Post by jarek56 on Sept 18, 2013 18:08:21 GMT -5
This may not in any way be the appropriate place for these questions, but I can't think of anywhere better to put it. This would SEEM to be a VERY obvious answer, and frankly the placement of the Guns into a specially made locker is both a cool touch and a sensible enough.
But given that the TG Station Wiki specifically shows the Laser and (more important to the mind of a very habitual Warden Player) Energy Guns located on a rack...
...As seen here...
Why were they moved? Ironically, this makes responding to crises, ESPECIALLY in the Security Area in general, or serious enemy attack, much more difficult to arm the Security Officers and other "loyal" station crewmembers. (I know, I know, Shitcurity and the laughable concept of "loyal" crewmembers, hyuckhyuckhyuck) At least, so I've found in my experiences.
I've had many a very ignoble case of suffering from humiliating and pointless (But totally justified) deaths at the hands of Juggernauts and Syndies breaking into my damn Ward and Robusting my sorry hide since I LITERALLY had no means of defending myself (in the Juggernaut's case) or was SEVERELY outgunned (In Syndie case). Hell, I've had REALLY smart rogue/traitor crewpeople steal the whole gosh damn Locker from Armory. I take my hat off to that bunch, but it's still a problem (though, that'd be a problem if they got into Armory in any case) I really don't want to come off as whining here, so I'll go over how this system makes sense.
I understand that the Locker needs...2, I think, Heads of Staff to swipe their cards to unlock the Locker. Now, that makes plenty of sense. There's a problem with that, though, in that, according to the Wiki, it's the Warden's duty to arm the Security forces in emergencies. Now, a lot of that stuff CAN be handed out with little difficulty, but as a Warden in SERIOUS situations, my ability to actually arm the Security Forces and make them a effective fighting force borders upon the non-existent...without Heads of Staff. And as we ALL know, getting any Heads to abandon their lawful and vital posts in emergencies is a tricky business, or even at the best of times when such arms are NOT necessary...
The Locker is an easy way of keeping those guns locked up and aesthetically pleasing. That's fine. RP-wise, it's downright COOL to have the Heads dramatically break open the Locker and arm the Security Force.
Another problem occurs to me. The Heads being necessary to unlock the Locker is just fine, but why does the Warden, who has comparable jurisdiction over the use and distribution of weapons to Security as the HoS (and, I believe, has the duty to provide equipment to Security Officers, even as he answers to the HoS and the Captain in that regard) NOT have the ability to also swipe his card to access the Arms Locker?
I REALLY hope this doesn't come off as overly whiny or a waste of time, or disrespectful. I just wanted to raise the questions about a Job I ABSOLUTELY love to play.
But given that the TG Station Wiki specifically shows the Laser and (more important to the mind of a very habitual Warden Player) Energy Guns located on a rack...
...As seen here...
Why were they moved? Ironically, this makes responding to crises, ESPECIALLY in the Security Area in general, or serious enemy attack, much more difficult to arm the Security Officers and other "loyal" station crewmembers. (I know, I know, Shitcurity and the laughable concept of "loyal" crewmembers, hyuckhyuckhyuck) At least, so I've found in my experiences.
I've had many a very ignoble case of suffering from humiliating and pointless (But totally justified) deaths at the hands of Juggernauts and Syndies breaking into my damn Ward and Robusting my sorry hide since I LITERALLY had no means of defending myself (in the Juggernaut's case) or was SEVERELY outgunned (In Syndie case). Hell, I've had REALLY smart rogue/traitor crewpeople steal the whole gosh damn Locker from Armory. I take my hat off to that bunch, but it's still a problem (though, that'd be a problem if they got into Armory in any case) I really don't want to come off as whining here, so I'll go over how this system makes sense.
I understand that the Locker needs...2, I think, Heads of Staff to swipe their cards to unlock the Locker. Now, that makes plenty of sense. There's a problem with that, though, in that, according to the Wiki, it's the Warden's duty to arm the Security forces in emergencies. Now, a lot of that stuff CAN be handed out with little difficulty, but as a Warden in SERIOUS situations, my ability to actually arm the Security Forces and make them a effective fighting force borders upon the non-existent...without Heads of Staff. And as we ALL know, getting any Heads to abandon their lawful and vital posts in emergencies is a tricky business, or even at the best of times when such arms are NOT necessary...
The Locker is an easy way of keeping those guns locked up and aesthetically pleasing. That's fine. RP-wise, it's downright COOL to have the Heads dramatically break open the Locker and arm the Security Force.
Another problem occurs to me. The Heads being necessary to unlock the Locker is just fine, but why does the Warden, who has comparable jurisdiction over the use and distribution of weapons to Security as the HoS (and, I believe, has the duty to provide equipment to Security Officers, even as he answers to the HoS and the Captain in that regard) NOT have the ability to also swipe his card to access the Arms Locker?
I REALLY hope this doesn't come off as overly whiny or a waste of time, or disrespectful. I just wanted to raise the questions about a Job I ABSOLUTELY love to play.