Posts: 533
Threads: 57
Joined: Jan 2022
BYOND Username: LadyGeartheart
Character Name: Paladin
My idea is remove the stelka laser.
This is primarily: I have no played a round in a loooooong time where someone didn't rush it within 5 minutes of round start, often less.
The whole reason all the chests got pulled was people rushing them, but we left the equivalent of a 10,000 credit pod weapon out where it is rushed, pretty consistently.
I dunno. I just don't think it adds anything at all other then ;something to rush the derelicts; for, which isn't supposed to be a thing we do at all.
Posts: 363
Threads: 20
Joined: Aug 2022
BYOND Username: Glamurio
Character Name: Amy Ward, Silas Moore, Emily Larson
05-22-2023, 12:39 AM
(This post was last modified: 05-22-2023, 01:01 AM by Glamurio. Edited 1 time in total.)
Better idea: Put it somewhere with a bit more risk involved, like some of the other stuff. Make it so that having a Stelka is a "wow, cool" moment and less of a "oh, huh" one. I don't like the idea of removing content because of a couple of bad eggs, but moving it somewhere which requires more investment, could be cool.
Posts: 860
Threads: 14
Joined: Jul 2022
BYOND Username: Lord_Earthfire
Character Name: Heron Asimov
05-22-2023, 12:52 AM
(This post was last modified: 05-22-2023, 03:37 AM by Lord_earthfire. Edited 1 time in total.)
How about ahelping the pod nerds rushing it every round?
It's verly likely the same people.
But i think adding some risk to aquiring the weapon would be a good idea. That did the trick with other debris loot as well
Posts: 2,351
Threads: 89
Joined: Mar 2021
BYOND Username: Kotlol
Character Name: Selena James
Yea if the lazer is over used. Change and nerf it.
As for pod rushing... I do this too on RP sometimes to get gimmick stuff from space into the station. Mostly revolving returning Chaplain traits.
Posts: 37
Threads: 4
Joined: Jun 2022
BYOND Username: StaringGasMask
Character Name: Karl Krinkov
I disagree on the nerf. It's supposed to be unique, good, rare, and powerful. While debris/AZone powergamers are a problem in their own, I wouldn't be against placing the ship in a better defended place. This would both prevent podnerding as well as keeping the strelka's reputation and preventing it from becoming standard laser but reskin.
Another suggestion I've seen, and that I agreed with, was making it fixed to the pod, that way you can't remove it at all, and it would prevent some of the more powerful combinations from showing up (like sec/synd pods with the strelka, too maneuverable and tanky to reliably take down).
Posts: 1,458
Threads: 44
Joined: Jun 2019
I'd rather it and the laser be put in separate places, the pod be locked and a hostile NPC be added
or you could ahelp and we'll take note of the people who rush it every round...
Posts: 67
Threads: 5
Joined: Nov 2021
BYOND Username: According_tome
Character Name: Paxton Kellogg, Cirdan Nowe
Since those people are pretty minority it would be better handled in game by admins rather than deleted outright
Posts: 44
Threads: 3
Joined: Sep 2022
BYOND Username: Meowgician
Character Name: Slushy/Yu, Pursuit, Seckendorff, etc.!
I feel like I wouldn't want it removed, rather just moved to be harder to get to and therefore more rewarding. Or Ahelped if its rushed every round by the same people.
Posts: 161
Threads: 14
Joined: Jul 2020
BYOND Username: Brixx79
Character Name: Brixx Borisson
Leave the strelka. Just downgrade it's default laser (or give it some other neat but not powerful one) and put it elsewhere. Worst case have the ship partially disassembled and force them to build it if they want it.
Posts: 642
Threads: 27
Joined: May 2021
BYOND Username: ikea
Character Name: Gertrude Luna
The first person to enter a strelka should probably be logged
Posts: 1,912
Threads: 370
Joined: Mar 2013
BYOND Username: babayetu83
Character Name: Discount Dan, Benjamin Sisko
why not make the strelka function like the captain's laser (where you have to repair it and to get maximum efficiency you have to utilize matsci)
Posts: 234
Threads: 23
Joined: Jul 2019
BYOND Username: mralexs
Character Name: JC Denton
05-25-2023, 03:30 PM
(This post was last modified: 05-25-2023, 03:31 PM by mralexs. Edited 2 times in total.)
(05-23-2023, 04:47 PM)babayetu83 Wrote: why not make the strelka function like the captain's laser (where you have to repair it and to get maximum efficiency you have to utilize matsci)
If this is done it should wait until a matsci rework, like the captain's gun being changed from using
prefixes is
Posts: 1,458
Threads: 44
Joined: Jun 2019
(05-23-2023, 04:47 PM)babayetu83 Wrote: why not make the strelka function like the captain's laser (where you have to repair it and to get maximum efficiency you have to utilize matsci)
because absolutely nobody would do it or one guy would figure out how to minmax it and everyone would do it
Posts: 1,595
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Joined: Aug 2019
BYOND Username: Cthucky
05-26-2023, 06:29 AM
(This post was last modified: 05-26-2023, 06:30 AM by Mouse. Edited 1 time in total.)
Just make the laser unremovable from the Strelka, god.
edit: also make the comms device work the way it used to where it could only interface with syndicate pod bay doors and not NT ones.
Posts: 311
Threads: 16
Joined: Jan 2022
BYOND Username: LeahTheTech
Character Name: Leah Polaris, B.E.E
The comms system still doesn't talk to NT pod bays, and I've made the weapon system itself unremovable.