traitor item: station nuclear codes

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CPTANT
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traitor item: station nuclear codes

Post by CPTANT » #220672

Let traitors buy the stations nuclear codes for 20 tc.

To show people you are truly badass
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Anonmare
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Re: traitor item: station nuclear codes

Post by Anonmare » #220674

>HoP rolls traitor
>No captain
>He buys the codes and grabs the nuke disk
>DELTA ALERT: STATION DESTRUCTION IMMINENT
>Round is over in 5 minutes flat
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CPTANT
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Re: traitor item: station nuclear codes

Post by CPTANT » #220676

Anonmare wrote:>HoP rolls traitor
>No captain
>He buys the codes and grabs the nuke disk
>DELTA ALERT: STATION DESTRUCTION IMMINENT
>Round is over in 5 minutes flat
Not really much shorter then a CE who releases the sing as his first action.....
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: traitor item: station nuclear codes

Post by DemonFiren » #220696

Try an item which needs to be attached to the nuke and brute-forces it, with a corresponding delta network alert.
Said item can be very easily removed, so you'll need to stick around and guard the nuke without any TC.
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Re: traitor item: station nuclear codes

Post by XDTM » #220698

CPTANT wrote:
Anonmare wrote:>HoP rolls traitor
>No captain
>He buys the codes and grabs the nuke disk
>DELTA ALERT: STATION DESTRUCTION IMMINENT
>Round is over in 5 minutes flat
Not really much shorter then a CE who releases the sing as his first action.....
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Re: traitor item: station nuclear codes

Post by John_Oxford » #220699

you should be able to c4 the nuke core and have it detonate with the force of like, sixteen maxcaps in a 4x4 grid
completely fucks the station but doesn't end the round, autocalls the shuttle though.
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Re: traitor item: station nuclear codes

Post by ShadowDimentio » #220704

I want to nuke the station more
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Re: traitor item: station nuclear codes

Post by Shadowlight213 » #220705

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Re: traitor item: station nuclear codes

Post by PKPenguin321 » #220733

one time i tried hippie since it was the new poppin' server and i wanted to know how it was like over there. i rolled traitor atmos tech at one point and killed like 20 people with just the straight up axe, no stun batons or ebows. i was doing pretty good when all of the sudden the station got nuked because the admins thought it would be funny to give a traitor the nuke codes, and as it turns out nobody gives a fuck about the nuke disk or the nuke unless they know there are nuke ops, meaning the station will get nuked every time.

tl;dr: assuming this is a serious idea, it's a really bad idea, since it will just lead to potentially good rounds getting cut short
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Re: traitor item: station nuclear codes

Post by Lumbermancer » #220739

John_Oxford wrote:you should be able to c4 the nuke core and have it detonate with the force of like, sixteen maxcaps in a 4x4 grid
completely fucks the station but doesn't end the round, autocalls the shuttle though.
That's not how nukes work.
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Re: traitor item: station nuclear codes

Post by Fiz Bump » #220740

John_Oxford wrote:you should be able to c4 the nuke core and have it detonate with the force of like, sixteen maxcaps in a 4x4 grid
completely fucks the station but doesn't end the round, autocalls the shuttle though.
Nuclear explosives actually don't detonate from external explosions. They use an internal mechanism that either compresses a pre-critical mass of fissible material or shoots the pre-critical mass with additional material, sparking a chain reaction. Using an external explosive on a nuclear weapon would likely just result in spillage of highly reactive material.
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Re: traitor item: station nuclear codes

Post by Cobby » #220942

PKPenguin321 wrote:one time i tried hippie since it was the new poppin' server and i wanted to know how it was like over there. i rolled traitor atmos tech at one point and killed like 20 people with just the straight up axe, no stun batons or ebows. i was doing pretty good when all of the sudden the station got nuked because the admins thought it would be funny to give a traitor the nuke codes, and as it turns out nobody gives a fuck about the nuke disk or the nuke unless they know there are nuke ops, meaning the station will get nuked every time.

tl;dr: assuming this is a serious idea, it's a really bad idea, since it will just lead to potentially good rounds getting cut short
Would you change your behavior about the nuke/nuke disk if you knew traitors could buy the codes?
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Re: traitor item: station nuclear codes

Post by Kel-the-Oblivious » #220945

It'd give the captain yet another thing to be hyper paranoid about.

I like the idea of getting an override system for the station nuke. You need the disc, and say, five minutes to override the safety features and have it go boom. Plenty of time for the crew to try and stop you, but if you are competent you may very well be able to make it happen.
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Re: traitor item: station nuclear codes

Post by Atlanta-Ned » #220950

ExcessiveCobblestone wrote:
PKPenguin321 wrote:one time i tried hippie since it was the new poppin' server and i wanted to know how it was like over there. i rolled traitor atmos tech at one point and killed like 20 people with just the straight up axe, no stun batons or ebows. i was doing pretty good when all of the sudden the station got nuked because the admins thought it would be funny to give a traitor the nuke codes, and as it turns out nobody gives a fuck about the nuke disk or the nuke unless they know there are nuke ops, meaning the station will get nuked every time.

tl;dr: assuming this is a serious idea, it's a really bad idea, since it will just lead to potentially good rounds getting cut short
Would you change your behavior about the nuke/nuke disk if you knew traitors could buy the codes?
This strikes me as a compelling reason to make this a thing (#DeathToMeta)
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Re: traitor item: station nuclear codes

Post by Shaps-cloud » #220954

How would being able to buy top secret nuclear codes that even nuke ops teams don't even have when you're sent in there to steal a slime core make any sense
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Re: traitor item: station nuclear codes

Post by ShadowDimentio » #220956

Kel-the-Oblivious wrote:It'd give the captain yet another thing to be hyper paranoid about.

I like the idea of getting an override system for the station nuke. You need the disc, and say, five minutes to override the safety features and have it go boom. Plenty of time for the crew to try and stop you, but if you are competent you may very well be able to make it happen.
>5 minutes

That's a century in-game. Make it two minutes, and still cost 20 TC.
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Re: traitor item: station nuclear codes

Post by DemonFiren » #220957

Git gud fag.
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Re: traitor item: station nuclear codes

Post by CPTANT » #220960

Shaps wrote:How would being able to buy top secret nuclear codes that even nuke ops teams don't even have when you're sent in there to steal a slime core make any sense
bla bla, insert fluff about a communications mimicker that traitors can use on the communications console.
Last edited by CPTANT on Mon Oct 24, 2016 9:46 pm, edited 1 time in total.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: traitor item: station nuclear codes

Post by DemonFiren » #220962

For added hilarity let flops buy those too.
In case their main nuke gets spaced, you know.
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Re: traitor item: station nuclear codes

Post by CPTANT » #220982

Ok I propose this:

You have to first buy the item
Then use it on the communications console, doing so will result in the usual big fat "X HAS REQUESTED NUCLEAR CODES", but you do get the codes
You also need the nuke disk.
Then you have to break into the vault and arm the nuke.

If you do all that and the crew still doesn't stop you then they deserve to be blown to pieces.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: traitor item: station nuclear codes

Post by DemonFiren » #220993

I prefer being forced to slap this thing onto the nuke itself to brute-force the codes.
People can easily build consoles in maint.
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Re: traitor item: station nuclear codes

Post by CPTANT » #220997

DemonFiren wrote:I prefer being forced to slap this thing onto the nuke itself to brute-force the codes.
People can easily build consoles in maint.
So? Everyone still knows who you are and you have to get to the nuke.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: traitor item: station nuclear codes

Post by DemonFiren » #220998

One can be avoided by grabbing a firesuit closet.
The other has to be done one way or the other.
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