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The New Nuke (It'll be around forever, eh eh eh)
#91
mozi Wrote:- syndie rounds should end the moment a victory condition is made, no shuttle call needed
- pinpointer should let syndies find the nuke

Yes
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#92
Noah Buttes Wrote:
mozi Wrote:- syndie rounds should end the moment a victory condition is made, no shuttle call needed
- pinpointer should let syndies find the nuke

Yes
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#93
Maybe remove the "destroy the nuke to disarm" and make it straight up about disarming it with tools.. Use a screw driver to expose the panel once the bomb has been anchored and deployed, allowing access to around twenty or so wires. Have about 3 that all need to be cut to stop the timer, 3 that set off the bomb when all are cut, 2 that speed up the timer, 2 that slow it down, 5 joke/trap effects/neutral effects, 3 that make the timer shorter, and 2 that add time.

The nuke disc can help identify which wires are which somehow.

Round ends when all syndies are dead, AND the bomb has been deactivated if it was armed before the syndies died.
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#94
BlackPhoenix Wrote:
Nubcake Wrote:dorks suicide bombing the nuke since that's apparently a thing that's allowed now confused

As far as I was aware, this was just as not allowed as suicide bombing wizards or changelings and busting up big parts of the station, or bombing the damn clown car for a "counter" to it.
I feel like blowing up the nuke to prevent the nuke from killing everyone on the station is a bit different from bombing the Bar to kill a wizard. I've certainly never seen an admin yell at someone for bombing the nuke.
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#95
Suicide bombing the nuke should get you in just as much trouble as doing it to wizards and changeling. Cause the whole point of the nuke round is to arm the nuke.
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#96
The whole point of Nuke is to arm the nuke and protect it until it explodes.



I've seen more than one round that turned into a "forget the nuke, let's just go on a rampage" murderfest. I agree entirely with mozi and fixing the round to end after any victory condition.
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#97
Ed Venture Wrote:Suicide bombing the nuke should get you in just as much trouble as doing it to wizards and changeling. Cause the whole point of the nuke round is to arm the nuke.

I think they mean the CREW suicide bombing the nuke. not a nuke ops doing it. a nuke ops bombing the nuke on purpose is pretty clear griefing
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#98
Dr_Bee Wrote:
Ed Venture Wrote:Suicide bombing the nuke should get you in just as much trouble as doing it to wizards and changeling. Cause the whole point of the nuke round is to arm the nuke.

I think they mean the CREW suicide bombing the nuke. not a nuke ops doing it. a nuke ops bombing the nuke on purpose is pretty clear griefing

That's what I meant.
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#99
unless it's mixed syndies are going to have a hard time finding wizards and changelings to suicide bomb. But I thought it was pretty clear that I was talking about the crew suicide bombing the nuke
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I agree it'd probably be best to sidestep the issue by making the nuke indestructible, although I don't think disarming the nuke really needs to be all that fancy a process. Just hit the nuke with wirecutters and have a 'disarming' process that takes about 10-15 seconds to do - long enough that it'd be hard to pull off unless the crew has secured the nuke themselves. Also yes, I think the round should end when any victory condition is achieved.
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a disarming process thats just watching a progress bar fill up? but what about the tension of guessing if youre cutting the correct wire? the dramatic last minute decisions with everything on the line???

https://www.youtube.com/watch?v=cmCbnv0SiAc

you could test for hints with a multitool. nuke ops would not be allowed to tamper with their own bomb of course
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It'd be nice if the operatives could start with a pocket sized oxygen tank in their box or somewhere on the syndicate station.
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Bologna Prime Wrote:It'd be nice if the operatives could start with a pocket sized oxygen tank in their box or somewhere on the syndicate station.
The emergency oxygen tanks are now pocket sized, and I believe they start with some in their lockers.
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BlackPhoenix Wrote:
Bologna Prime Wrote:It'd be nice if the operatives could start with a pocket sized oxygen tank in their box or somewhere on the syndicate station.
The emergency oxygen tanks are now pocket sized, and I believe they start with some in their lockers.

Last time I checked they only got jetpacks in their lockers.
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Just tossing in my two cents,
I don't really like that the Round continues with new antags if the Nuke is destroyed, Like someone mentioned before, alot of people can still be killed in the first 10-15 Minutes of a Nuke round and stay dead for quite possibly an hour, and Most likely normal crewmembers will get ahold of some Sydnie weapon (C-Saber,Emag,etc.) and it would hold as an unfair advantage towards a late-joining Antag.
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