Summary: A new personal Escape Pod is added to the rear side of the CL's personal quarters. This unique Escape Pod is a two manned vehicle, you can't stack people on it.
The pod can fit two people, and has a cargo space that can hold a certain amount of objects, organic or otherwise.
In addition, the pod can be launched under the same conditions that a Distress Beacon can be launched, and is not tied to the standard Sulaco escape pods. However admins can override this, allowing the pod to launch early, or even allow the pod to return after being launched (for collecting samples?), however the pod can also be remotely disabled by the admins, for in game reasons.
Benefits: The CL would have a better way to get useful materials off the Sulaco, in addition he would have a guaranteed way off the Sulaco should the operation turn sour. Finally he would have a powerful bribing tool on hand, a guarantee to someone that they can have a golden ticket off the Sulaco, a powerful tool of persuasion.
Details: The pod should function like a vehicle, except it should teleport to safe location after its used. In addition, only the CL should be aware the pod exists.
Return and Expand Corporate Liaisons Escape Pod
- Steelpoint
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- Imperator_Titan
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Re: Return and Expand Corporate Liaisons Escape Pod
+1 if the two seats turned out to be two lockers from the nostromo map.
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- driecg36
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Re: Return and Expand Corporate Liaisons Escape Pod
+1
Seems like something that would make the CL more interesting/more impactful.
Seems like something that would make the CL more interesting/more impactful.
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- Feweh
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Re: Return and Expand Corporate Liaisons Escape Pod
+1, but only if the CL pod leaves to a sample dropoff area / cozy beach with fully stocked bar.
- Steelpoint
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Re: Return and Expand Corporate Liaisons Escape Pod
At a minimum I am suggesting this due to the fact it would finally give the CL a concrete way to ship xeno samples off of the Sulaco instead of him hiding corpses in maintenance.
You could even expand it into allowing the CL to ship off infected Marines and replacing them with a PMC or something, but that's getting waaaaay ahead of ourselves.
I think at least allowing a CL to get off the ship when its going down will be a big boon the role, as it'll give the player the assurance they can survive the mess, thus allowing them to be more effective in role playing the role as a actual Corporate Liason instead of having to slug it out with the Marines against the Aliens to have any chance of survival.
You could even expand it into allowing the CL to ship off infected Marines and replacing them with a PMC or something, but that's getting waaaaay ahead of ourselves.
I think at least allowing a CL to get off the ship when its going down will be a big boon the role, as it'll give the player the assurance they can survive the mess, thus allowing them to be more effective in role playing the role as a actual Corporate Liason instead of having to slug it out with the Marines against the Aliens to have any chance of survival.
- forwardslashN
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Re: Return and Expand Corporate Liaisons Escape Pod
Resolved for now.Feweh wrote:Perhaps
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