Sulaco Self Destruct

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Aetsuki
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Sulaco Self Destruct

Post by Aetsuki » 24 Aug 2016, 06:28

Summary (a quick, 2-3 sentence summary):
A panel in engineering on either the upper or lower deck that opens upon two command keycard authorization nearby. When opened, it becomes active, and opens a panel akin to the nuke's panel where the player can input a code, which would need to be sent in by command, IE headmins, much like the nuke. Once the right code has been entered, the player takes about 20 seconds to arm and activate it. (Could also consider having it create four nuclear bolts that the player "screws in" but that's not totally necessary.) When the self destruct has been activated all ship status will change to reflect this, and a ten minute timer will begin until the ships destruction.

Benefits (How this will benefit the server and game as a whole):
It offers an alternative final solution scenario, similar to the nuke but more relatable to Alien lore. Marines could be evacuating the Sulaco, the halls are overrun, and the final act of the remaining command staff is to activate the self destruct, overloading the SM core in ten minutes.

Details (Description of how you think this would work, the benefits, etc):
Above pretty much covers it.

Implementation (Optional, if you have an idea how to implement it):
Made a concept for the status displays. Kinda want to do more if wanted, it was a fun miniproject.
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Side note, I wrote this at 3am, lacking in sleep. I'll probably end up revising this a little more tomorrow.
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Renomaki
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Re: Sulaco Self Destruct

Post by Renomaki » 24 Aug 2016, 08:02

Even if this does get accepted, it'll probably get rarely used.

Admins don't like giving out nuke codes as is, so having a self destruct for the Sulaco is probably going to be similar.
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danmax67
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Re: Sulaco Self Destruct

Post by danmax67 » 24 Aug 2016, 09:08

+1
I would like to be able to run down the halls with Mr.Cuddles as the ship explodes behind me.

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Aetsuki
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Re: Sulaco Self Destruct

Post by Aetsuki » 24 Aug 2016, 16:11

Renomaki wrote:Even if this does get accepted, it'll probably get rarely used.

Admins don't like giving out nuke codes as is, so having a self destruct for the Sulaco is probably going to be similar.
I realize this, particuarly while writing it, but still it won't hurt to have it, not unlike to nuke, it would remain to be a last chance solution. Personally, I've never thought it fitting that the marines always evacuate the shuttle without making an attempt to destroy the ship and contain the aliens. One of the things that needs balancing is some way for the aliens to still have a chance of victory after the self destruct is armed. If this gets implemented, I'd love to see more details added to it, such as audio clips from this at the 10, 6 and subsequent minute marks. Of course, I don't know the effect of longer audio files being played on the server, so that might not preferable. Would be damn amazing though.
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Aetsuki
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Re: Sulaco Self Destruct

Post by Aetsuki » 24 Aug 2016, 20:14

More concept things
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Renomaki
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Re: Sulaco Self Destruct

Post by Renomaki » 24 Aug 2016, 21:39

Aetsuki wrote:
I realize this, particuarly while writing it, but still it won't hurt to have it, not unlike to nuke, it would remain to be a last chance solution. Personally, I've never thought it fitting that the marines always evacuate the shuttle without making an attempt to destroy the ship and contain the aliens. One of the things that needs balancing is some way for the aliens to still have a chance of victory after the self destruct is armed. If this gets implemented, I'd love to see more details added to it, such as audio clips from this at the 10, 6 and subsequent minute marks. Of course, I don't know the effect of longer audio files being played on the server, so that might not preferable. Would be damn amazing though.
I agree, it is weird how the marines just leave their ship to drift off into deep space, where pirates and salvagers could easily come across it and attempt to loot it, only for the aliens to expand onto new ships and grow their influence further through the stars.

Having a self destruct system trigger during a pod call might be a logical course of action, and give the aliens a secondary objective to disarm the bomb to better secure a proper minor alien victory instead of a marine minor. But again, that is if it is allowed in the first place.

It is probably the same reason as to why nukes are not often allowed, and it is because the admins don't want players to rely on it too much when the going gets tough. You either smarten up and start kicking ass, or your accept your fate, no easy way out, just like with vanilla.
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Re: Sulaco Self Destruct

Post by TopHatPenguin » 24 Aug 2016, 22:10

Renomaki wrote:
Having a self destruct system trigger during a pod call might be a logical course of action, and give the aliens a secondary objective to disarm the bomb to better secure a proper minor alien victory instead of a marine minor. But again, that is if it is allowed in the first place.
I think if we had the pod fueling process linked to a self destruct sequence (Or perhaps have it an option for the commander to choose when deciding to fuel the pods.) it would make sense and also helps with the awkward Ic Rp that normally happens when the ship is overrun by aliens with marines shouting for command to use the nuke which they have to reply with a no due to how the nuke works.
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Re: Sulaco Self Destruct

Post by Snypehunter007 » 24 Apr 2017, 13:49

Resolved.
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