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Security Armory + Brig Rework


BurgerBB

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This one is probably going to be a little controversial however I strongly believe that a rework on security weapons and the brig itself should be done.


Specifically, I think that in the armory, security should only be given what is appropriate for a research station. On an average day, NanoTrasen would only need to worry about drunken crewmembers with the bartender's shotgun, and space carp trying to break windows. Let's take note of the equipment Canadian Officers (RCMP) use on the field.



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The RCMP uses small arms, shotguns, and larger rifles for their Emergency Response Team. I know that ISD is private corporate security and not Canadian Police, but I feel that a reduction in their armory. Would be better for the server overall. I'm proposing that security will get:


x2 Pump Action Shotguns

x4 Laser Carbines

x2 Spare .45 security pistols


To compensate for this, security would have 8,000 credits in their account and are encouraged to purchase guns from cargo if there is ever a crisis situation.


I also propose that it is easier for antags to break into the armory. Instead of the double layer reinforced wall, it will be a single reinforced wall connected to maintenance. I also propose that it should be easier for antags to break out of the brig by adding randomly generated weak spots and security flaws, such as pre-cut window wires or maybe even a random floor tile leading to a maintenance area on the level below.

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Security flaws are interesting. The warden would have more reason to patrol. Maybe something subtle, such as some of the shocked grilles being unwired, or maybe a random tool spawns in the garbage can in communal, or some of the reinforced windows being unsecured (So they can be pulled or wrenched). Something that takes a bit of subtlety and experimentation to discover. Iso should remain tough to escape, however.


Breaking in to the armory... Well, not sure. I feel like it gets broken into often enough. Breaking in to two reinforced walls seems reasonable for keeping an armory secure.


As far as the weaponry suggestions... Well. Some time ago, I would have agreed with this. However, NT does prepare for the potential threat of pirates and Syndicate forces, not just space carp and internal crew matters. Still, you could justify your suggestion with that. But now we have lore to consider; Lii'dra are around. The station has been attacked before, and more than once. I think the current armory setup is reasonable given these threats. You could argue for reducing the number of laser rifles by one, I think. But for lore considerations and what NT has to prepare for, I think the current armory loadout is fine as is.

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Agreeing with the above, while the ISD is a private Security Force, it’s the private Security of the wealthiest Mega corporation in the Galaxy. There is no lack of funds, and NanoTrasen is quite aware of the Syndicate threat to its stations, not even covering the recent Lii'dra attacks.


While I’d support the random weaknesses, the weapons need to stay the same, or be changed in such a way that keeps them armed to the same degree that they are now.

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I feel that removing the Ion rifle will cause malfs to have an unfair advantage, all they need to do is prevent cargo from working (machine overload) and sec is screwed. I also feel that if we do this change we should bring back slugs to the armory. I also extremely oppose the idea of a weak armory, as I have seen far too many antags rushing armory to screw over sec as it is, making it easier will not help things.

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I feel that removing the Ion rifle will cause malfs to have an unfair advantage, all they need to do is prevent cargo from working (machine overload) and sec is screwed.

 

The ion is for easy-cheese destruction of borgs. There is literally no unfair advantage at play here. Borgs are really easy to trap and destroy, either with wit or firepower alone.

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I can't support this in the slightest. What's the idea of removing the one singular ION sec has going to do? This seems like well intentioned, very poorly thought-out 'balancong,' in wich you just proceed to screw sec over. Most of the antags that sec encounters will at least be able to tell what's going on in cargo. The only thing this does is give sec a much harder time reacting to sidden mercs, or ninjas, or wizards.


God forbid this shitty armory appear on *crossfire.* Hell, a well-armed and intelligent traitor can get sec to disarm with a single hostage. What's sec supposed to do when they order guns and die before they ever see them?

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Four carbines sound much better than two rifles and two carbines. It gives the security team the ability to use the same weapons and perhaps use them as stronger tasers if needed, while the lethal mode is still there, if needed.


Now, my only issue is the shot count in a carbine, when there is a cross fire, mercenary, heist or auto traitor, the antags have the option/ability to gain insane weapons, like the esword, tommy gun, revolver, etc.. While the security team does have their ballistics, they only hold seven rounds and aren't the most effective.


What can be done to balance this? Perhaps add an additional five shots to the carbine? Or buff the taser shot on them?


Maybe add additional .45 lethal ammunition. While security now is indeed a bit too geared, you have to remember that they are players here to have fun and roleplay as well, we have to keep if fair for them as for other players as well. Now, I'm not saying keep the rifles, I do think those need to go, but maybe we could look into buffing the carbines slightly.


Now, for the other parts of this, I love, love, love it! I love the idea of there being flaws in the security area, especially the brig. Perhaps we can allow forks and spoons to act like mini-picks/tools to tear into walls over time? Each time you use it on a wall, it'd slightly damage it, of course reinforced wouldn't be damaged by this, but rusted and regular steel walls would be.

I know that's a long shot, but hey, it'd give people an easier way to escape the brig.

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Four carbines sound much better than two rifles and two carbines. It gives the security team the ability to use the same weapons and perhaps use them as stronger tasers if needed, while the lethal mode is still there, if needed.


Now, my only issue is the shot count in a carbine, when there is a cross fire, mercenary, heist or auto traitor, the antags have the option/ability to gain insane weapons, like the esword, tommy gun, revolver, etc.. While the security team does have their ballistics, they only hold seven rounds and aren't the most effective.


What can be done to balance this? Perhaps add an additional five shots to the carbine? Or buff the taser shot on them?


Maybe add additional .45 lethal ammunition. While security now is indeed a bit too geared, you have to remember that they are players here to have fun and roleplay as well, we have to keep if fair for them as for other players as well. Now, I'm not saying keep the rifles, I do think those need to go, but maybe we could look into buffing the carbines slightly.


Now, for the other parts of this, I love, love, love it! I love the idea of there being flaws in the security area, especially the brig. Perhaps we can allow forks and spoons to act like mini-picks/tools to tear into walls over time? Each time you use it on a wall, it'd slightly damage it, of course reinforced wouldn't be damaged by this, but rusted and regular steel walls would be.

I know that's a long shot, but hey, it'd give people an easier way to escape the brig.

 

That bottom part is the plan, actually. Spoons and forks, in a later PR, could act as crowbars or weak tools for prisoners to break out of. To prevent metagaming I might actually just remove solitary.

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Four carbines sound much better than two rifles and two carbines. It gives the security team the ability to use the same weapons and perhaps use them as stronger tasers if needed, while the lethal mode is still there, if needed.


Now, my only issue is the shot count in a carbine, when there is a cross fire, mercenary, heist or auto traitor, the antags have the option/ability to gain insane weapons, like the esword, tommy gun, revolver, etc.. While the security team does have their ballistics, they only hold seven rounds and aren't the most effective.


What can be done to balance this? Perhaps add an additional five shots to the carbine? Or buff the taser shot on them?


Maybe add additional .45 lethal ammunition. While security now is indeed a bit too geared, you have to remember that they are players here to have fun and roleplay as well, we have to keep if fair for them as for other players as well. Now, I'm not saying keep the rifles, I do think those need to go, but maybe we could look into buffing the carbines slightly.


Now, for the other parts of this, I love, love, love it! I love the idea of there being flaws in the security area, especially the brig. Perhaps we can allow forks and spoons to act like mini-picks/tools to tear into walls over time? Each time you use it on a wall, it'd slightly damage it, of course reinforced wouldn't be damaged by this, but rusted and regular steel walls would be.

I know that's a long shot, but hey, it'd give people an easier way to escape the brig.

 

That bottom part is the plan, actually. Spoons and forks, in a later PR, could act as crowbars or weak tools for prisoners to break out of. To prevent metagaming I might actually just remove solitary.

 

Sounds great!


And what do you think about the carbine buff?

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Four carbines sound much better than two rifles and two carbines. It gives the security team the ability to use the same weapons and perhaps use them as stronger tasers if needed, while the lethal mode is still there, if needed.


Now, my only issue is the shot count in a carbine, when there is a cross fire, mercenary, heist or auto traitor, the antags have the option/ability to gain insane weapons, like the esword, tommy gun, revolver, etc.. While the security team does have their ballistics, they only hold seven rounds and aren't the most effective.


What can be done to balance this? Perhaps add an additional five shots to the carbine? Or buff the taser shot on them?


Maybe add additional .45 lethal ammunition. While security now is indeed a bit too geared, you have to remember that they are players here to have fun and roleplay as well, we have to keep if fair for them as for other players as well. Now, I'm not saying keep the rifles, I do think those need to go, but maybe we could look into buffing the carbines slightly.


Now, for the other parts of this, I love, love, love it! I love the idea of there being flaws in the security area, especially the brig. Perhaps we can allow forks and spoons to act like mini-picks/tools to tear into walls over time? Each time you use it on a wall, it'd slightly damage it, of course reinforced wouldn't be damaged by this, but rusted and regular steel walls would be.

I know that's a long shot, but hey, it'd give people an easier way to escape the brig.

 

That bottom part is the plan, actually. Spoons and forks, in a later PR, could act as crowbars or weak tools for prisoners to break out of. To prevent metagaming I might actually just remove solitary.

 

Sounds great!


And what do you think about the carbine buff?

 

I'll probably make the carbine hold 20 shots and perhaps rework it so that lethal shots take double the energy.

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Please not laser carbines. This only leaves them with 2 shotguns for non-lethal purposes as well as their pistols. Having them be energy carbines would be much better.


I understand that laser rifles are strong now because of the accuracy changes (especially since it benefits them a lot given they behave like DMRs), but removing energy carbines and replacing them with lethal yet inflexible laser carbines might not be the best of ideas. Energy carbines provide the opposite, versatility with a low capacity.


I would think that security is designed specifically to avoid unnecessary killings, yet laser carbines are not generally used for crowd control purposes. They are for killing, which is why their versatile energy carbine cousins were implemented in the armory instead.

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I'm not particularly against replacing the lasrifles with eguns, though I don't think it would actually make a massive difference in terms of balance. It may end up just being an annoyance for sec rather than anything meaningful. If you do actually implement that, please add more chargers around the station, or some sort of portable charger in the armory (Like the portable flasher, you can move it around and deploy it or something like that).


I am, however, vehemently against the removal of solitary. Solitary is literally the only option security has against vampires, lings, traitors with implants, wizards, and a variety of other threats. Removing solitary would just force security to execute all these antags instead of trying to lock them up and RP with them.


Random brig weaknesses are neat, but please make them reasonable. On busy rounds, it's already a pain to watch over prisoners as warden when you have to do about 10 quadrillion other things. If you make escaping the brig too easy, it'd just be frustrating and result in antags metagaming a way out constantly, or encourage the denial of communal.

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some sort of portable charger

 

Non-wall chargers can be wrenched and unwrenched

 

I would prefer a dedicated, high speed charger. The non-wall chargers are ludicrously slow and pretty much useless in emergency situations (I think it takes up to 2 or more minutes to fully recharge even an e-carbine).


While this most likely warrants its own suggestion, I am both lazy and think it is directly relevant to this suggestion. 10 lethal ecarbine shots is pathetically little when the rubber hits the road (it's hardly enough to deal with non-antags like carp and spiders), and there needs to be some way to compensate for that if lasrifles are removed. On top of that, I'd like for there to be a 5th egun, so that all officers and the warden/HoS can be equipped with one.

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some sort of portable charger

 

Non-wall chargers can be wrenched and unwrenched

 

I would prefer a dedicated, high speed charger. The non-wall chargers are ludicrously slow and pretty much useless in emergency situations (I think it takes up to 2 or more minutes to fully recharge even an e-carbine).

Make some kind of charger upgrades available from R&D, maybe? Or give them a circuit for an advanced charger machine that can be built like any other machine, with capacitor levels affecting the charge speed, and, for example, something else affecting how many guns can be sticked in? Might be too OP, though.

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