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Give the Syndicate Pod a fucking lock
#16
So while I'm completely against this idea because it's dumb (not because I love stealing the syndie pod when they leave it parked outside arrivals) I have a better idea than an extra item. Just make it require an agent card to get in. Super simple, no new items/things need to be made.
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#17
The point is that there is an extra item. It forces the syndies to rebalance their inventory if they want to be able to lock the pod. It's a tradeoff that cannot be constituted without there being an extra item.
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#18
Pod locks are slowly on the way. They won't require a key, ugh.
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