Just experienced this first hand in a round. A criminal builds a shittle and fucks off into space for 90% of the shift. I tried to comandeer the cargo shuttle because I thought chasing them through space would be cool, and it was for a minute. I was looking for my opportunity to board, and then they FTL. And they FTL again. And again. You get the idea.
I have also seen this as a ghost/observer. Cap takes nuke disk onto cargo shuttle and runs off. FTLs every minute or so making them impossible to catch for the nukies. Now in this scenario you might say, âCap shouldnât be leaving the station with the disk anyway.â To that I agree but why not also have this as a mechanical failsafe in place so we donât have to rely on an admin being on to solve the problem?
Just give thrusters a cooldown after FTL and give FTL jumps a longer cooldown. This could help prevent running because after the ship jumps it has to sit in place. This should not affect EVAC or Arrivals to my knowledge because they FTL directly into place already.
This will affect salv shuttle gameplay, as you often have to make several jumps before being able to FTL to an expedition. (Additionally more ship based forks and nukies.). Cap fucking off with the nuke disk is already not allowed by rules (as you mention but i think it should be said). Ultimately I donât think a flat cooldown is really the right way to go about changing this. Maybe a proximity FTL thing (ala FTL: Faster Than Light) might be a way to go about this? And/Or a mechanical thing preventing the nuke disk leaving the station (bcs imo this is a seperate issue anyway, cap can just grab a jetpack if they really want to). Maybe the disk warns its getting unstable as it leaves the grid, and detonates after a timer (leaving the disk intact but killing the holder, although this would affect syndies as well). Not sure but I think it should be considered as its own thing either way
A shuttle intercept mechanic would be cool. Like a salvage magnet but for shuttles.
Give a shuttle to sec with this device. And make it require HoS or Captain ID to activate. Here we have security intercept\boarding game-play
As for Captain. If disk leaves station for x amount of time, Captain declared a traitor to Nanotrasen and therefore his contract is terminated. And now it falls to Security to deal with him or CentComm squad
this kind of keeps it as a rules issue, since if caps deserting for nukies, sec will likely just focus on that (at least until after Nukies are dealt with). Potentially an automated ghostrole ERT could help? But then people may do it on purpose to âget the ERTâ (see the multiple admin questions on discord asking the best way to cause an ERT âso everyone else can experience itâ)
I experianced the inverse of this the other day. I died from poison (syni-target) on Reach and choose to rejoin as a lost, chef I think it wasâŚ, the station was at x35,000 z5,000 and I was at about 100,200 and could only jump 100u at a time⌠this made for a very long trip as i had to plot multiple FTL jumps in a row to get to the station even if I had to wait, adding a cooldown to the FTL as well would of made the trip even more unbareable.
having Cet-com automatically deal with it by having them send a new nuke code to ATS, terminating his contract and hiring a ninja with a pin pointer to the captain if they was not counted as inside the base with the code for a extended peroid could be cool.
again the issue with this is it would need a way to id a captain vs a syndie who, for the sake of argument, stole caps id and the disk and then fucked off into space as per their singular âget dat diskâ obj. youâd need a way to ensure that the person with the disk is the captain, which ideally should be robust against promotion/demotion, and still allow antags to take the disk.
Not saying I know the answer, but just that its a complicated issue with a lot of moving parts
Yeah its a complicated issue. At the game-level the server knows who is antag and what the objective is for antags, who is nukie and who is true cap. I suppose it doesnât even need to be cap who steals code for the ATS ninja assassin thing to be called it could be any one who wasnât meant to steal it. just be handled with a decision tree with checks.
If someone has the role steal the nuke codes it would be really cool if Synicate command could message the nukies and the agent. Letting the nukies know that was sent ahead to retrive the codes for the synicate cause and that syni could have a notifaction âObjective updated. give codes to Nuke Agent or Escape to Centcom unrestrained.â allowing them to act as a vangaurd.
The nuke disk is a simple solution. The disk should not leave the grid, period (the nuke only works in the station).
So it can simply teleport to a random spot of the station if it does, same way it does when it is destroyed trough any means. It also prevents someone from ditching it into deep space.
As for captain leaving the grid, they should have some sort of timer where if they leave for 10 minutes (outside of obvious things like evac), they are automatically fired and their ID stops working. The captain is meant to command and protect the station, it has 0 reasons for leaving during a shift.
There is precedent for this too. There is an alert level that essentially fires the whole station as NT just leaves the crew to their doom and prevents any evac from arriving. Probably meant for future death squads(?).
The nuke disk does not have a station loving component already? or is this still a missing part?
(station loving an item with it will teleport back to station if removed in any way)
Ive seen that used once on Wizden. in the game in question cargo announced independance from NT purchased a load of mothroaches and started lagging the entire server stack. So the admin fired everyone, the death squad was called in and NT armed the nuke. civillains who wasnât involved was spared being shot, however the nuke took most folks out.