Scuttling the Sulaco

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Fyshen
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Scuttling the Sulaco

Post by Fyshen » 06 Mar 2016, 00:45

Summary (a quick, 2-3 sentence summary): I want to give commanders the option to scuttle the Sulaco, resulting in a "draw" between the two sides.

Benefits (How this will benefit the server and game as a whole): After playing a (long) round as commander, giving rousing speeches about fighting to the end and dying to save the rest of humanity from the aliens, I felt it odd that running to the pods and giving the ship over to the aliens (who most rounds show their ability to control things like the dropship) seems absurd: essentially giving them free reign. So what did I want to do, and find odd is not an option already? Scuttle the ship, sabotage it in someway or something to stop the aliens potentially using it, after the round has ended. Given that the aliens are still a menace (potentially stronger thanks to more hosts) but are confined to the colony still, I think it been a draw fits.

Details (Description of how you think this would work, the benefits, etc): After the first shuttle alert, I think this option should be available to the Marines/Commander. To keep pods as an option, it should take longer (requiring a 30 minute timer instead of the pods 20) or be more complex (with engineering having to complete a set of tasks). Perhaps it could also only be done with authorization from High Command/Admins. It may also be linked to the pods, giving the marines a chance (however slim) at escape after completing the scuttle. After the timer is count down, a screen similar to the post nuke screen on most SS13 could appears to save on actually deleting the whole Sulaco.

Implementation (Optional, if you have an idea how to implement it): Sadly, I only have a history of spriting with SS13, not with coding.

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forwardslashN
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Re: Scuttling the Sulaco

Post by forwardslashN » 06 Mar 2016, 00:53

+1

Additionally, it was suggested the Sulaco should just be allowed to leave to end a stalemate. I also support that idea.
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sicktrigger
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Re: Scuttling the Sulaco

Post by sicktrigger » 06 Mar 2016, 01:15

you already have a tool for scuttling, it's located in the secure armoury

I'd like the sulaco to be able to just peace the fuck out, but i doubt it'll ever be implemented
So this is what cluwning feels like?

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MilesWolfe
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Re: Scuttling the Sulaco

Post by MilesWolfe » 06 Mar 2016, 08:09

the nuke never gets used because it needs to be admin approved
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Kerek
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Re: Scuttling the Sulaco

Post by Kerek » 18 Mar 2017, 05:45

feweh (i think its feweh) does this for an event deal if marines have no chance of surviving and it was requested.
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LordLoko
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Re: Scuttling the Sulaco

Post by LordLoko » 18 Mar 2017, 12:44

Well, sometimes people blow up the engine when the aliens arrive
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Snypehunter007
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Re: Scuttling the Sulaco

Post by Snypehunter007 » 24 Apr 2017, 14:46

Resolved.
Reached "Leet" post status on 3/14/17.
Death of the Suggestion Killer - 11/30/2017

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