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Add a more feasible way to break open armory lockers


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Posted

I've been in a lot of lowpop rounds lately where there's burglars or something and no command or warden, but the burglars are armed such that security needs more equipment. All the options available make security dependent upon other departments that also might not be around- the fastest way is to have a cooperative miner bring a KA, but if there are any miners they're usually on an expedition. The most "reliable" way is to either have an engineer drag an emitter to the armory, break down the 2 doors, and rig the emitter up to shoot the lockers, or break in, unwrench the lockers, and bring them to emitters in engineering. Whatever security does, they're helpless and it's probably going to take at least 10 minutes if anyone around can help, but most likely far longer. Crew armory can have the same issue. I say, security is already crippled without anyone to lead them, it wouldn't hurt to empower them slightly.  I think there's a few ways you could do this:

-Simplest way- have some of the guns in the armory in glass cases instead of lockers, like the armor. Just putting the energy carbines in glass cases would allow security to slowly shoot the other lockers open. Something similar for the crew armory
-Give it a fire axe or maybe some form of battering ram, and let those bust open lockers, why not? I think all lockers should be openable with melee, but that's not what this is about.
-Wouldn't do much for the crew armory, but as a more extreme idea, security's disruptors could start with lethals by default, so they can shoot the lockers open. I don't think this would be much of an issue- the lethals are pretty weak, but if there are command personnel around they can disable the disruptors, and if there aren't, sec is having a rough enough time as it is. I think this would be good, but it's a bit extreme to balance around lowpop.

Sec has had guns in lockers for longer than I've been here, and I've been reluctant to mention something like this because of my biases as a sec player and nagging feeling there's some reason things would stay like this, but it's starting to feel more and more like a frustrating oversight how hard sec have it. I'm confident the benefits would outweigh any perceived costs, and I think lowpop antag rounds already ask enough from security players.

Posted (edited)

the gun lockers in the armoury are set to armoury access, but should probably be set to security equipment access instead so that officer's can actually open the lockers. this would be the best solution, in my opinion.

Edited by Gem
Posted (edited)
7 minutes ago, Gem said:

 

 

security can break into the armoury by bashing the doors down and crowbarring them open.

That's mostly true, but you still need an engineer for the lockers. I say mostly because the armory doors will usually bolt themself if you try to break them, so you'll need a welder to cut the bolts (albeit this only takes another minute if you're not unlucky- brig has 4 emergency o2 lockers in them and one of those often has a toolbox with a welder in it). 

I don't think officers having access to armory lockers is the best solution (though I do like the idea! I just think the glass container one is the best so far). I think the point of the locker is so that the warden can give sec access to part of the armory (say they open the blast doors and keep the  rifle lockers locked because they don't want too much force). That, and it still wouldn't help with the crew armory (or if there's lowpop burglars and no sec. that'd suck a ton either way though, I guess.)

Edited by Confused rock
wanted to clarify I do like the idea
Posted

I like the armoury being somewhat restricted to encourage crew cooperation on lower pop, but I do very much agree that lockers should be crackable via sufficient melee force.

Posted

I have learned that xenofauna guns can destroy a locker in 20 shots. there are two of them in the sec checkpoint outside operations (so a bit of a walk), and each of them has 12 shots. I still think it's silly how it is now, but I want to note this because if people are strongly against this, then they might want the xenofauna guns to be looked at. (also you can shoot a locker down in 200 shots from a disruptor on non-lethal, which somewhat damages my argument.

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