swat43 Posted January 9, 2016 Share Posted January 9, 2016 Since we all know that hostage stealing sometimes is dumb and hard for some people, and gives a bit to much of unnecesary challenge for the opposing team, which is of course, the extraction of high value targets (HVT), i am proposing that we actually include portable pods, that works... well kind of like human coffins, that locks the target inside, via with a three or five digit code, and it has a its own oxygen tank so it keeps the inside of the coffin pressurized when ever the syndicate ops are transporting the HVT to their shuttle for ransom or other things. Link to comment
Eliot Clef Posted January 9, 2016 Share Posted January 9, 2016 This is a cool idea, and I have nothing much to add to the concept. Link to comment
LordFowl Posted January 9, 2016 Share Posted January 9, 2016 How is this any different than a welded locker, except with its own internals and distinctive syndie-cat logo? Link to comment
swat43 Posted January 9, 2016 Author Share Posted January 9, 2016 because a welded locker isnt actually space resistant if i recall? Besides.. it shows as if the syndis are on budget cut. C'mon, they've got them selves a ship, armory for highly lethal squad that can blow shit up, and they can't afford a SECURE, and SAFE coffin that would require for security to crack the case open incase they've cought the syndis and retrieved the HTV... well you get the idea, since i can go on and on. Link to comment
witchbells Posted January 9, 2016 Share Posted January 9, 2016 A welded locker doesn't actually protect anyone from space. I've seen syndicates who thought otherwise effectively kill their hostage in transport because of this. Link to comment
canon35 Posted January 10, 2016 Share Posted January 10, 2016 Sounds good to me. I like it if agents are able to easily capture people and try to hold them hostage or for ransom, even if it ends in security rushing all of them and being victorious, slaughtered, or blown up. Link to comment
TishinaStalker Posted January 10, 2016 Share Posted January 10, 2016 Can I suggest no passcode lock? Make it so that you can only get out of the pod by being released from it by another person or make it a lock similar to genetic scan pods. This way, if the person with the code dies, the person in the pod isn't cursed to staying inside the pod for the remainder of the round. Link to comment
LordFowl Posted January 10, 2016 Share Posted January 10, 2016 Simply make it an ID-locked locker that corresponds with the special syndicate access level and also retain its internal pressure. That way if the syndicate leave it alone for too long the person inside can still break out, and if the security forces recover a syndicate ID they can heroically validkill everyone, including the hostage. Link to comment
Lady_of_Ravens Posted January 10, 2016 Share Posted January 10, 2016 Pods are clunky and cumbersome to move around. A pressurizable and lockable bag would be much more practical (and realistically escapable given sufficient alone time). Deploy the bag, attach an air tank, and stuff some poor bastard in. Causally mock his claustrophobia while sealing it up and then drag the whole thrashing, screaming bundle out through space. Bonus points if it smells like urine and vomit. Link to comment
LordFowl Posted January 10, 2016 Share Posted January 10, 2016 The distinction between ordinance and item is key. The pod's clunkiness is the trade-off for its superb kidnapping capability. If mobility is preferred over security, then you are free to resort to the tried and true method of handcuffs and aim intent. Under no circumstance should a syndicate be able to pull their kidnapping bag from their satchel and plop it on the ground, but rather they must drag it from their shuttle and position it, dedicating their manpower to its deployment. Link to comment
Carver Posted January 10, 2016 Share Posted January 10, 2016 Great idea, though I'd certainly hope like any other coffin/locker/etcetera of sorts you can escape it via the resist verb assuming the syndies are silly enough to leave you alone in it for two minutes. Link to comment
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