Moderators: MisterPerson, Code Maintainers
Perakp wrote:Syndicate shuttle does have turret protection, but I haven't ever seen them fire at anyone though so don't know how strong they are. I think they shoot at anyone who doesn't have an agent ID on them.
The biggest reason the crew isn't allowed to search for the shuttle is those times when they manage to steal the nuke or move the shuttle away, the round really suffers from it. The rule sucks though, so we should be looking at changing up the mechanics to counter those tactics, allowing the crew to actually go out and try fight the syndicate.
Some (old) suggestions come to mind:
- Being able to remotely change the location of the shuttle
- Using the pinpointer to track the shuttle/ the nuke
- Deployable nuke beacon similar to singularity beacon, an item to spend TC on?
Oldman Robustin wrote:It's an established meme that coders don't play this game.
Cheridan wrote:"Don't meta the syndi shuttle" is a dinosaur of a rule that's been held over from the days when the shuttle could only appear at a single location. OP is completely right in saying that the shuttle should have turret or other defenses instead of Rule protections.
iyaerP wrote:Being able to counter-raid the shuttle is actually a nice idea, although space movement needs to get un-fucked before it becomes even a remote possibility.
Maybe have the syndicate pinpointer have two modes, point at nuke and point at shuttle, that way the crew can find it when they are good enough to dunk ops without losing the items.
iyaerP wrote:We can relieve traitors of their items if they are bad enough to get dunked. Being better should be rewarded. It isn't like the nuke ops come in with pulse rifles. The biggest benefit of raiding the shuttle would be being able to ambush nuke ops as they return from planting the bomb, not actually looting the shuttle itself, as most goodies would already have gone with the ops on the raid.
leibniz wrote:I think it was fair game once they were confirmed though, you just couldnt check at roundstart fnr.
jyxpe wrote:leibniz wrote:I think it was fair game once they were confirmed though, you just couldnt check at roundstart fnr.
I still got tempbanned for it. 30 minutes of nuke op confirmation with a very good estimate for their location. IMO there was no meta involved.
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