Guest Marlon Phoenix Posted November 29, 2015 Posted November 29, 2015 I hate that ERT calls turns every mercenary round into HEAVILY ARMED ASSHOLES VS HEAVILY ARMED ASSHOLES. If the mercenary team has managed to destroy security, they should be rewarded with a slightly easier time of things in setting up their operation's end-game. So often I've attempted to surrender to the mercenaries and see how they handle running an entire station full of wannabe-heros, only to have a fax sent and a full squad of 100% dedicated valid-hunters show up and take over everything. And by the way the mechanics works, the ERT troopers are mostly people who had been killed picking a fight with the mercs. You can't even bomb the ERT shuttle when it lands, because that's bad-rp, despite it being filled with valid-hunters that usually outnumber the ops. It's a huge stone-wall erected in front of the mercenaries. Having a random chance to disable ERT at round start for mercenary rounds would keep the option open but not always have it as the for-sure-victory card that the crew can play, and force them to use other strategies.
Frances Posted November 29, 2015 Posted November 29, 2015 Could we consider disabling ERT spawning altogether during nuke, and leaving it up to the admins? There's usually an admin around, and they should be able to read the game flow to decide when ERT intervention would be best suited to make the round more fun. I've noticed that ERTs tend to spawn very early into the rounds when they're called (usually just some 20-30 minutes after the ops make first contact), which makes the rounds super short. Allowing admins to delay those would broaden the range of gameplay nuke offers, essentially bringing more focus on crisis management, rather than "bad guys go in, bad guys go out".
Guest Posted November 29, 2015 Posted November 29, 2015 I'd be alright with it. ERT effectively breaks any chance for the nuke ops to do anything since ERT is usually issued the order to shoot to kill. It'd be more preferable if ERT could only be called at a certain time limit in the round. 2 hours would be fair, tbh.
Garnascus Posted November 29, 2015 Posted November 29, 2015 I actually hate ERT, I think it punishes good antags and having it available during nuke rounds breaks things in an absurd way. I like how you put it, a ship full of valid hunters. Don't make it a random chance though, take it away completely the same way we do it for mutiny rounds.
Killerhurtz Posted November 29, 2015 Posted November 29, 2015 Yes, please. This sounds like a glorious idea. If this gets pushed through, I'm going to be observing a LOT of nukeops round just to see the one moment where you can see the Heads shitting themselves when they realize that they can't get ERT.
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