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Miners and Xenoarch Start with UV Light For Dionae


Zer0Winds

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Originally, being a Dionae Miner or Xenoarch was nothing big for me. Simply pop a flare every so often and you're set for all but the longest extended rounds. However, the new glowsticks don't exactly have the same effect, and do not protect Dionae from the dark. In fact, in my experience, very few things do and the only thing I've found that is practical are UV Lights. In fact, UV lights are the only thing I found that are hand-held, can fit into a pocket and still work, and protect a Diona. Dionae Miners or Xenoarchs may take a lot longer to get started if they even can, because they need to have certain conditions filled.

Namely: Cargo Technician/Quartermaster, AI, Captain, or Head of Personnel to order a UV. This is easy on highpop, but during deadhour that may not be the case. In fact, it's very unlikely to be the case. Another condition is the Forensic Technician may be willing to give you theirs, but they... probably need it for their own work, so may not. Finally, the hardest one, is that you search maintenance and hope one spawns, except that comes with a problem that one, miners and xenoarchs don't have maintenance access, and more glaringly, maintenance tunnels are dark and if a Diona could move through the dark they wouldn't be in this predicament.

So, I'm suggesting that Miners and Xenoarch start with a UV light each, for the Dionae.

 

NOTE: I will admit, I have yet to try a Floodlight, but that is not very convenient even if it does work, seeing as how both jobs already have something to drag, without having to also bring a floodlight.

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