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Blueshield Guard


LilSh4

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So, I've noticed on a particular Mutiny round on the server, as well as a Nuke Ops round where I played as one of the Operatives, the command staff, mostly the captain and head of personnel, are very vulnerable. By that I mean the Captain's office probably shouldn't be right by open space, but one suggestion at a time, right? Its just too simple to take a captain or HoP hostage. Maybe they're just not good at using their self defense weapons, but I think there should be something like the Blueshield Guard on some other servers, a body guard for the captain, if not the heads of staff in general. I think they should, on code green, be able to have a shotgun loaded with beanbag shells, but only while escorting or within the bridge, except maybe on code blue they could go outside with the gun. They could also have a sidearm, such as a pistol similar the Head of Personnel's, or maybe a ballistic one that shoots rubber bullets. In case of emergency, they'd have a small "armoury" which may hold lethal shotgun rounds, and/or carbines/ion rifles/laser rifles. Thats all I really have on the suggestion for now, thanks.

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The last time this was suggested, Skull actually took a shine to it. If I remember correctly, he even made a load out sheet for what Blueshields would use, when, and how. But then the the thread died, for some reason.

 


Either way

 

Check to make sure the suggestion hasn't been done before making a new thread
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I still say no. There's no reason to have personal guards when there's security officers about, and you (In the case of the RD, HoP, HoS, and Captain.) have access to weapons. If it's such a concern, you can always find a trusted person to promote to bodyguard and have them get weapons from research to shadow you around.

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Oh, and, yeah, I'm personally against it at the moment.


The game is just too stacked against antags. You have a bored security crew of 5-6 people just waiting to catch someone most rounds, plus the rest of the station seems ready to fight for security's leftovers. Plus whenever it's nuke ERT usually gets called pretty quick unless the ops follow a very specific pattern of actions to disable command, leaving cult as the only gamemode where antags really get a chance to win, realistically. On top of that, antags opening with overtly hostile actions sometimes seem more likely to be met by players dropping everything to complain in LOOC rather than actual IC reactions, while security is pretty much free to unload into anyone that's valid (and nonlethal tasers are as much of a death sentence for your average antag.)


That's a lot of difficulties for antags to surmount, and adding armed guards would be another big one. This is basically a project I'd like to see brought if antags were ever found to be too strong.

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Oh, and, yeah, I'm personally against it at the moment.


The game is just too stacked against antags. You have a bored security crew of 5-6 people just waiting to catch someone most rounds, plus the rest of the station seems ready to fight for security's leftovers. Plus whenever it's nuke ERT usually gets called pretty quick unless the ops follow a very specific pattern of actions to disable command, leaving cult as the only gamemode where antags really get a chance to win, realistically. On top of that, antags opening with overtly hostile actions sometimes seem more likely to be met by players dropping everything to complain in LOOC rather than actual IC reactions, while security is pretty much free to unload into anyone that's valid (and nonlethal tasers are as much of a death sentence for your average antag.)


That's a lot of difficulties for antags to surmount, and adding armed guards would be another big one. This is basically a project I'd like to see brought if antags were ever found to be too strong.

 

^^

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The goalposts of antagonism are almost impossible to reach with 80% of them, given that nearly all of them aren't given instant power/advantages at roundstart to overwhelm security.


-Stun weapons are god.

-Pain always fucks you up.

-Overwhelming rogue variables causes unpredictable, and often disatisfactory, outcomes.

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