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personal weapons for more heads?
#1
I like the idea of each head having their own unique weapon, not just the MD, HOS, and Captain. maybe add in something like a executioner axe/sword for the HOP (related to their other job as HOP, being the judge, and potentially being the designated executioner even though that sounds more HOS than HOP) I'm not sure what could be given to the other heads a (RD and CE) , but I'm just throwing the idea out there.
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#2
Actually why does the MD have a weapon to begin with? Cap has to protect the disk and HoS has to ensure order. Though i kinda like this idea, perhaps RD gets that sprays chems on people, and CE gets a fan that pushes people away and can be hooked up to a fuel bottle to spit fire
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#3
The MD has a weapon to defend medbay, which is always under assault. but also to keep super powered genetecists in-line with his mutadone rounds.
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#4
(01-29-2021, 05:48 PM)kyle2143 Wrote: The MD has a weapon to defend medbay, which is always under assault. but also to keep super powered genetecists in-line with his mutadone rounds.

if the weapons/tools are to counter certain challenges the department heads face, maybe give related ones then
give the RD something like a SUPER neutralizing tool of some kind, that removes chems from the ground, removes aresol, deactivates arts, etc. (basically a cleaning grenade on steroids)
I don't play much engineering so I cant talk much for the CE
for the HOP, there isn't really much of any weapon that's justifiable for them to have, most I can think of is a ID disabler for when someone gives themselves AA, though that does sound more like a HOS thing even if it deals with ID's and acess.
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#5
RDs whole department is deadlier than Security's Armoury. I don't think giving them a weapon is a good idea at all.

As for the CE, his main priority is to sit and supervise in maintaining the engine. They're not a job that's supposed to be out and maintaining the front line of anything outside of Engineering.
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#6
Give the HOP a small magnet for wiping IDs and give it contraband status

I'd like to point out that the MD's gun doesn't see a lot of use because haloperidol and mutadone are for specific types of rampages. It's also contraband for them.

A flash suffices to remove most shits from your department.

(I guess the CE has deconstructors and easy soldering iron access too,)
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#7
The CE had their shield belt as their "main weapon" equivalent.

I think things should be kept consistent to character. HoP is an administrative role, I'd keep their tool to something b they'd realistically have, say a sharp pen.

Or maybe they go golfing on the weekends and have bag full of clubs they can smack people with until the get bent
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#8
(01-30-2021, 05:12 AM)Frank_Stein Wrote: I think things should be kept consistent to character. HoP is an administrative role, I'd keep their tool to something b they'd realistically have, say a sharp pen.

The pen is mightier than the sword after all, so just give them a sword-sized pen.
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#9
I like the idea of giving the RD a tool that hard counters anything in research like Unsolved said. Being able to smack an artifact to make it turn off or shoot at a chem beaker and have it delete the chemicals is a good idea to stop crazy artifact nerds and chemists. Probably shooting a TTV or a can bomb deleting the gases inside would be a good counter to bombers.
Make it like some kinda unique artifact the RD found or some kinda space alieny object that doesnt care about logic.
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#10
maybe an idea for a name is the "reality De-energizer" and its some sort of precursor gun and when it shoots something it does what the last reply suggested, and if shot at a person it does it to everything on them if applicable, but prehaps as a drawback it uses a shit ton of power or has a long cooldown, For the hop maybe he has a gun which injects them with an implant that redenders your id and access implant useless or blows them away so that people dont toolbox him and take his ID, as for the CE, ive got nothing, maybe a vacume that sucks up toxic gasses (including plasmafire) as well as whatever people have in their hands? Maybe a gun that produces and sprays metal foam and oxygen? I dont know
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#11
The idea for each head having their own unique weapon/item is already in a decent spot. Consider that the Captain has AA, an e-gun/saber, his old gun, specially designed armor and space suit, and command over the entire station. The HoP has the various different access tools and AA, as well as being second in command in most circumstances. The HoS has an E-gun/lawbringer, the armory, security gear, the ability to give themself AA, and can outrank the Captain in security matters and equals the HoP in chain of command. The MDir has a tranq rifle with 8 haloperidol darts and 4 mutadone darts, all of medical's equipment and chemicals including the restricted chems locker, and both the port-a-medbay and port-a-nanomed. The RD has access to all of the easily most dangerous department, yellow cake, spaced rum, a hand tele to start, the port-a-sci, and network superuser authentification for full guardbuddy control. The CE has the aurora belt, access to the most versatile department, ability to supply and order just about anything, the tools to deconstruct or construct just about the entire station, and the gear to survive the harsh environments of the engine and space/water.

Of all of these arguably the CE is the weakest, and this is very clearly shown in cases of nuke ops or blob where sitting on the engine isn't worth much. Personally I would be all for the CE getting *something* more than flashes and the aurora, or having the aurora getting some sort of major buff. That said when the CE does have the ability to just hold up in engineering, they have the very major advantage of immunity to the hellburn, space chills, lack of oxygen, radiation, stuns, and gravitational pulling of whatever engine they're working with and can use that engine to fight back or eliminate threats.
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#12
A deartivater of some sort would be cool for RD - deactivates artifacts. Given how dangerous science is, the RD should have tools aimed to make it safer. Perhaps a spray gun that only allows metal foam,fire supressant foam & silver sulf.

Not keen on a deleting chems from a beaker idea at all. It would either need to be targetted at a single beaker (in which case just keep your beakers in your bag and your fine) or do something like nuke all chems on a person. That could be 12c worth of now empty poison bottles which would be tragic and also far too abusable.

As an alternative to emptying chems from beakers I'd suggest something that rapidly cools down a single persons beaker contents aswell as stops/slows fires. That way you dont ruin loads of hard work but you can somewhat neutralize the abiltiy to set off hellmixes.

If RD does get something then it needs a slot for hand held artifacts.
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#13
Personally (i.e. not representing entire admin team here, just giving my own thoughts), I don't think RD or CE are in need of unique weapons. Perhaps utilities but not weapons. Most of the threats CE and RD face are environmental hazards rather than other humans/antags, e.g. fire and space, and they are generally not targeted by antags, so they don't really have a need for weapons. When they do, they have all the stuff Drago went into detail about.

HoP could use something extra, for they are targeted by antagonists fairly often. But I don't think a weapon is it unless it's like designed around "hit bad man, run away". Something like an hand teleporter or a bulletproof clipboard. Certainly not an axe. To me, HoP's like an evil CEO who prefers to send goons after you and run away rather than get their hands dirty with fighting. After all, there's a reason they get armor vest and helmet but no gun in their locker.

Would totally be down with Communications Officer getting a flash though, for about same reasons other Heads get a flash.
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#14
Throwing my comment onto the pile. Folks are saying the CE is the weakest link here and I ain't buying it. CE is robust as fuck and you can't change my mind on this. Sure, the Captain gets a gun, the HoS gets a gun, the HoP gets whatever his grubby hands can get too. The MDir can look at you wrong and send you into nap time, and the auto-injectors from the nanomed can be downright cruel. The Research Director has Telescience, and in the end that means he has literally whatever he wants via mathematics. He can also walk into Chemistry and hit a handful of buttons, and have a splash-able skin piercing chemical that will send you running to medbay, if he allows it.

The Chief Engineer gets the RCD with spare ammo, and the mighty Aurora belt. The belts the big win for him and if a Chief Engineer can get their hands on a power hammer via mining, which he has easy access too, then the Chief Engineer has the king of "Piss off, peasant" equipment. I think the belt has a passive block chance while not active, and a 80% miss chance while activated? While also being fireproof and such? You rarely actually see folks activate their belt, but I always find it odd how a chief engineer can go down in a fist fight when they have that belt. The RCD can also be used to either dig into a defensive position, or set up a defensive position, which is personally best used during Nuke Ops.

Thematically, I don't see how you could give more department heads equipment, without also giving them all Contraband/Firearms licenses.
So
Cap - E-Gun / Sword. Lethal and Stun
HoS - E-Gun, Taser. Lethal and Stun
HoP - Flash for Stuns
MDir - Tranq and Flash. Sleep and stun.
RDir - Flash, Chems, everything and anything. Absolute monster status. Can turn you into literal frog if desired, or blink you out of existance.
CE - Flash for stuns. Defensive specialist. Fear the Power Hammer, worse with an art-battery.

Personal opinion. I don't like the term SecHoP, and it might embolden more SecHoPs. But I really think the Head of Personnel needs a taser or a stun cane or something. Or his own E-Gun even. The HoP is the most vulnerable of all the heads of staff, and they have the most noble of duties of sitting in literally one place all day. At least give themselves a method of defense when the tide breaks over the desk at customs.

Stundenterhue says no gun, so my only thought is punji sticks and military entrenchment at customs. Dare cross my desk, it will be the last desk you climb over.
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#15
Maybe instead of personal weapons we could go the route of personal armor.  MDir could get a souped-up paramedic suit, CE could get a firesuit with less or no slowdown, that sort of thing.
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