purchasing syndicate shuttles
Posted: Thu Jan 12, 2017 12:37 am
So we've got emergency shuttles you can buy now. How about some purchasable shuttles for nuke ops? Basically have a few different shuttles the nuke ops guy choose which either cost them TCs or give them TCs depending on their quality
A few examples:
- base shuttle: The basic shuttle, costs nothing. Not much to say
- battle cruiser: for when you want to go extra loud. Can only park perpendicular to the station but also has several forward mounted weapons including six x-ray cannons that fire in a line across the station, a couple of missile launchers for carving up the station, and a teleportation artillery mortar that allows the nuke ops to bombard the station ala telescience math if you're a fucking nerd who's into that shit. The downside of course is that it'd be pricey.
- Inexpensive shitty insertion shuttle: a cheap tiny piece of shit shuttle. It's extremely cramped with just enough room for four ops, a nuke, four lockers, and the navigation console. The navigation system itself is a piece of shit so it's prone to crashing into the station, damaging its hull and requiring the nuke ops to repair it before it launches again. Why would you order this shuttle you ask? You're actually saving the syndicate money by ordering it so they provide you with bonus TCs
- Electronic Interference shuttle: For when you're sick of those dicks calling you and your battle buddies out over the radio and immediately calling the shuttle. Has a jamming device that increases the ETA for the emergency shuttle to 20 minutes along with a couple of toys for surveillance and interference including a console that temporarily jams the crew's radios, masking it as a communications blackout event, a security camera monitor, and a console that can black out cameras here and there to cripple the AI's coverage. Costs TCs
- Bio-warfare shuttle: A shuttle that comes with a fully stocked chemistry and virology lab for making super fun chemical weapons and lovely diseases. Also comes with a couple of free empty chem sprayers and special lightly armored biosuits that can fit in backpacks. Costs TCs and depending on how competent the nuke ops are, might take a bit of time to fully utilize.
- launch pods: not really a shuttle, more of the assault pod's babies and another option that gives bonus TCs. Basically spawns four pods, three of which are just barely big enough for a pilot, a locker each one containing the operative's standard gear plus a pair of GPSs to help them find their way back to the pods. The fourth is one tile bigger to accommodate the nuke. The main downside to this is that it starts the ops off scattered, although I suppose that could make things interesting as well.
A few examples:
- base shuttle: The basic shuttle, costs nothing. Not much to say
- battle cruiser: for when you want to go extra loud. Can only park perpendicular to the station but also has several forward mounted weapons including six x-ray cannons that fire in a line across the station, a couple of missile launchers for carving up the station, and a teleportation artillery mortar that allows the nuke ops to bombard the station ala telescience math if you're a fucking nerd who's into that shit. The downside of course is that it'd be pricey.
- Inexpensive shitty insertion shuttle: a cheap tiny piece of shit shuttle. It's extremely cramped with just enough room for four ops, a nuke, four lockers, and the navigation console. The navigation system itself is a piece of shit so it's prone to crashing into the station, damaging its hull and requiring the nuke ops to repair it before it launches again. Why would you order this shuttle you ask? You're actually saving the syndicate money by ordering it so they provide you with bonus TCs
- Electronic Interference shuttle: For when you're sick of those dicks calling you and your battle buddies out over the radio and immediately calling the shuttle. Has a jamming device that increases the ETA for the emergency shuttle to 20 minutes along with a couple of toys for surveillance and interference including a console that temporarily jams the crew's radios, masking it as a communications blackout event, a security camera monitor, and a console that can black out cameras here and there to cripple the AI's coverage. Costs TCs
- Bio-warfare shuttle: A shuttle that comes with a fully stocked chemistry and virology lab for making super fun chemical weapons and lovely diseases. Also comes with a couple of free empty chem sprayers and special lightly armored biosuits that can fit in backpacks. Costs TCs and depending on how competent the nuke ops are, might take a bit of time to fully utilize.
- launch pods: not really a shuttle, more of the assault pod's babies and another option that gives bonus TCs. Basically spawns four pods, three of which are just barely big enough for a pilot, a locker each one containing the operative's standard gear plus a pair of GPSs to help them find their way back to the pods. The fourth is one tile bigger to accommodate the nuke. The main downside to this is that it starts the ops off scattered, although I suppose that could make things interesting as well.