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[Nuclear Emergency]
#1
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! mad ) 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".
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#2
the idea is actually pretty sound. I think anywhere between 5 to 10 minutes should suffice for the syndies to gear up and form up a plan.

This might increase the chance of the captain accidentally discovering it's nuke though, since he/she might leave the station z-level for any random occurrence and prompt a disc respawn.
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#3
Idea: have the disk respawn regardless of whether or not it's nuke, thus no need for Zafhset to worry.

Anyways, I think this is a good idea c: I agree with the 5-10 minute limit.
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#4
the easier solution here is to just not give the captain a room surrounded by space on 3 sides that can be reached by anyone outside the station immediately

bring back having to take the nuke to the station 2k14
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#5
I can see two ways this idea works best:

Five minutes and they're set free, no overrides.

Ten minutes and they're set free, with override after five, and with something for them to do while on the shuttle. I can't exactly think of what that might be, but still. Maybe add a chem dispenser to it with some special chems preloaded for stream-lining? A special syndicate fabricator that can be used to make bullets for there revolver and shotguns?

IT's not a derail attempt, it's just that ten minutes is about 1/5 to 1/6 of a round usually, and just sitting around doing nothing for that long might get a bit boring for the syndies, might as well give them some incentive to do it.
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#6
Zafhset Wrote:This might increase the chance of the captain accidentally discovering it's nuke though, since he/she might leave the station z-level for any random occurrence and prompt a disc respawn.

That's another thing about nuke rounds that leaves them running <10 minutes. The disk seemingly randomly teleports around, regardless of whether the captain left the z-level. The round before the one mentioned in the OP had the captain completely confused, he hadn't left the z-level after he stuck the disk in his box at round start. Some guys were saying in OOC after the round that teleporting within a z-level, or even going into a locker/disposal chute will respawn the disk in a hallway somewhere.

If this is true, why isn't it documented somewhere, and if it isn't true, why is the disk seemingly respawning/teleporting/cloning itself everywhere? I have definitely have it happen to me as a captain where I had the disk in my pocket and the syndies won the round by nuking the station, along with many times of finding a disk in a maintenance hallway and the station/captain being utterly confused after they lose.
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#7
Sounds good. The override aspect is important.
As something marginally related, maybe add some novelty clothes crates to the Syndi shuttle. Let them coordinate a silly theme while they wait.
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#8
Couldn't they all just use chameleon suits and a voice changer mask to fool the crew.

Just add all the cool uniforms to the chameleon suit if they aren't there already, so the syndies can plan a cool gimmick and the crew will go along with it thinking it's an admin gag.
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#9
atomic1fire Wrote:Couldn't they all just use chameleon suits and a voice changer mask to fool the crew.

Just add all the cool uniforms to the chameleon suit if they aren't there already, so the syndies can plan a cool gimmick and the crew will go along with it thinking it's an admin gag.

But say they want to do a Wizard Gimmick, the Chemleon suits will only go so far.

They going to need the hat, the sandals Ect.
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#10
atomic1fire Wrote:Couldn't they all just use chameleon suits and a voice changer mask to fool the crew.

Just add all the cool uniforms to the chameleon suit if they aren't there already, so the syndies can plan a cool gimmick and the crew will go along with it thinking it's an admin gag.

There are two chameleon suits. One is available to us already.

The other? You can be Duke Nukem if you want. (AND MORE!)
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#11
At least he announced having the disk over the radio. Plenty of times I've gotten caught up in a ridiculous wild goose chase because a fellow syndie got the disk, didn't tell anyone, and proceeds to do donuts around the station in a pod for ten minutes while everyone scrambles around trying to make sense of their pinpointer readings.
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#12
ISaidNo and maybe I are possibly going to be doing a major overhaul of nuke mode sometime soon, we were talking about it a bunch recently. One of the things being discussed was to have the nuke function more like a canister bomb, have it need deployment on the station with the nuke ops defending it against disarm attempts. It'd be flashy and loud and attract a lot of attention, but it'd also be somewhat unnecessary - instant round-ending from the syndicate team failing kinda sucks.
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#13
Cogwerks Wrote:ISaidNo and maybe I are possibly going to be doing a major overhaul of nuke mode sometime soon, we were talking about it a bunch recently. One of the things being discussed was to have the nuke function more like a canister bomb, have it need deployment on the station with the nuke ops defending it against disarm attempts. It'd be flashy and
loud and attract a lot of attention, but it'd also be somewhat unnecessary - instant round-ending from the syndicate team failing kinda sucks.

I can imagine now the stealth agents sneaking aboard and silently spending 30 minutes building a maze of R walls and booby traps before setting up the bomb in the heart of it.
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