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Add stuff from /tg/


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I will try to keep this short and get straight to the point.My idea is that we should include some of the things that Baystation has, as well as from /tg/,in the AuroraStation code.

  • The first thing I would like to see on Aurora is to have the nuke replaced with a self-destruct terminal that is bolted to the station's Vault, but can be unbolted via a wrench, rather than having it look like a cartoon bomb. Maybe it should also issue a station-wide alert when it is being moved around.
  • The second and third ideas comes from /TG/'s wiki page titled "High Risk items".The first of those would be the "Secret Documents" containing various corporate secrets,important information,etc, which would be hidden in a glass case inside the Head of Security's office
  • The next thing I would like to see is a set of special traitor items,obtainable either by uplink or ADMINBUS: A special,thin-tipped screwdriver and a special container for storing the nuke's plutonium core. More info is available here:https://www.tgstation13.org/wiki/High-risk_items#Plutonium_Core . This could be a special traitor/merc/heist objective,rather than the usual "Kill,maim,steal" objectives. Maybe a station-wide alert could go out to make stealing the nuke core harder.

Let me know what you think.

Edit: Forgot about a suggestion to make the agent ID more versatile. Basically, make it able to forge more information besides name and assignment. On Baystation, you could forge almost everything on the ID,including age,fingerprint hash, name,assignment,account number,and account pin. This would potentially allow for more fun with fake identities.

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I would love for the HoS and Captain to have top secret NT security briefing documents and codes to like self destruct and such, and for the RD to have top secret research papers and the CE to have more blueprints, it'd be a cool RP feature, and could mechanically b nice too.

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I am not sure about the terminal itself being a thing in the aurora lore or something, and we rarely use the nuke. However, adding another high-risk item would be good, such as the core, but, the failsafe itself is one already.

 

I would love for the HoS and Captain to have top secret NT security briefing documents and codes to like self destruct and such, and for the RD to have top secret research papers and the CE to have more blueprints, it'd be a cool RP feature, and could mechanically b nice too.

 

I don't think that allowing the crew or most antags to have access to the nuke code would be a good idea.

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I am not sure about the terminal itself being a thing in the aurora lore or something, and we rarely use the nuke. However, adding another high-risk item would be good, such as the core, but, the failsafe itself is one already.

 

I would love for the HoS and Captain to have top secret NT security briefing documents and codes to like self destruct and such, and for the RD to have top secret research papers and the CE to have more blueprints, it'd be a cool RP feature, and could mechanically b nice too.

 

I don't think that allowing the crew or most antags to have access to the nuke code would be a good idea.

 

Maybe an incomplete nuke code for the captain? or each head has a separate piece of it on paper, and must all combine to activate it ( of course it'd be deactivated in non-nuke rounds still unless adminbuss cuz thats how it's always worked)

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I'm not sure about most of this suggestion, but I would really like the 'cartoon nuke' to be removed and replaced with something less overtly silly. Particularly something that doesn't get pushed around every round by Tom.


On that note, can we just remove Tom? He doesn't add ANYTHING to the round, hardly anyone sees him, and if we're not going to change the nuke any time soon, the least we can do is delete him.


Going back to the idea of the self destruct terminal.. I'd like this mainly because it's less an overt 'this thing can blow up the station' object. A terminal is something that ACTIVATES the fail safe(s) on the station, not the cause of it. We wouldn't have people screaming to throw the nuke out during delta, because I'm fairly sure the actual nuke's location itself has very little to do in code with the round ending 'explosion' mechanic. But I might be wrong.

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Forgot about a suggestion to make the agent ID more versatile. Basically, make it able to forge more information besides name and assignment. On Baystation, you could forge almost everything on the ID,including age,fingerprint hash, name,assignment,account number,and account pin.

This would be very, very nice.

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  • 4 weeks later...

Bumping so this doesn't end up in suggestion limbo forever.


The nuke doesn't have to be made easier to detonate,all I'm saying is that we should add another high-risk fluff item to give antagonists something to murderbone fight over, or adding security documents for the same reason.


For making the Agent ID able to have more info forged, it would be good for assuming a completely new identity,even going as far as to change your fingerprints so Security has virtually no leads on you.


On a vaguely related note: The nuke's location does not in fact affect what happens when it's activated. I had a Malf round where the nuke was spaced,but still blew up the station when the countdown finished.

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