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No emergency shuttle during mutiny


Lady_of_Ravens

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Posted

During mutiny we're cut off from the aid of centcom. We can't call them for advice, there's no ERT... but we still have the emergency transfer shuttle, which acts as an auto-win for the mutineers. And it's how nearly all mutinies appear to end. No need to fuss around with the authentication device when you can just call the shuttle and flee to victory.


Obviously this isn't how things should go. Please fix it.

Posted

Hmm... This is something I didn't realize we still had during Mutiny rounds. I always thought you couldn't call the shuttle unless both disks were activated in that machine in the vault. I know that is when all the other services from Central become available. But yeah, I feel like it should be fixed or added.

Posted

Yeah, its beyond stupid. Especially when it has the directives about a bluespace disease. Give always wanted emergency shuttles to face a firing squad.

Posted (edited)

I agree with this. If you cannot access ERT or any sort of Odin services, why can you call a shuttle? Transfers should still be able to happen, but emergency shuttles need to go.

Edited by Guest
Posted

I disagree with this. During a code red, let's say all of the command staff die, and the only way to call the shuttle is to have someone who is technically not supposed to know how to operate the communications console to lower to blue, or have people who aren't supposed to know anything about the authenticators to activate them in order to call the emergency shuttle. If you've got an issue with someone ending the round too early because you suspect they're just done with whatever's going on, I suggest you just make a character complaint. Otherwise, we should keep more than singular, convoluted ways to end the round with the Mutiny round type.

Posted
I disagree with this. During a code red, let's say all of the command staff die, and the only way to call the shuttle is to have someone who is technically not supposed to know how to operate the communications console to lower to blue, or have people who aren't supposed to know anything about the authenticators to activate them in order to call the emergency shuttle. If you've got an issue with someone ending the round too early because you suspect they're just done with whatever's going on, I suggest you just make a character complaint. Otherwise, we should keep more than singular, convoluted ways to end the round with the Mutiny round type.

 

It's not hard to inference how to use a computer or authenticator when you have the proper ID. Remember that most employees on the station should have a Masters or Bachelors in at least one thing. We aren't dealing with invalids.

Posted
I disagree with this. During a code red, let's say all of the command staff die, and the only way to call the shuttle is to have someone who is technically not supposed to know how to operate the communications console to lower to blue, or have people who aren't supposed to know anything about the authenticators to activate them in order to call the emergency shuttle. If you've got an issue with someone ending the round too early because you suspect they're just done with whatever's going on, I suggest you just make a character complaint. Otherwise, we should keep more than singular, convoluted ways to end the round with the Mutiny round type.

 

It's not hard to inference how to use a computer or authenticator when you have the proper ID. Remember that most employees on the station should have a Masters or Bachelors in at least one thing. We aren't dealing with invalids.

 

Most of the UIs for just about everything are simplified for the player's OOC use. The communications console could be ridiculously complicated for all anyone knows.

Posted

Or it could be ridiculous uncomplicated. We don't know, and there is no way to know, so we must discard it from our argument; whether or not it is is unprovable and thus irrelevant.

Posted

The emergency shuttle is there for when the round becomes unplayable for the solid majority to do their jobs and it is impossible to restabilize the round by normal IC means.


It is there explicitly for those situations. My suggestion: Make complaints for people who call for the shuttle and don't have an actual legitimized reason to do so.


Also, don't call the shuttle because the nuke ops have the bridge locked down or whatever, that's utter fucking shit to the efforts of the antagonists and it's not giving them a chance to try (key word: try, you're allowed to try to stop them in return) to pull antics.

Posted

Neither can be helped, especially with the latter as people are quickly finding the flaws of the game mode.

Guest Marlon Phoenix
Posted

It's better to have the shuttle not be called at all than to have it end the round then we whine about it in a complaint afterwards. Yeah the person might get a warning, but my round still ended.

Posted

What if the heads of staff all die and nobody can revert the code back down to blue to call for a crew transfer?


Never-ending rounds are truly suffering.

Posted

Or how about the shuttle doesn't happen and only the escape pods happen during a mutiny? Or you need two head-level ID's to call the shuttle? Granted, for the head of personnel that wouldn't be much of a problem, but it's something.

Posted

or make the emergency shuttle rigged to blow up in midtransit if the loyalists don't carry out the directive first.


CT shuttle would be exempt from this effect.

Posted
I would also propose the removal of the mutineers minor victory with it. Make it an "Everyone lost" situation instead?

 

Yeah, that would be a good thing. I think it would probably add more to the rounds instead of make the people angry at the Captain and then call the shuttle right after.

Guest Marlon Phoenix
Posted
What if the heads of staff all die and nobody can revert the code back down to blue to call for a crew transfer?


Never-ending rounds are truly suffering.

 

1) Someone steals the spare ID.

2) Someone steals the ID of one of the former heads.

3) Admins intervene.

Posted
I would also propose the removal of the mutineers minor victory with it. Make it an "Everyone lost" situation instead?

 

This is a better solution, because most of the time the mutineers don't even need the use the device at the vault to have a victory.

Posted
I would also propose the removal of the mutineers minor victory with it. Make it an "Everyone lost" situation instead?

 

This is a better solution, because most of the time the mutineers don't even need the use the device at the vault to have a victory.

 

Yep, I have lost a few times to that. Probably more times to that than anything else. I would highly support getting rid of the minor victory. Because really all that it is saying is that chaos broke out because of the mutineers so they needed to evacuate.

Posted

An everyone loses situation would be another good choice. The only real option I'm seeing that makes sense is to have leaving without either side doing the authentication thing result in the directive being legitimate. This means the loyalists failed to carry it out and the mutineers weren't justified, and so both sides lose. A downer, but I guess it beats being eaten by Lord Singuloth.

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