purchasing syndicate shuttles
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- Joined: Fri Apr 18, 2014 2:24 pm
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purchasing syndicate shuttles
So we've got emergency shuttles you can buy now. How about some purchasable shuttles for nuke ops? Basically have a few different shuttles the nuke ops guy choose which either cost them TCs or give them TCs depending on their quality
A few examples:
- base shuttle: The basic shuttle, costs nothing. Not much to say
- battle cruiser: for when you want to go extra loud. Can only park perpendicular to the station but also has several forward mounted weapons including six x-ray cannons that fire in a line across the station, a couple of missile launchers for carving up the station, and a teleportation artillery mortar that allows the nuke ops to bombard the station ala telescience math if you're a fucking nerd who's into that shit. The downside of course is that it'd be pricey.
- Inexpensive shitty insertion shuttle: a cheap tiny piece of shit shuttle. It's extremely cramped with just enough room for four ops, a nuke, four lockers, and the navigation console. The navigation system itself is a piece of shit so it's prone to crashing into the station, damaging its hull and requiring the nuke ops to repair it before it launches again. Why would you order this shuttle you ask? You're actually saving the syndicate money by ordering it so they provide you with bonus TCs
- Electronic Interference shuttle: For when you're sick of those dicks calling you and your battle buddies out over the radio and immediately calling the shuttle. Has a jamming device that increases the ETA for the emergency shuttle to 20 minutes along with a couple of toys for surveillance and interference including a console that temporarily jams the crew's radios, masking it as a communications blackout event, a security camera monitor, and a console that can black out cameras here and there to cripple the AI's coverage. Costs TCs
- Bio-warfare shuttle: A shuttle that comes with a fully stocked chemistry and virology lab for making super fun chemical weapons and lovely diseases. Also comes with a couple of free empty chem sprayers and special lightly armored biosuits that can fit in backpacks. Costs TCs and depending on how competent the nuke ops are, might take a bit of time to fully utilize.
- launch pods: not really a shuttle, more of the assault pod's babies and another option that gives bonus TCs. Basically spawns four pods, three of which are just barely big enough for a pilot, a locker each one containing the operative's standard gear plus a pair of GPSs to help them find their way back to the pods. The fourth is one tile bigger to accommodate the nuke. The main downside to this is that it starts the ops off scattered, although I suppose that could make things interesting as well.
A few examples:
- base shuttle: The basic shuttle, costs nothing. Not much to say
- battle cruiser: for when you want to go extra loud. Can only park perpendicular to the station but also has several forward mounted weapons including six x-ray cannons that fire in a line across the station, a couple of missile launchers for carving up the station, and a teleportation artillery mortar that allows the nuke ops to bombard the station ala telescience math if you're a fucking nerd who's into that shit. The downside of course is that it'd be pricey.
- Inexpensive shitty insertion shuttle: a cheap tiny piece of shit shuttle. It's extremely cramped with just enough room for four ops, a nuke, four lockers, and the navigation console. The navigation system itself is a piece of shit so it's prone to crashing into the station, damaging its hull and requiring the nuke ops to repair it before it launches again. Why would you order this shuttle you ask? You're actually saving the syndicate money by ordering it so they provide you with bonus TCs
- Electronic Interference shuttle: For when you're sick of those dicks calling you and your battle buddies out over the radio and immediately calling the shuttle. Has a jamming device that increases the ETA for the emergency shuttle to 20 minutes along with a couple of toys for surveillance and interference including a console that temporarily jams the crew's radios, masking it as a communications blackout event, a security camera monitor, and a console that can black out cameras here and there to cripple the AI's coverage. Costs TCs
- Bio-warfare shuttle: A shuttle that comes with a fully stocked chemistry and virology lab for making super fun chemical weapons and lovely diseases. Also comes with a couple of free empty chem sprayers and special lightly armored biosuits that can fit in backpacks. Costs TCs and depending on how competent the nuke ops are, might take a bit of time to fully utilize.
- launch pods: not really a shuttle, more of the assault pod's babies and another option that gives bonus TCs. Basically spawns four pods, three of which are just barely big enough for a pilot, a locker each one containing the operative's standard gear plus a pair of GPSs to help them find their way back to the pods. The fourth is one tile bigger to accommodate the nuke. The main downside to this is that it starts the ops off scattered, although I suppose that could make things interesting as well.
Last edited by Jacough on Thu Jan 12, 2017 1:02 am, edited 1 time in total.
- Haevacht
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Re: purchasing syndicate shuttles
No.
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- Armhulen
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- calzilla1
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Re: purchasing syndicate shuttles
Armhulen wrote:Yes.
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Re: purchasing syndicate shuttles
brilliantly thought out responses there.
Apparently I was an director or something.
- Armhulen
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Re: purchasing syndicate shuttles
Yes.WJohnston wrote:brilliantly thought out responses there.
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Re: purchasing syndicate shuttles
NoArmhulen wrote:Yes.WJohnston wrote:brilliantly thought out responses there.
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Re: purchasing syndicate shuttles
Fund it.
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- leibniz
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Re: purchasing syndicate shuttles
We could have an assault ship with an armored front, it would drive through the station very slowly and crush everything in front of it.
The ops could jump out at the sides and do hit and run attacks or just gun down the people who jump out of its path.
I guess this could be a separate gamemode, like a meteor round that's actually fun.
The ops could jump out at the sides and do hit and run attacks or just gun down the people who jump out of its path.
I guess this could be a separate gamemode, like a meteor round that's actually fun.
Founder and only member of the "Whitelist Nukeops" movement
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- Joined: Sat Apr 19, 2014 5:19 am
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Re: purchasing syndicate shuttles
Tone down the battlecruiser a bit, particually the Xray turrets. Syndies are ballistic mainly, so give it heavy machine gun turrets instead, so you can have thIs: [youtube]q0rVEuR5YKU[/youtube]
Most importantly, make the powerful shuttles (Ewar, battlecruiser, Biowar) be available in War mode only, as the Ops will have the TC to spare for something that fun. War mode is perfect for the Bio shuttle, because it gives the Ops plenty of time to build a combat virus along with lethal chem grenades that might be otherwise cause a fight among the more impatient Ops.
This can be a wonderful added incentive to go to War, as it will give them access to increasingly devastating weapons. In my opinion, War Mode allows for the greatest net fun for everyone. The Ops get access to many more toys at once, along with these new shuttles, and the crew gets the fun of preparing for battle and engaging in it!
Most importantly, make the powerful shuttles (Ewar, battlecruiser, Biowar) be available in War mode only, as the Ops will have the TC to spare for something that fun. War mode is perfect for the Bio shuttle, because it gives the Ops plenty of time to build a combat virus along with lethal chem grenades that might be otherwise cause a fight among the more impatient Ops.
This can be a wonderful added incentive to go to War, as it will give them access to increasingly devastating weapons. In my opinion, War Mode allows for the greatest net fun for everyone. The Ops get access to many more toys at once, along with these new shuttles, and the crew gets the fun of preparing for battle and engaging in it!
- Wyzack
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Re: purchasing syndicate shuttles
This will require quite a bit of mapping work to get right, as the gear on the syndicate shuttle is a significant part of the OPs kit and will need to be carefully balanced
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Re: purchasing syndicate shuttles
Eh, the ewar one wouldn't really be suited for war since it's geared more towards stealth ops. Plus if you order that shuttle you're probably gonna have one op stay behind on the shuttle to run the interference equipment and monitor the security cams meaning a smaller team on the stationGun Hog wrote:Tone down the battlecruiser a bit, particually the Xray turrets. Syndies are ballistic mainly, so give it heavy machine gun turrets instead, so you can have thIs
Most importantly, make the powerful shuttles (Ewar, battlecruiser, Biowar) be available in War mode only, as the Ops will have the TC to spare for something that fun. War mode is perfect for the Bio shuttle, because it gives the Ops plenty of time to build a combat virus along with lethal chem grenades that might be otherwise cause a fight among the more impatient Ops.
This can be a wonderful added incentive to go to War, as it will give them access to increasingly devastating weapons. In my opinion, War Mode allows for the greatest net fun for everyone. The Ops get access to many more toys at once, along with these new shuttles, and the crew gets the fun of preparing for battle and engaging in it!
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