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The New Nuke (It'll be around forever, eh eh eh)
atomic1fire Wrote:At the risk of sounding like a dumb solution, why not give a post round reward to the crew in exchange for beating the syndicate threat.

"Due to the brave efforts of station x, all crewmembers now get a raise to celebrate the averted destruction of one of our beloved stations."

Instead of just having nerds wait it out, you'll have grey shirts and security fighting for a retirement bonus.

Well, solarium failure causes disaster mode. Why not have nuke success cause PARTY MODE? Boogiebots all over, ice creams from centcomm in the bar and fun toys available.
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The Worst Wrote:
atomic1fire Wrote:At the risk of sounding like a dumb solution, why not give a post round reward to the crew in exchange for beating the syndicate threat.

"Due to the brave efforts of station x, all crewmembers now get a raise to celebrate the averted destruction of one of our beloved stations."

Instead of just having nerds wait it out, you'll have grey shirts and security fighting for a retirement bonus.

Well, solarium failure causes disaster mode. Why not have nuke success cause PARTY MODE? Boogiebots all over, ice creams from centcomm in the bar and fun toys available.

Nuke mode happens more often than disaster mode, its still quite rare.
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centcom icecreams contain rare chemicals that could prove quite disruptive, not good for a reward for a victorious crew. starting the next round with slightly fatter payroll/station budgets/shipping budgets might be a subtle enough reward, perhaps more frequent visits at the market from merchant shuttles
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I've found a viable crew strategy for Nuke rounds: Telescience. Simply unscrew the nuke, receive it and send it to the debris field. An AI can do the entire process with a shell in about 10s if uninterrupted by the syndicates.
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Grek Wrote:I've found a viable crew strategy for Nuke rounds: Telescience. Simply unscrew the nuke, receive it and send it to the debris field. An AI can do the entire process with a shell in about 10s if uninterrupted by the syndicates.

If you even actually pull this off the shitstorm will be legendary. But in all seriousness, if the crew has to resort to high level telescience shenanigans to win' there's a something wrong.
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Grek Wrote:I've found a viable crew strategy for Nuke rounds: Telescience. Simply unscrew the nuke, receive it and send it to the debris field. An AI can do the entire process with a shell in about 10s if uninterrupted by the syndicates.
:911:
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Scrumpys Wrote:
Grek Wrote:I've found a viable crew strategy for Nuke rounds: Telescience. Simply unscrew the nuke, receive it and send it to the debris field. An AI can do the entire process with a shell in about 10s if uninterrupted by the syndicates.

If you even actually pull this off the shitstorm will be legendary. But in all seriousness, if the crew has to resort to high level telescience shenanigans to win' there's a something wrong.
I did last round. That's why I posted it.
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More locations to put the nuke would be cool!
  • The clown closet, since we all hate the clown.
  • The bar! Oh man, that's going to be SO HARD.
  • Botany! Perfect spot, when using a RPG to get into it from space.
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The clown room's too small, and botany's too easy to reach from space. (Locations that are easy to reach from space were intentionally avoided.)

However, I'd love to see the bar, it might be easy to reach, but defense would be one hell of a fight.
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ErikHanson Wrote:
  • The clown closet, since we all hate the clown.

Heh
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more locations would be awesome but I think that maybe syndies should get more telecrystals for certain areas. for example if they get sent to the market or bar, which have three entrances for the crew to attack from and very little cover. they should get some bonus TCs. while certain areas, with very few entrances for attack such as the science department or security should give them the basic amount.

more healing items available for TCs would also be nice, maybe let them buy the syndie donks instead of only getting one box.
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[Image: m0vrFj9.png]

Even Centcom's reports thinks the Nuke Disc is still important haha
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Ed Venture Wrote:[Image: m0vrFj9.png]

Even Centcom's reports thinks the Nuke Disc is still important haha
The syndies are better than you could think.
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So why do syndicate rounds still not end immediately when all syndies die? confused
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They do end when all syndies die, but only if the nuke isn't already armed.
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