec(the AI, which is irritatingly likely to be braindead) or illegal activities on their part to get into, and even then a lot of newer AIs react with "I can't get in" due to how it's coded. Also, they get subverted and blown up an awful lot.
I'm wondering how hard a simple console that wires to a door, that requires an ID card in and opens a blast door style door would be. You'd have to have a Sec ID, you'd have to pull it out, specifically and notably put it in in a glaringly visible action at a console, so it'd be something still notable, but it could be something a beleaguered Sec force could do even with the HoS out of action, or without an AI. And you could always have an AI able to login too for fast opens. Maybe even have the opening play a loud siren and take some time.
Secondly-a lot of the toys in there sort of suck at actual riot control or dealing with extremely dangerous single enemies/blobs-flashbangs are good but general access already, smoke grenades can kill people without internals and don't do a lot otherwise, tranqs are good sometimes but awkward against some of the nasties like Changelings and Vamps...
I don't think it needs a lot of changes though. My big thoughts here;
A: Change up the grenade boxes a little. Cryo grenades are great. Shock grenades... I can see that. That makes sense as a last resort for a crowd. Incendiary? Why is Sec burning large crowds to death? That seems a little indiscriminate as an option, and weird in that box.
A good alternative here-make a durned Sorium shockwave grenade. It's the space equivalent of a watercannon. Plug some of all three of these, call it anti-Riot grenades boxes.
B: Two flamethrowers. I believe the Armory just has one. This... fits way more for anti-blob. I could be wrong on this.
C: While I'm not against smoke grenades in general being an ineffectual and vaguely confusing weapon at a glance(they have good uses in practice as area denial and closing weapons, so it works well, and really, of course Nanotrasen gives some illogical weapons to their cops because they sound good on paper), alternate anti-bio grenades make sense and this is where a small incendiary chem explosion seems more logical to me than as a hand grenade for Sec. This would be a great tool for Sec against the really dangerous rampage types and blobs, without being really overpowering. And of course it's funny for crimers. *poof* *fire*
Haloperidol grenades-a box of four at most, for the love of god-could be interesting too for certain situations.
D: Speaking of haloperidol, one clip of another tranq dart-again, just four-could be interesting. Ketamine is tempting but Ketamine darts are VERY strong-I'm thinking atropine. Atropine is a chemical that can be used to detain even stun resistant crazy people/aliens/vampires-and why SHOULDN'T Nanotrasen be both aware that these crazy people/aliens/vampires exist, and horribly underestimate them and not supply Sec with an answer to them for ages, and even then only do so by giving you four darts in a dusty corner? But yeah, lingering slow tox damage and confused movement makes this a perfect slow-and-followup option for Sec, I think.
E: Throw a pair of mechboots in there for use with the heavy gear. Exactly one. With all the pile of heavy gear. The idea is that you have ONE person out in front as the riot barrier/bomb defuser, not an entire squad, like Nanotrasen has the money for that!
Final thought; If some of this seems too strong... lock a few things behind HoS crates specifically. (If you're worried about packets... just make HoS stuff unhackable specifically. People will live without their hat and it fits.)
So yeah, that's some thoughts I've had, feel free to critique, people that play Sec more/break into the armory more.