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Make the syndicate lavaland base self destruct require 4 different agent IDs to be used on it

Posted: Fri Nov 05, 2021 10:54 pm
by Addust
Should prevent non-consensual detonations of the bomb, which are very much a problem among syndicate lavaland players. Even with traderoute agent IDs you'd only have half the auth and 2 extra uplink IDs would be 4 TC.

Overall this should improve the base as people no longer start SAW games with the bomb.

Re: Make the syndicate lavaland base self destruct require 4 different agent IDs to be used on it

Posted: Sat Nov 06, 2021 1:28 am
by datorangebottle
Addust wrote: Fri Nov 05, 2021 10:54 pm Should prevent non-consensual detonations of the bomb, which are very much a problem among syndicate lavaland players. Even with traderoute agent IDs you'd only have half the auth and 2 extra uplink IDs would be 4 TC.

Overall this should improve the base as people no longer start SAW games with the bomb.
I feel like this is a neat idea but it should not require four IDs to be swiped. Two is fine. Most of the time, that's a majority.

Re: Make the syndicate lavaland base self destruct require 4 different agent IDs to be used on it

Posted: Sat Nov 06, 2021 9:55 am
by FantasticFwoosh
Setting off the base is a bwoinkable offence anyway, as well as a expected first action if there's a breach.

Re: Make the syndicate lavaland base self destruct require 4 different agent IDs to be used on it

Posted: Fri Dec 17, 2021 9:18 pm
by Addust
So, it's ideally 2 IDs. Alright.

And it should also monitor if the syndie lavaland agents are alive, if 3 are dead, then 1 ID should be enough, but if only 1 is dead, bring out those 2 agent cards or you aren't going boom.

Re: Make the syndicate lavaland base self destruct require 4 different agent IDs to be used on it

Posted: Sat Dec 18, 2021 1:16 am
by Farquaar
Sounds like a player issue. Blowing up the syndicate base for no reason would probably cop you a ghostrole ban at a minimum.

In principle, self-destruct is something you do when you're about to die to some plucky miner and you want to keep them from scoring any loot. If you have three living buddies ready to help you defend, you should probably try defending. If your three buddies are dead and the invader is coming for you, you probably won't have time to collect their IDs from their fried corpses. It'd basically make self-destruct pointless for everyone except invading miners.

Re: Make the syndicate lavaland base self destruct require 4 different agent IDs to be used on it

Posted: Fri Dec 31, 2021 1:36 pm
by Addust
Farquaar wrote: Sat Dec 18, 2021 1:16 am Sounds like a player issue. Blowing up the syndicate base for no reason would probably cop you a ghostrole ban at a minimum.

In principle, self-destruct is something you do when you're about to die to some plucky miner and you want to keep them from scoring any loot. If you have three living buddies ready to help you defend, you should probably try defending. If your three buddies are dead and the invader is coming for you, you probably won't have time to collect their IDs from their fried corpses. It'd basically make self-destruct pointless for everyone except invading miners.
suit sensors, syndicate lavaland edition:
syndie lavaland employees get a special version of the syndie jumpsuit which has syndie suit sensors
syndie employee dies = one less card

Re: Make the syndicate lavaland base self destruct require 4 different agent IDs to be used on it

Posted: Sun Jan 02, 2022 10:21 pm
by Kel-the-Oblivious
Put the self destruct device in the center of the base, rather than one wall off a lava lake that any half brained miner can cross. Three hides, a few bones, and a plasma cutter, and BOOM, syndie base is no more, often without the inhabitants knowing they are getting blown the fuck up.

Re: Make the syndicate lavaland base self destruct require 4 different agent IDs to be used on it

Posted: Sun Jan 02, 2022 11:38 pm
by BlueMemesauce
It also would make the bomb more effective. Most the time the bomb doesn't even hit the left side of the base because its too far. If the bomb is in the center then that wouldn't be a problem