Combat Mech Paddy Wagon module

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FantasticFwoosh
Joined: Mon May 04, 2015 11:25 pm
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Combat Mech Paddy Wagon module

Post by FantasticFwoosh » #209668

For security, combat mechs are usually heavy duty kicking ass murder tools rather than something you reliably patrol in.

My idea is to bring it into the norm for allowing sec officers to detain people inside module in either one or two ways

> A seperate combat mech (gygax/durand) module for restraining a person to a tile/tying them up in a special (mech bola) that works like applying zipties and a anchor on them at once in which they must first free their legs to move for a small resist duration, then free their hands (as the bola is tightly wrapped around them) as a stronger variation of bola

> The second piece is the paddywagon itself, in which the combat mech using its module (similar to a Odysseus sleeper) scoops up the perp inside it, the person inside is free to struggle, not offset by the mechs movement but in the central controls of the mech for that module there is a internal flash/stun button and once free of their cuffs, the perp can beat the insides of the mech for structural damage to escape or generically 'resist' out. When they are spat out, they will be mini-stunned infront of the mech ready for a standby officer/warden to grab them from there.

I look forward to with mineral input and science co-operation, gygaxes manned by officers and AI roaming the halls without murdering every criminal they see.

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InsaneHyena
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Re: Combat Mech Paddy Wagon module

Post by InsaneHyena » #209670

In all my practice of playing SS13, regardless of codebase, I've ever seen security with a mech once.
Bring back papercult.

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Gun Hog
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Re: Combat Mech Paddy Wagon module

Post by Gun Hog » #209671

InsaneHyena wrote:In all my practice of playing SS13, regardless of codebase, I've ever seen security with a mech once.
I have never had a member of Security ask for one. Captain strolls in and asks for one rarely, though. I figure Sec players do not bother because speed is the name of the game, and mechs are slow.
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Lumbermancer
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Re: Combat Mech Paddy Wagon module

Post by Lumbermancer » #209672

Buff Secway. Make it unable to be pushed off from. Make it faster. Make it tase greytide that touches it without keys. Add a Justice Siren. Make it so you can attach cuffed perps to it and drag them behind like cattle.
Last edited by Lumbermancer on Thu Sep 08, 2016 12:42 pm, edited 1 time in total.
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Bluespace
Joined: Fri Apr 18, 2014 1:04 pm
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Re: Combat Mech Paddy Wagon module

Post by Bluespace » #209673

Pretty much the only person on the entire server who can even remotely use a mech well is Geist/Srifenbyxp.
They're pretty terrible.
I play Boris Pepper.
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TheColdTurtle
Joined: Sun Sep 13, 2015 7:58 pm
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Re: Combat Mech Paddy Wagon module

Post by TheColdTurtle » #209677

Remember when mining mechs were useful?
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Cheimon
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Re: Combat Mech Paddy Wagon module

Post by Cheimon » #209682

Gun Hog wrote:
InsaneHyena wrote:In all my practice of playing SS13, regardless of codebase, I've ever seen security with a mech once.
I have never had a member of Security ask for one. Captain strolls in and asks for one rarely, though. I figure Sec players do not bother because speed is the name of the game, and mechs are slow.
It's more than just that, I think. The robotics lab tends to be a bit unreliable. Even if you get someone who can make a mech quickly, there's a good chance you've just encouraged them to make a deadly weapon for themselves. A properly equipped mech is a bit too lethal to be necessary for traitors, but group antagonists typically infiltrate science (or have EMPs available). Mechs also block movement, so they don't lend themselves well to team play. And then finally most security players won't be particularly experienced at piloting one.
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InsaneHyena
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Re: Combat Mech Paddy Wagon module

Post by InsaneHyena » #209683

Mechs were a mistake. Robotics should be all about augmentations. Luckily, Deus Ex is popular now, maybe it will inspire someone to code shit just like Metal Gear brought fultons and boxes here.
Bring back papercult.

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Falamazeer
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Re: Combat Mech Paddy Wagon module

Post by Falamazeer » #209684

This is useless for its intended purpose, roboticists do not and will not strive to make something for security. This is just like adding more guns to science research, or ordering guns from cargo.
It only benefits the department itself, and pretending otherwise is inviting MORE powercreep.
Ham Sammich, beating a dead horse since 2010.
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FantasticFwoosh
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Re: Combat Mech Paddy Wagon module

Post by FantasticFwoosh » #209702

Falamazeer wrote:This is useless for its intended purpose, roboticists do not and will not strive to make something for security. This is just like adding more guns to science research, or ordering guns from cargo.
It only benefits the department itself, and pretending otherwise is inviting MORE powercreep.
HoS mails in order and co-operates the RD under threat of arrest (for conflict of interest)

Easy, there and done.

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Gun Hog
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Re: Combat Mech Paddy Wagon module

Post by Gun Hog » #209710

Cheimon wrote:
Gun Hog wrote:
InsaneHyena wrote:In all my practice of playing SS13, regardless of codebase, I've ever seen security with a mech once.
I have never had a member of Security ask for one. Captain strolls in and asks for one rarely, though. I figure Sec players do not bother because speed is the name of the game, and mechs are slow.
It's more than just that, I think. The robotics lab tends to be a bit unreliable. Even if you get someone who can make a mech quickly, there's a good chance you've just encouraged them to make a deadly weapon for themselves. A properly equipped mech is a bit too lethal to be necessary for traitors, but group antagonists typically infiltrate science (or have EMPs available). Mechs also block movement, so they don't lend themselves well to team play. And then finally most security players won't be particularly experienced at piloting one.
No one is reliable. That is the nature of the game itself. As RD, I cannot always rely on mining to bring minerals. They sometimes do not exist, die, or get their department taken over by antags or Security. I cannot rely on the botanist to make useful plants for research, my requests often are ignored or forgotten. I cannot rely on Cargo to fill my order for Combat Shotgun and Machine Prototype crates, even though I can sell them back the tech to pay for them. Sometimes my own staff is unreliable. Sometimes they are insubordinate jerks. Other times antags. Some just do not know what they are doing. Toxins blows itself up or sets half of Science on fire. Xenobio might implode from gold slime mobs. People break in FNR and halt all progress because they want to take everything without even asking first.

Do not let something like people being "unreliable" stop you from trying. It will not hurt you to ping the RD and ask him to make you a mech. I have never made a mech for Sec because none of them ever want one. Always ask and hope for the best, but be prepared to be disappointed when I fail to complete your order due to me being killed by my own staff/spaced/burned alive in plasma/kidnapped/overwhelmed/etc.
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InsaneHyena
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Re: Combat Mech Paddy Wagon module

Post by InsaneHyena » #209721

As RD, I cannot always rely on mining to bring minerals
Nope. Having miners was a problem before lavaland got implemented, yes, nobody really wanted to play as a miner. But now you're guaranteed to have minerals realiably brought to you in every round, even during lowpop.
Bring back papercult.

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Falamazeer
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Re: Combat Mech Paddy Wagon module

Post by Falamazeer » #209742

FantasticFwoosh wrote: HoS mails in order and co-operates the RD under threat of arrest (for conflict of interest)

Easy, there and done.
I find it so adorable that some people think this is how security operates.

How do you think you'd respond to a HoS trying to strong arm the most devastatingly powerful department on the station?

Nobody does anything under threat of force in ss13, doubly so when that threat is security.
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Xhagi
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Re: Combat Mech Paddy Wagon module

Post by Xhagi » #209750

Falamazeer wrote:This is useless for its intended purpose, roboticists do not and will not strive to make something for security. This is just like adding more guns to science research, or ordering guns from cargo.
It only benefits the department itself, and pretending otherwise is inviting MORE powercreep.
As someone who has made multiple mechs such as fully armed gygaxes for security in the past, it's more a problem with minerals rarely getting to robotics as usually they end up in RnD and RnD most the time doesn't share to the robros. One of my favorite things to do is create so many mechs.

>make a durand for myself and four gygaxes for sec one round
>Xenos, they spread before we get a chance
>final stand at the shuttle behind a line of mechs holding it back, evacing successfully as we spray fire down the halls

Good times.
Professional Catgirl and Gayboy Supreme.
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InsaneHyena
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Re: Combat Mech Paddy Wagon module

Post by InsaneHyena » #209779

> Be roboticist
> RnD hogs all minerals
> Why do you even need so much, you fucks
> When I try to get some, scientists begin assaulting me for "stealing their minerals"

Yes, it is a problem.
Bring back papercult.

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FantasticFwoosh
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Re: Combat Mech Paddy Wagon module

Post by FantasticFwoosh » #209838

Run it past the RD as a dispute, if the RD isn't a powergamer specialist they should have the leadership to sort it out.

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Slignerd
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Re: Combat Mech Paddy Wagon module

Post by Slignerd » #209840

I mean, most of the time I'm on RnD, I tend to cap glass and metal at 50 and other minerals at 20 as "enough" and then keep the rest in the locker as reserve. But then there's the fact I often end up building an autolathe or exosuit fabricator, and those tend to need materials too. Leading to another 20-cap for minerals in the fabricator and four other 50-caps - glass and metal for both exosuit fabricator and autolathe.

If we get more than 40 minerals, I guess it's fair game, but having to divide materials between machines really sucks. I guess that's why I like golem ships, where everything is in a single place. Robotics and RnD would be so much more effective if merged, since you'd have a surgery table and a protolathe for all the implants in the same room.
It would appear that I'm a high RP weeb who hates roleplay and anime.
Reece
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Re: Combat Mech Paddy Wagon module

Post by Reece » #209871

InsaneHyena wrote:In all my practice of playing SS13, regardless of codebase, I've ever seen security with a mech once.
Back when I bothered with science I gave Krake a Durand with the missile rack, clusterbang and hades carbine out of boredom, he said 'thanks' and then shoved it in the armoury never to be used.
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