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BYOND Username: meaow589
Character Name: Tanuki Singuloose
TTV are one of most powerful weapon that able to exit below than Canister bomb.
and some how TTV is seriously than macrophaser or pipebomb the secutrion never gonna arrest you since it not contraband which is weird.also i just wish TTV able to have defuse panel like canisterbomb due to make player interact with it more than just quick grab and throwaway or run for your life. which can do by add some more assembly to it.
like battery + wire in assembly like canbomb.
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BYOND Username: Aft2001
Thankfully TTVs can already be defused by just yanking out one of the tanks, or the signaller/timer/whatever in it. If the TTV has already activated then... yeah run. Realistically it'd INSTANTLY explode but atmos is super delayed so it can take like, 10 seconds.
It would be neat if there was a way to actually stop the bomb once it's about to activate. Make it explode instantly once activated, but at minimum take ~10 seconds to activate. Make it possible to lock the tanks into place and require a defusal sequence, and I think this could be fun!
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BYOND Username: Lord_Earthfire
Character Name: Heron Asimov
07-27-2025, 11:16 AM
(This post was last modified: 07-27-2025, 11:31 AM by Lord_earthfire. Edited 1 time in total.)
to be honest, once a TTV has activated, for most of them, you have 5-10 seconds to just throw them out of space. It takes quite a long time until the mixture has reacted long enough to cause the serious burst. So dunno, it feels uneeded to change anything about it.
Kinda wish there were more uses to mixing gases in small quantities, so TTV's would be used for other stuff than blowing shit up.
In regards to contraband, i think you can make TTV's contraband at the point a timer/signaler/prox sensor is added to them.
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BYOND Username: Drunkangel
Character Name: Lilac Collar. Lethix Laxlux. H.L.P 2182
07-28-2025, 06:17 PM
(This post was last modified: 07-28-2025, 06:22 PM by Drunkangel. Edited 1 time in total.)
I think it'd be nice if TTV's, considering their accessibility and station damage got a few quality of life bonuses to make them more interesting to both use, and counter. I've tried to do interesting RP with bomb situations but the situation is if somebody see's a TTV live they most likely grab it, then run to throw it out into space (very reasonably).
I've love if there was a ability to cut wires to disable them, some way (perhaps a traitor item) to lock them in place and force this to be the only way to disable one. And most of all, something like a timer display which makes the exact amount of time on a TTV visible in the same way a nuke is. Even just the last one would be amazing for them.
Security has a entire box full of bomb dismantling equipment and anti bomb armor I've never seen used for this purpose because there's no way to know exactly how long the bomb is going to last. And also it's very easy to throw any of them into space, including a can bomb.
On contraband, I can agree, though scientists maybe should get the ability to hold them considering they're meant to use them for bomb testing as part of the job.
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BYOND Username: Agent_reburG69
Character Name: Hans Haus
Contraband, definitely.
Defusing? I doubt that would improve anything.
Why bother wasting time to defuse it, when you can just chug it into space, which 100% negates any possible damage.
It works for Canister Bombs solely, because it is immovable.
If you add additional delay to the detonation, everyone would just be more eager to jump you, making the current situation worse.
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BYOND Username: Emikamiyuki49
Character Name: Jasmine Zhang, Emilia Lettuce
Lorewise, I don't think ttv being contraban make sense. Station source of income, part of plasma research project that NT is monopolizing. Not to mention, robuddy are hanging around in sci.
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BYOND Username: Agent_reburG69
Character Name: Hans Haus
(07-29-2025, 05:19 AM)Emimiyu Wrote: Lorewise, I don't think ttv being contraban make sense. Station source of income, part of plasma research project that NT is monopolizing. Not to mention, robuddy are hanging around in sci.
Well, so is the Bartender Shotgun, the MDs Tranq Rifle and Cannabis grown by Botany.
Since Beepsky doesn't visits Toxin Research nor the Bomb Site, this doesn't really bother the average scientist.
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BYOND Username: meaow589
Character Name: Tanuki Singuloose
yeah so that why it should be contraband