Jump to content

No Roundstart Nuke [FEEDBACK]


Recommended Posts

https://github.com/Aurorastation/Aurora.3/pull/9479

This PR removes the roundstart nuke that mercs spawn with, replacing it with a landmark that spawns misc equipment. It's modular, so more things can be added to it, but for the moment, it only spawns a nice red combat exosuit.

I don't think mercs should have a roundstart nuke, because if they decide to use it, it turns into "x or nuke", which gives very little roleplay leeway, in my opinion.

So, feel free to provide feedback on that here.

Link to comment

I don't mind the nuke being present. But removal is an okay option.

I still think it should be available for over 25 TC so they have to really commit to it if they want it that badly. Max one, of course.

And only available for purchase if on their ship. Would be kinda bogus for them to just pop one in anywhere.

Edited by Doxxmedearly
Link to comment

Isn't the minigun 50TC? That's pretty much a gimmick choice on its own, as the nuke should be. Maybe instead of removal, make it a purchasable item that's priced outside of the ability to have more than one so they have to commit, like Doxx said?

Edited by Tailson
Link to comment

I can see the appeal of being able to buy a nuke with TC, but the problem with that is that "nuke or x" rounds tend to not have a fun storyline at all. Restricting the mercs from buying any gear besides the nuke will FORCE them into a "nuke or x" style, which is what I'd like to avoid entirely.

However, I brought the idea up of a purchaseable mini-nuke. I think that'd be a good alternative. This mini-nuke would be able to flatten an entire level, but leave the others pretty much unscathed. That's a big risk, but not as bad as the current nuke is.

Link to comment

Yes please. 'Nuke or x' gimmicks are so lame, and having some actual cost to it would be nice. On the flip side, it's frustrating when you're playing merc and there's always that one guy that insists on using it for every tiny threat. I tend to just take it off the ship anyway tho tbh.

Link to comment

Suggestion: To discourage pulling the nuke out over random threats, make the nuke spawn on the merc base rather than the shuttle. This'll make it an active choice on the part of the team to make it part of the round, rather than a panic button to use if your round isn't going well. 

Link to comment

Why do the mercs need the nuke replaced to begin with? Giving them a free exosuit negates the exosuit beacon you have to pay uplink crystals for. Not a fan.

 

Nuke doesn't need to be replaced. It had no real combat function beyond using it to powergame and prevent any substantial response from the station.

Edited by Susan
Link to comment

The nuke is hardly used and I don't think mercs would have a hard time getting to the on station one if they really wanted to, so this is pretty good! The random equipment seems like it could be fun and better to work with. 

Also quite like the idea of the mini-nuke and I hope that can be developed and added into the game. 

Link to comment

100% agree with giving the mercs a suit, as for the ion rifle concern there is a armor ingame to negate ion blasts (I think...) - worst case the pilot just has to be cautious and do some fancy fighting. Make the nuke a uplink item and this would be a perfect PR.

Link to comment

Totally fine with either its entire removal, or locking it behind an expensive TC cost which means the team has to commit to it. "X or Nuke" rounds are fucking garbage, and often the nuke is leveraged over the tiniest shit, such as "hand over the dog or we nuke station", for example. Having it be there just encourages people to drag it along just because, and it's pretty poor RP, honestly. Props to the merc teams that don't just drag it around and leave it firmly on the shuttle, but yeah, remove it or lock it behind a huge TC cost.

Link to comment
  • 1 month later...
  • Gem locked this topic
Guest
This topic is now closed to further replies.
×
×
  • Create New...