Doesn't make sense that colonist spawn without id.

Generic, on-topic discussion about Colonial Marines.
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username123
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Doesn't make sense that colonist spawn without id.

Post by username123 » 21 Sep 2016, 19:36

LV-624 is an archeologycal colony of W-Y, in that colony there are not only archeologist and miners, but doctors, botanist, security officers, enginners, chefs, robotist etc ...
When marines land on LV-624 and they turn on the engine to have energy in the colony and when they try to open per example, a science or medbay airlock, they simply can't because they do not have access, marines only have access to the civilian airlocks, like the airlocks of the chapel, fitness, dorms and some other buildings which means that the colony works with ID based airlocks which means that the colonist need to use an identification to open those airlocks, if they require an ID to get in their offices and do their job, why they spawn without an ID? Even when a colonist manages to fix the engines by himself and the engineering building is powered, they can't get out because they do not have an ID, they can't even get in Tcomms without hacking the airlocks, which brings the next question: Why colonist do not spawn without an ID when they clearly need one to work in the colony?

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lucashunter608
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Re: Doesn't make sense that colonist spawn without id.

Post by lucashunter608 » 21 Sep 2016, 19:42

I think exactly the same, i also think marines should get dog tags and colonists get IDs

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Sadokist
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Re: Doesn't make sense that colonist spawn without id.

Post by Sadokist » 21 Sep 2016, 20:12

Yea i've thought that before. doesn't really make any sense.

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completelynewguy
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Re: Doesn't make sense that colonist spawn without id.

Post by completelynewguy » 21 Sep 2016, 20:26

Only reasoning I could fins is that the survivors lost their IDs in the chaos.

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Mephiliso
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Re: Doesn't make sense that colonist spawn without id.

Post by Mephiliso » 22 Sep 2016, 05:07

It seems pretty arbitrary that survivors don't have an ID, but if I had to guess, I'd say it's because IDs would mean they get free roam of the place when the power's up and it protects them from the sentries.

moff_lockwood
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Re: Doesn't make sense that colonist spawn without id.

Post by moff_lockwood » 27 Sep 2016, 14:39

I usually take an ID off the nearest dead npc colonist. They don't have much access, since most of the doors in the colony are set to need ALL rather than ONE from a list of different civilian access levels. As far as I know, there are no badges that ever meet the criteria for those doors (and not ID's made on the ship, those can't be set to most of the different civilian access categories using the logistics terminal). It's easy to reprogram the access criteria though for the engineers if they bother to pull out the airlock electronics. Actually, ERT badges might work on them... those work on everything aboard the Sulaco except the one airlock to get from the shuttle they arrive on into the ship if they take too long and let it close on them.

Being at risk of getting shot by smartguns and turrets as a survivor though is something I'm torn on. They would have Wey-Yu badges, and by default the marines probably would have them set friendly, but colonists are allowed to act crazy so I dunno how I lean on starting them with IDs or not.

Mech__Warrior
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Re: Doesn't make sense that colonist spawn without id.

Post by Mech__Warrior » 01 Oct 2016, 12:40

moff_lockwood wrote:I usually take an ID off the nearest dead npc colonist. They don't have much access, since most of the doors in the colony are set to need ALL rather than ONE from a list of different civilian access levels. As far as I know, there are no badges that ever meet the criteria for those doors (and not ID's made on the ship, those can't be set to most of the different civilian access categories using the logistics terminal). It's easy to reprogram the access criteria though for the engineers if they bother to pull out the airlock electronics. Actually, ERT badges might work on them... those work on everything aboard the Sulaco except the one airlock to get from the shuttle they arrive on into the ship if they take too long and let it close on them.

Being at risk of getting shot by smartguns and turrets as a survivor though is something I'm torn on. They would have Wey-Yu badges, and by default the marines probably would have them set friendly, but colonists are allowed to act crazy so I dunno how I lean on starting them with IDs or not.
Maybe the sentry guns could be coded to not shoot at those that spawn on the sully but I'm not sure how that would actually work code-wise. Maybe give all players that spawn on the sully a tag or something.

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Nick123q23
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Re: Doesn't make sense that colonist spawn without id.

Post by Nick123q23 » 03 Oct 2016, 01:20

Yeah this doesn't make much sense that colonists don't have access to their colony
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