A common practice for the Chief Medical Officer at the beginning of the round is to ask for suit sensors to be enabled first thing. For something so seemingly important, you'd think that there would be a bit more interesting mechanics to something, but suit sensors as they are now are simple, and when used against a person who has any idea on how to properly antag, the first thing they'll do is remove their suit, rendering them entirely worthless to the people in need of them the most. I've got some ideas on how to change them, and though they are no way set in stone, they're just suggestions to make them a bit more important to take into consideration.
Firstly, I suggest some sort of reward for someone who actually flips them to max. If someone is forcefully stripped, a bright ERROR message on the crew monitor appears, along with the last known location of the suit before it was ripped off. This gives security and medical potential leads on where they might find a murdered person, but doesn't give away their location outright. In addition to this change, I propose an extra utility to the emag is added, one that allows traitors to mess with suit sensors. Perhaps giving them the ability to disable them outright, leaving no trace of them on the crew monitoring computer. Additionally, a potential traitor could delete them manually off the crew monitor computer through other means.
A simple change would reward people for maxing sensors, but also punish those who would potentially crutch on them for antag hunting. Whether or not my suggestion is perfect, I still think a change in this vein would be a good addition to the code.
Changes to Suit Sensors
- EndgamerAzari
- Joined: Sun Nov 02, 2014 3:59 am
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- Location: Being violently sucked into a hole in the sky.
Re: Changes to Suit Sensors
I really like this idea. It just makes sense--if the sensors are really tied to the suit, it makes sense that they'd malfunction if the suit is forcefully removed, and they wouldn't stop broadcasting just because it's removed. I also really like the idea of it adding to detective work.
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- Joined: Fri Mar 20, 2015 5:07 pm
- Byond Username: TheNightingale
Re: Changes to Suit Sensors
How would this interact with people who change suits?
Let's say I put my suit sensors to maximum, then I take my suit off, put it in a locker, take a different suit out, and put the new suit's sensors on as well. Will there be lots of Unknowns on the consoles?
Let's say I put my suit sensors to maximum, then I take my suit off, put it in a locker, take a different suit out, and put the new suit's sensors on as well. Will there be lots of Unknowns on the consoles?
- 420weedscopes
- Joined: Fri Jan 02, 2015 6:52 pm
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Re: Changes to Suit Sensors
now this, folks, is how to develop an idea
well done on thinking about every single party that could be involved, poorman. that's something that not a lot of coders and idea guys do, and thanks to that, this is a BRILLIANT idea.
well done on thinking about every single party that could be involved, poorman. that's something that not a lot of coders and idea guys do, and thanks to that, this is a BRILLIANT idea.
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- Joined: Fri Mar 13, 2015 9:06 pm
- Byond Username: ThePoorman
Re: Changes to Suit Sensors
Maybe something along the lines of if you set the sensors on that suit, you reset the sensors.TheNightingale wrote:How would this interact with people who change suits?
Let's say I put my suit sensors to maximum, then I take my suit off, put it in a locker, take a different suit out, and put the new suit's sensors on as well. Will there be lots of Unknowns on the consoles?
It doesn't dick over changelings. Maybe the emag can function in a sort of way that allows the traitor to take on their suit sensors, donning a voice changer and staying in a hardsuit for the entire shift, just to keep cover.
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