10-09-2014, 07:06 PM
Earlier today there was a nuke round, and It ended within 7 minutes. 5 minutes in, three of us operatives were hatching a plan to use DNA scramblers and infiltrate the crew, when "I have the disk" was shouted back to us over the radio. The remaining three of us were still gearing up on the nuke shuttle, and the other guy was making his way to the station. The speedy operative bolted to the bridge and rocketed a hole into it, snatching the disk from a dead captain. This wasn't the operative's fault, and it wasn't the captain's fault either. It was a result of the game mode itself.
This happens very often, and nobody has any fun when the round ends ten minutes in. Nuke's tendency to appear in bursts (is this An Actual Thing?) just make it worse, everyone starts to get riled up in OOC post-round. When ten minutes have passed with nobody shouting "SYNDIES!!!" over the radio, the possibility of a nuke round has been completely ruled out.
Idea: My solution to this is to keep the syndicates locked up in their ship/listening post for a set amount of time, so both sides have time to set up.
The syndies can make full use of all of their gear (nobody ever takes their fucking pinpointers! ) without feeling compelled to leave equipment just to get a sick snipe on the captain while he's changing his trousers. It also encourages them to not just lone-wolf the mission and ruin everything for the other 4 syndies, the team will have time to make a plan.
Meanwhile, the station can just do their jobs without passing off the threat of syndicates as soon as the captain makes it out of the bridge in one piece.
Of course, this comes with its own problems, like how long do we make them wait? Too short and it won't be enough to fundamentally change anything, too long and the syndies will be bored to death.
Final Idea: Give them an 8 minute timer (not absolute, just a ballpark estimate), with an override on their PDAs if everyone's ready to go before the time's up.
I welcome you guys to elaborate/expand/refine this idea, just don't turn this into the "Nuke Round General Thread".
This happens very often, and nobody has any fun when the round ends ten minutes in. Nuke's tendency to appear in bursts (is this An Actual Thing?) just make it worse, everyone starts to get riled up in OOC post-round. When ten minutes have passed with nobody shouting "SYNDIES!!!" over the radio, the possibility of a nuke round has been completely ruled out.
Idea: My solution to this is to keep the syndicates locked up in their ship/listening post for a set amount of time, so both sides have time to set up.
The syndies can make full use of all of their gear (nobody ever takes their fucking pinpointers! ) without feeling compelled to leave equipment just to get a sick snipe on the captain while he's changing his trousers. It also encourages them to not just lone-wolf the mission and ruin everything for the other 4 syndies, the team will have time to make a plan.
Meanwhile, the station can just do their jobs without passing off the threat of syndicates as soon as the captain makes it out of the bridge in one piece.
Of course, this comes with its own problems, like how long do we make them wait? Too short and it won't be enough to fundamentally change anything, too long and the syndies will be bored to death.
Final Idea: Give them an 8 minute timer (not absolute, just a ballpark estimate), with an override on their PDAs if everyone's ready to go before the time's up.
I welcome you guys to elaborate/expand/refine this idea, just don't turn this into the "Nuke Round General Thread".