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Increase the Contestability of the Nuke


Boggle08

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Posted

I'm noticing delta being more common than usual, not just relative to past four months of deadpop. Every time it's called, it ends the same way: everyone drops what they're doing, and immediately start fleeing the station. Delta has the unique quality of maxing out escalation to the point where either side can reasonably give absolutely no quarter, but the short time window and stiffness of attempting to defuse the nuke means that the outcome is always just to flee.

This is what the current nuke room looks like:

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It's less than a minute walk away from the bridge(very popular antag objective), and despite it's imposing walls and turrets, this room is extremely easy to get into once you have the spare and the disk. Once the nuke room's been consolidated, however, the room itself and the passageways immediate to it become an extremely narrow, lethal chokepoint. Especially with the placement of the fuel tank immediately east of it. The distance and ease of getting into this room and activating the nuke has effectively turned this into an "easy win" for people. Because it's so easy to do once escalation is sufficient enough, It just leads to a cheap, predictable round outcome every time this happens. I don't have a problem with the antag "winning", but I do have an issue with repetitive outcomes.

If the nuke were made more contestable, it would create more possibilities and round outcomes than what currently happens when the lever gets pulled. This could be done in four ways:

1. Increase the amount of time it takes for the nuke to go off, and make it information you can actually track. I don't know what the default is, but I feel like most people don't know how fast it's going to blow. The last time it blew on us, it wasn't enough time to do anything else except run. 

2. Introduce more methods of disabling the nuke. I think the only ways of doing it is just to reverse the process with a captain's ID, Hack it(might blow up in your face), or kill power to the room before the authentication disk can be put in.

3. Create more doors or openings into the nuke room, and expand the immediate area a little bit. We can already flank from two directions to get into the nuke room, but it's all down long narrow hallways or doorways. Right now, that area is in stark contrast with how punishing the bridge is for people that want to turtle. The nuke room itself has just a single door, but it's very open on the inside, and only protected by a single layer of reinforced walls. If the crew is permitted time in a manner as described in point #1, we probably wouldn't have to put in more entrances into it since the crew can just conscript an engineer to knock down the wall or bring thermite to get in.

4. Increase the distance of the nuke room from the bridge. This is the most demanding suggestion from a mapping perspective(which is why it's listed last), but this serves as a physical obstacle to antags reaching for the nuke, and gives the crew more chances to intercept them.

Posted

I think that's not entirely the point here. The point is that the room is in a subpar position and is easily breachable (it even shares a wall with cryogenics). Possible solutions were discussed on Discord and I personally agree that the placement is a bit weird. 

Posted

One thing I remember from my time on another server is an announcement at the halfway point on the nuke timer where it says the nuke can no longer be disarmed, signifying to everyone to run for the pods. I'm new here so I'm just assuming that isn't here based on how this is written, but if it isn't, maybe extending the timer and adding it wouldn't hurt.

Posted
19 hours ago, KingOfThePing said:

I think that's not entirely the point here.

The post claims that the nuke is an easy way to win now, but no one can activate it without adminbus. So it is kinda making things up.

Posted

My only comment is that it's very strange to have it in maintenance. Doubly strange that it shares a wall with the Consular's Office, that has to be an incredible diplomatic faux pas.

Posted

This room is entirely irrelevant. The way mercs works is that the mercs have their OWN CODE to their OWN NUKE. They don't have to fuck with the SD whatsoever, because that code to the SD can only be acquired through adminbus, and therefore only the captain can ICly acquire it. The only inch of effort required is that the mercenaries have to acquire the disk and then it's over by that point.

The real issue is the mercenary shuttle even spawning in with a nuclear device. We're long past the era of ss13 of mass nuclear homicide.

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