Summary (a quick, 2-3 sentence summary): The escape pods taking 20 minutes "refuel" doesn't make any sense. BUT it is implemented due to the marines just leaving immediately if boarding makes the game less fun. Instead, an administrative lock set forth by Weyland or the USCM so that escape pods cannot be used unless the AI decides the ship is ensured destruction makes sense. Instead, when command starts the escape sequence, it should be set to de-orbit the ship. To reach a terminal velocity it would take 20 minutes and then the escape pods would prepare for 3 minutes.
Benefits (How this will benefit the server and game as a whole): It makes more sense, and would be very easy to implement. It also doesn't make sense currently how if the marines jettison on an escape pod, its somehow different and a minor victory rather then major for the aliens. They still have a ship to go infect other worlds. With it crashing, it would be feasible some aliens to survive but be marooned on the planet.
Details (Description of how you think this would work, the benefits, etc): No real benefit other then immersion
Implementation (Optional, if you have an idea how to implement it): Change the flavor text displayed and button text for command.
RP escape pod change
- Steelpoint
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Re: RP escape pod change
Escape pods were reworked along with the new Ship Map that once the escape pods are activated they can be launched at any moment, but after three minutes they begin to launch automatically.
- Tristan63
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Re: RP escape pod change
I think this would be cool, because after all whats the point of staying in orbit if jack shits gonna find you?
Unless you are Ripley of course. +1
Unless you are Ripley of course. +1
Don't turn around
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- Snypehunter007
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Re: RP escape pod change
Invalid due to the retirement of the Sulaco.
Locking.
Locking.
Reached "Leet" post status on 3/14/17.
Death of the Suggestion Killer - 11/30/2017
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Death of the Suggestion Killer - 11/30/2017
Staff History:
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