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Post by crystalwarrior on May 1, 2014 5:23:29 GMT -5
Did you notice that almost all the gun locks have level 1 lock level, even the captain's antique laser gun? I think gun locks should work like this: Level 1 for security personnel items like Tasers. Level 2 for e-guns, etc. Level 3 for high-risk weapons like laser guns, security SMG's, laser cannons, advanced e-guns, combat shotguns and all that jazz. Level 4 weapon locks for Death Squad weapons. Cannot be unlocked by anyone but death squad member.
Weapon locks can be jammed, but higher the lock level, the easier it is to break the gun or even make it explode. Emagging a weapon lock should have a big risk, maybe even a possibility of emag being destroyed in the process?
All R&D manufactured weapons will have weapon locks present, but the Protolathe can be emagged to remove any and all weapon locks.
All Cargo-ordered weapons will also have weapon locks present, other than the illegal crates accessed through emagging the console.
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Post by Carn on Jul 7, 2014 12:52:00 GMT -5
I think there are better solutions than gunlocks. Mainly, mapping solutions. Or having weapons spawn on sec staff, rather than ALL in an armory.
One such solution (which I believe bay had at one point, may still do), was to have nerfed versions of the guns (e.g. much fewer shots and nowhere to charge them) in mini-armorys, accessible only to heads-of-staff.
Combat could also be retweaked, (disarm intent), by implementing a skills system much like bay has. Where security officers have training in hand-to-hand combat and are therefore slightly-harder to disarm and then shoot with their own gun. (obviously antags would have these skills too).
All that being said, I'm not willing to do anything about it until there is a consensus, (including admin approval)
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Post by derpthestewpidgoat on Jul 7, 2014 21:10:52 GMT -5
I think there are better solutions than gunlocks. Mainly, mapping solutions. Or having weapons spawn on sec staff, rather than ALL in an armory. One such solution (which I believe bay had at one point, may still do), was to have nerfed versions of the guns (e.g. much fewer shots and nowhere to charge them) in mini-armorys, accessible only to heads-of-staff. Combat could also be retweaked, (disarm intent), by implementing a skills system much like bay has. Where security officers have training in hand-to-hand combat and are therefore slightly-harder to disarm and then shoot with their own gun. (obviously antags would have these skills too). All that being said, I'm not willing to do anything about it until there is a consensus, (including admin approval) Eh.... I have played around with Bay weapons a little bit and I generally hate them. I don't wanna tase a guy 5 times until he finally drops. As for a skill system, it would REALLY limit the "veteran" players who are generally skilled in everything. We don't need someone to have god-tier melee skills who just waits for a traitor round then murders everyone with an E-sword.
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Post by DrunkenFlyingDemoman on Jul 14, 2014 2:58:09 GMT -5
No, no, no.
What Carn is trying to say is that certain jobs would be "Skilled" at tasks such as fighting and shooting guns, thus giving them a bonus or resistance than, say, an assistant.
I approve of that.
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Post by Name Changing Autist on Jul 14, 2014 7:16:13 GMT -5
How are we meant to enjoy good communist station when standard assistant who is fire from military cannot longer rp properly due to capitalist training on security, I demand an refund.
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Post by Nokington on Jul 14, 2014 9:25:37 GMT -5
n
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Post by derpthestewpidgoat on Jul 14, 2014 16:22:58 GMT -5
I still don't think shitcurity should get better accuracy or some crap with weapons just because they are security. It's not like we're bay or anything.
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Post by NotFoos on Jul 14, 2014 22:45:53 GMT -5
What if you can get neural implants to improve disarm chances/ fist damage and various other things? Shitcurity might have access to one or two and then science can make then, but it requires a captain id somehow or SOMETHING. At the very least, fuck gun locks.
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Post by Nokington on Jul 15, 2014 0:15:39 GMT -5
gun locks are love, gun locks are life.
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Post by Name Changing Autist on Jul 15, 2014 2:03:28 GMT -5
Did you notice that almost all the gun locks have level 1 lock level, even the captain's antique laser gun? I think gun locks should work like this: Level 1 for security personnel items like Tasers. Level 2 for e-guns, etc. Level 3 for high-risk weapons like laser guns, security SMG's, laser cannons, advanced e-guns, combat shotguns and all that jazz. Level 4 weapon locks for Death Squad weapons. Cannot be unlocked by anyone but death squad member. Weapon locks can be jammed, but higher the lock level, the easier it is to break the gun or even make it explode. Emagging a weapon lock should have a big risk, maybe even a possibility of emag being destroyed in the process?All RnD manufactured weapons will have weapon locks present, but the Protolathe can be emagged to remove any and all weapon locks. All Cargo-ordered weapons will also have weapon locks present, other than the illegal crates accessed through emagging the console. If we're keeping weapon locks and not going with Carn's mapping solution or something else. This sounds like an alright leveling system. Though I disagree that there should be a risk when emagging weapons. Level 1 locks should be free to access by everyone, they consist of tasers and laserguns. Level 2 restricted to people with security access or a loyalty implant, consisting of things such as eguns, antique lasergun etc.. Level 3 restricted to everyone except those with "Special Weapons access". HoS and Captain have it at the start, this is for the most dangerous equipment, laser cannons, combat shotguns, dunno about advanced eguns tho. Level 4 should be for Syndicate Weaponry, requires an explosive implant to use. Level 5 should be for Strike team/Deathsquad weaponry.
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Post by Nokington on Jul 15, 2014 9:58:48 GMT -5
If we go with that. Then I still think we should keep the ability to lock guns on all guns. Also level 5 should be ASS implant.
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Post by derpthestewpidgoat on Jul 15, 2014 11:25:03 GMT -5
The more gunlocks we have, the less the average crew-member can fight for his life and those of others in an emergency scenario.
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Post by NotFoos on Jul 15, 2014 11:52:29 GMT -5
Nerco if anyone can access level 1 locks then why have level 1 locks in the first place? Think about it ya dingus.
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Post by Nokington on Jul 15, 2014 12:25:16 GMT -5
The average crew member doesn't need a gun. That is why there is security.
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Post by derpthestewpidgoat on Jul 15, 2014 16:32:05 GMT -5
What if their is no security or security is dead? In nuke ops rounds security is often a target for them from space. Additionally, in nightmare or alien rounds, when security is either ineffective or dead, what will you do? The only people coming will be there to silence you and any other survivors. If security is your only savior, and they happen to be corrupt or dead, then the rest of the station is now helpless.
#bangunlocks2014
It is impossible to satisfy everyone, if you've played any head job or any security job for any time you will know this. I've been in security and have at times believed my fellow workers have been incompetent or even at times needed to be replaced. The less ability the public has to make change, the more power the corrupt have to keep the public down.
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