Carver Posted November 19, 2019 Posted November 19, 2019 37 minutes ago, ben10083 said: Why not just in the Captain's quarters. Perhaps involve the fox in some way (on the pet?) or in a glass case similar to the gun I'm down for cutting open the fox to get the ID. Good furry-deterrent.
Nantei Posted November 20, 2019 Posted November 20, 2019 Please bear in mind with suggestions here that the ID should be somewhat easy to access for legitimate crew usage as well. It's the entire justification for it existing to start with. Heads should be able to reach it somewhat easily. At the very least heads should know where it is when they spawn in if we are going for randomized placement. I don't want to have to do a scavenger hunt in the midst of an emergency.
Butterrobber202 Posted November 25, 2019 Posted November 25, 2019 If say the Bunker is a good way for he rest of Command to access it in emergencies, and this also far away enough for Antags to go “hm yes mild planning.”
Brutishcrab51 Posted November 25, 2019 Posted November 25, 2019 Placing it in the Bunker isn't a bad idea. It's not much harder to access if you know how to hack as an antagonist, and it's still more "secure" than the Captain's desk in his office.
Juani2400 Posted November 25, 2019 Posted November 25, 2019 After reading through a few suggestions, what about we put a few of them together? We can make it a glass-cage thing that is located in a wall within the bunker's command center, which requires a Command-level ID to swipe open and it generates an announcement? Or at least a message in the Command frequency. It would also be hackable via crypto-sequencer. Would still be pretty easy for the antags to get to it (considering they have gotten their hands on a Command-level ID, which is the trickiest part and I think could add some spice to it) and still be guarded properly for such a critical item. Consider that the Captain's spare grants the carrier access to absolutely everything, including the failsafe system (I mean, yeah you don't have the code, but you can access it), vault or the AI. I really don't like the fact that the ID is not accesible to all other heads, since that doesn't make sense. Having to hack or ask the AI for permission into an area you simply don't have authorization to get into it's kinda iffy. So I'm against leaving it in the Captain's Quarters.
Nantei Posted November 25, 2019 Posted November 25, 2019 I think a glass cage with an alarm is a bit overkill, a safe is probably a better pick. Out of sight, out of mind.
Juani2400 Posted November 25, 2019 Posted November 25, 2019 2 minutes ago, Nantei said: I think a glass cage with an alarm is a bit overkill, a safe is probably a better pick. Out of sight, out of mind. Hm. Potentially could do the 'alarm' or announcement only trigger if the glass is broken. But it could be swipped open with a command-level ID.
Nantei Posted November 25, 2019 Posted November 25, 2019 Just now, Juani2400 said: Hm. Potentially could do the 'alarm' or announcement only trigger if the glass is broken. But it could be swipped open with a command-level ID. That seems a bit better, yeah. So long as an e-mag doesn't trigger the announcement. If it's announced then it's probably almost never going to be stolen because... yeah, stealth just went out the window. Really easy to figure out who was there.
Lady Fowl Posted December 14, 2019 Posted December 14, 2019 https://github.com/Aurorastation/Aurora.3/pull/7673 This thread will serve as the feedback thread for this
SatinsPristOTD Posted December 14, 2019 Posted December 14, 2019 Bunker's fine. Randomizing the location is not. Big nerf to antags and regular players. Happy with the bunker position
Brutishcrab51 Posted December 18, 2019 Posted December 18, 2019 On 25/11/2019 at 16:09, Juani2400 said: After reading through a few suggestions, what about we put a few of them together? We can make it a glass-cage thing that is located in a wall within the bunker's command center, which requires a Command-level ID to swipe open and it generates an announcement? Or at least a message in the Command frequency. It would also be hackable via crypto-sequencer. Would still be pretty easy for the antags to get to it (considering they have gotten their hands on a Command-level ID, which is the trickiest part and I think could add some spice to it) and still be guarded properly for such a critical item. Consider that the Captain's spare grants the carrier access to absolutely everything, including the failsafe system (I mean, yeah you don't have the code, but you can access it), vault or the AI. I really don't like the fact that the ID is not accesible to all other heads, since that doesn't make sense. Having to hack or ask the AI for permission into an area you simply don't have authorization to get into it's kinda iffy. So I'm against leaving it in the Captain's Quarters. On 25/11/2019 at 16:24, Nantei said: I think a glass cage with an alarm is a bit overkill, a safe is probably a better pick. Out of sight, out of mind. Hijack Fireaxe code and have you need to use a multitool to unlock the glass container that the spare is in. Alternatively, an Emag or a Command ID. Options.
Nantei Posted December 18, 2019 Posted December 18, 2019 35 minutes ago, Brutishcrab51 said: Hijack Fireaxe code and have you need to use a multitool to unlock the glass container that the spare is in. Alternatively, an Emag or a Command ID. Options. That was my thought actually. It requires a head level ID, but like anything that requires an ID it can be emagged.
KingOfThePing Posted December 19, 2019 Posted December 19, 2019 A glass cabinet/cage thing would be cool.....with a sign next to it. "In case of emergency, break glass". Man I can dig this.
Lady Fowl Posted December 19, 2019 Posted December 19, 2019 38 minutes ago, KingOfThePing said: A glass cabinet/cage thing would be cool.....with a sign next to it. "In case of emergency, break glass". Man I can dig this. Yeah, will get to implementing this
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