Make High Security Area's have Plasteel Reinforced Doors

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SkeletalElite
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Make High Security Area's have Plasteel Reinforced Doors

Post by SkeletalElite » #575098

Place's like the armory and maybe even the cap's office should start with plasteel reinforcements like the vault door does. I think this is a really under used feature and could make tiding a little harder.
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terranaut
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Re: Make High Security Area's have Plasteel Reinforced Doors

Post by terranaut » #575105

the station is intentionally designed in a flawed way to allow people who nominally dont have access to break in to create conflict and drive the round forward
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Tlaltecuhtli
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Re: Make High Security Area's have Plasteel Reinforced Doors

Post by Tlaltecuhtli » #575109

if someone is breaking into the armory it means sec already failed their job, 1 plasteel door, 2 plasteel doors, it wont matter
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Super Aggro Crag
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Re: Make High Security Area's have Plasteel Reinforced Doors

Post by Super Aggro Crag » #575110

terranaut wrote:the station is intentionally designed in a flawed way to allow people who nominally dont have access to break in to create conflict and drive the round forward
is that true?
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SkeletalElite
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Re: Make High Security Area's have Plasteel Reinforced Doors

Post by SkeletalElite » #575134

terranaut wrote:the station is intentionally designed in a flawed way to allow people who nominally dont have access to break in to create conflict and drive the round forward
It's not impossible to break into just makes it take more than a few seconds to get the door open and makes it so you gotta prepare. Right now anyone with a pair of wire cutters and a crowbar and break into caps office and steal AA within minutes. At least you gotta get a few more resources if you want to break into the supposedly most lucrative places on the station, instead of just the usual you use for literally everything else except the vault.
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Re: Make High Security Area's have Plasteel Reinforced Doors

Post by cacogen » #575140

terranaut wrote:the station is intentionally designed in a flawed way to allow people who nominally dont have access to break in to create conflict and drive the round forward
exactly. why does everything have to be anti-fun nowadays? it's like you hate action and excitement and want a job simulator and chatroom because you understandably don't want to die and sit out for 20 minutes
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Cobby
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Re: Make High Security Area's have Plasteel Reinforced Doors

Post by Cobby » #575172

It’s not banning you from doing it, it just makes it more difficult since no one wants to change the test on one door and now you have pseudo all access for a majority of the map
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Re: Make High Security Area's have Plasteel Reinforced Doors

Post by EOBGames » #575187

Super Aggro Crag wrote:
terranaut wrote:the station is intentionally designed in a flawed way to allow people who nominally dont have access to break in to create conflict and drive the round forward
is that true?
Yeah, maps have flaws and quirks built in with the intention of stopping them being perfect. It keeps conflict going, gives players upgrades to strive towards, and generally improves the experience of playing a round on the map.
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Super Aggro Crag
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Re: Make High Security Area's have Plasteel Reinforced Doors

Post by Super Aggro Crag » #575196

EOBGames wrote:
Super Aggro Crag wrote:
terranaut wrote:the station is intentionally designed in a flawed way to allow people who nominally dont have access to break in to create conflict and drive the round forward
is that true?
Yeah, maps have flaws and quirks built in with the intention of stopping them being perfect. It keeps conflict going, gives players upgrades to strive towards, and generally improves the experience of playing a round on the map.
Oh, I see!
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Re: Make High Security Area's have Plasteel Reinforced Doors

Post by Not-Dorsidarf » #575461

Super Aggro Crag wrote:
EOBGames wrote:
Super Aggro Crag wrote:
terranaut wrote:the station is intentionally designed in a flawed way to allow people who nominally dont have access to break in to create conflict and drive the round forward
is that true?
Yeah, maps have flaws and quirks built in with the intention of stopping them being perfect. It keeps conflict going, gives players upgrades to strive towards, and generally improves the experience of playing a round on the map.
Oh, I see!
If you've ever wondered why the armory is always exposed to space on just about every map even though thats a major security hazard - this is why.
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Re: Make High Security Area's have Plasteel Reinforced Doors

Post by Agux909 » #575468

I don't know how I've missed this but I am of the opinion that all nonpublic airlocks should have their security raised by 1. And yeah this makes secure airlocks to get upgraded to plasteel, while all other non-public get upgraded to metal

Make tiders/antags struggle for wanting to hack into areas they don't have access to. It's slower, riskier and may make things more annoying, but at least it isn't a 3 click task once you know the wires. And it also brings more appeal to use other faster and less quiet/free methods.

Also, everyone seems to forget there is an easier way if you dont want to hack, deconstruct or blow up a hole with c4, which is: break apc, then crowbar the airlock.
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Re: Make High Security Area's have Plasteel Reinforced Doors

Post by EOBGames » #575571

Not-Dorsidarf wrote:
Super Aggro Crag wrote:
EOBGames wrote:
Super Aggro Crag wrote:
terranaut wrote:the station is intentionally designed in a flawed way to allow people who nominally dont have access to break in to create conflict and drive the round forward
is that true?
Yeah, maps have flaws and quirks built in with the intention of stopping them being perfect. It keeps conflict going, gives players upgrades to strive towards, and generally improves the experience of playing a round on the map.
Oh, I see!
If you've ever wondered why the armory is always exposed to space on just about every map even though thats a major security hazard - this is why.
Part of me wonders if this rule might need re-evaluated for planetstations a la icebox, just since you've mentioned it.
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Re: Make High Security Area's have Plasteel Reinforced Doors

Post by cacogen » #575604

i think super angry crag knows that the station is supposed to have holes in it from a security perspective for the sake of antagonists
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EOBGames
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Re: Make High Security Area's have Plasteel Reinforced Doors

Post by EOBGames » #575826

cacogen wrote:i think super angry crag knows that the station is supposed to have holes in it from a security perspective for the sake of antagonists
Never hurts to mention it again for the sake of everyone else, since a lot of people don't know this is the case with maps.
Everyone's favourite internewt. Je maptiendrai.
In the rare event that I'm on the server, I'm either Inept-At-Job or Kayden Riker. Accept no substitutes.
If you've gotta contact me, hit me up on discord, as I don't really check forum DMs: @Emerald_or_Bust#1314
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Arcanemusic
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Re: Make High Security Area's have Plasteel Reinforced Doors

Post by Arcanemusic » #576017

I feel like this is an issue already solved by randomized departmental wires.
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Agux909
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Re: Make High Security Area's have Plasteel Reinforced Doors

Post by Agux909 » #576021

Arcanemusic wrote:I feel like this is an issue already solved by randomized departmental wires.
No, that was only part 1/3 of the assistant supernerf-to-the-ground masterplan. This is just the beginning.
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