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Cryogenic Unit for Cog1 and Cog2
#12
(01-08-2018, 10:15 AM)Technature Wrote: That poor clown...having to resort to theft for more than a minute of safety...

This made me laugh way too much, thank you.

(01-08-2018, 10:32 AM)The Grim Sleeper Wrote: What about targets cowering inside the cryo-unit until round end.
What about cryo-unit camping?
What would happen if a station head crawled in during a revolution round?
What if the captain had the Authentication Disk when he crawled in?
What if all the antagonists crawled into cryo?
Where would be placed?

Honestly, this sounds like more trouble than it's worth. Yeah the inability to take a break in the middle of a round of 'Space Station 13' is annoying, and every little issue can be 'fixed', but if you need to leave THAT badly, you can sit inside a locker in the spawn shuttle or just accept that you won't survive the round and join in after the round ends in say, 40-60 minutes.

The system should be hackable / emaggable. Not too easily though, maybe some fancy pin code like on the safe to dispense humans like a vending machine.

I just realized all of your questions are basically the exact same and are all answered by the fact the cryo should be hackable / emaggable.

Or perhaps as
(01-08-2018, 10:50 AM)Frank_Stein Wrote: I actually really like the idea of a pay per use safety tube

Just have it where you pay for time, and someone can pay more to unlock it

Says, 10x the credits you can buy someone out of their safe space and steal them away.
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Messages In This Thread
Cryogenic Unit for Cog1 and Cog2 - by TheOnlyRyan - 01-07-2018, 01:09 PM
RE: Cryogenic Unit for Cog1 and Cog2 - by TheOnlyRyan - 01-08-2018, 12:19 PM

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