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Security Barricade Intellikey


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Posted

Lets make the barricades require a special key available in the armory to lock/unlock, not ID. Instead of anyone with all access, this key would need to be physically removed from a security officer, maybe seeing them get more use in situations where the intruder has the spare or all access. I don't see them used much, and I think this weakness may be one of the reasons.

Maybe place a few copies of this key for the warden to distribute as well.

Posted

They've more rarely been used because they're trivial to break. As barriers, the most they give you is between 2 and 15 seconds of respite if someone wants to get through depending on what said person has available. It doesn't help that some mobs (monkeys immediately come to mind) can also just pass through them, from what I remember.

If they want to see use, I'd rather them become a solid barrier functionally similar to the branded 'Riot Glass' in effect - preventing pass-through by any mobs, heavily if not immune to non-energy melee weapons, but allowing to be shot through by lasers. Then they'd have a potent effect in fortifications against enemies who aren't wielding firearms or lightsabers.

Attached video to explain what I mean by 'Riot Glass':

Spoiler

 

 

Posted

This sounds like a suggestion that would mean they're used even less. Requiring a key would mean that the barricades would become 100% a Warden thing where as presently they're mostly a warden thing until removed from the armory where afterwards, anyone officers (maybe all of security?) can place them as necessary.

Posted
11 hours ago, niennab said:

This sounds like a suggestion that would mean they're used even less. Requiring a key would mean that the barricades would become 100% a Warden thing where as presently they're mostly a warden thing until removed from the armory where afterwards, anyone officers (maybe all of security?) can place them as necessary.

I dont see this is a bad thing. The warden is required to get both the barricades and key. The warden doesnt really have a lot of duties, so I think this would be a good addition.

They give out the barricades and hand the key to an officer tasked with setting them up if they're meant to be outside the bridge.

If bottlenecking is an issue, the warden could spawn with a key, whilst there is a backup in the armory?

Posted

I was thinking out loud "why would we need keys for something that's rarely used" when I saw the topic title but this makes a lot of sense, coupled with Carver's suggestion to reinforce the barricades somehow, I think the barricades would see the light of day more often when something along the lines of this suggestion is implemented. I try to create barricades more often than not in hostile scenarios between the crew, myself and the antagonists but honestly either the barricades are too easy to run over, not easily accessible or easily destructible. Maybe not as robust as a riot glass, but more endurable barricades with exclusive activation/deactivation mechanisms would be useful.

Posted

The main problem I have with barricades is that mobs can pass through them, which makes them redundant when it comes to dealing with things like spiders and hivebots. If that could be fixed alongside this, that'd be pretty great.

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