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Re: Move captain's spare ID to captain's locker

Posted: Wed Apr 12, 2017 7:58 pm
by Qbopper

Bottom post of the previous page:

PKPenguin321 wrote:dont bother
???

Re: Move captain's spare ID to captain's locker

Posted: Wed Apr 12, 2017 8:03 pm
by Armhulen
Qbopper wrote:does anyone ((that isn't oxford/fwoosh) have anything to say on the subject? could add this to my todo for stuff after the freeze, it's not a difficult change to try out
Fwoosh is a good poster and this community will start to turn around when the majority realizes this

Re: Move captain's spare ID to captain's locker

Posted: Wed Apr 12, 2017 8:21 pm
by Lazengann
I would appreciate his posts more if they were in english instead of something that resembles english

Re: Move captain's spare ID to captain's locker

Posted: Wed Apr 12, 2017 8:42 pm
by Armhulen
Lazengann wrote:I would appreciate his posts more if they were in english instead of something that resembles english
It's close enough

Re: Move captain's spare ID to captain's locker

Posted: Wed Apr 12, 2017 11:05 pm
by PKPenguin321
this isn't a real issue that needs fixing, slig's just ticked off because it happened to them
it's thinly veiled i ded

Re: Move captain's spare ID to captain's locker

Posted: Wed Apr 12, 2017 11:29 pm
by Qbopper
PKPenguin321 wrote:this isn't a real issue that needs fixing, slig's just ticked off because it happened to them
it's thinly veiled i ded[/quote

]I don't think it's an issue so much as a change I'd like to see - nothing wrong with smaller changes, even if they do come from i ded

I'm not super invested in this or anything, I just think it would be a positive change
Armhulen wrote: Fwoosh is a good poster and this community will start to turn around when the majority realizes this
I added the line about fwoosh and oxford because they continued to write the same shit and ignore everyone over and over, which doesn't contribute to discussion, and I'd like to get feedback from people who aren't going to just go on and on in an endless loop of insanity

Re: Move captain's spare ID to captain's locker

Posted: Thu Apr 13, 2017 12:03 am
by oranges
This is an intentional weak point in station design to give the security team work and does not need to change.

An alert security and head team can prevent breaches and move the card to a safe location, and a non alert one will lose control of access on the station and cause chaos.

Secure the card at roundstart and you will not suffer any issues.

As an aside these intentional weak poitns and flaws are why box is the best mapped map.

Re: Move captain's spare ID to captain's locker

Posted: Thu Apr 13, 2017 12:21 am
by Slignerd
oranges wrote:An alert security and head team can prevent breaches and move the card to a safe location, and a non alert one will lose control of access on the station and cause chaos.
Doesn't keeping the ID in the locker keep this exact flaw intact? There's plenty of ways described in this thread in which the ID can still be stolen when inside the locker, resulting in heads and security losing control of the round, courtesy of Fwoosh. It just requires more effort and creativity from aspiring greyshirt thieves.

Re: Move captain's spare ID to captain's locker

Posted: Thu Apr 13, 2017 3:10 am
by John_Oxford
could just make the spare spawn in the vault, and give one random id in the hop's box of id's have all access

then give him ten boxes

Re: Move captain's spare ID to captain's locker

Posted: Thu Apr 13, 2017 8:18 pm
by Qbopper
oranges wrote:This is an intentional weak point in station design to give the security team work and does not need to change.

An alert security and head team can prevent breaches and move the card to a safe location, and a non alert one will lose control of access on the station and cause chaos.

Secure the card at roundstart and you will not suffer any issues.

As an aside these intentional weak poitns and flaws are why box is the best mapped map.
ty, this is an actual counterpoint

Re: Move captain's spare ID to captain's locker

Posted: Thu Apr 13, 2017 9:34 pm
by XDTM
On the other hand, it does cause a metagame race of who's going to hack into the captain's room first after roundstart. I'd guess it would get tiring pretty quickly to grab the spare every time as fast as possible as the HoS, to prevent the occasional case of speedrun-hacking by assistants. It's not really on the same level of sec activity like catching an active murderer, or following clues, it's just the same task every captain-less round to prevent all-access grey tide.

Re: Move captain's spare ID to captain's locker

Posted: Fri Apr 14, 2017 9:46 am
by FantasticFwoosh
Remembering that lately without the HOP the only way the HOS even gets into there is to complete the first leg by entering the bridge & hammering down the door with a mixture of fire axe & own personal laser gun, then from there on under the title he also has to complete the same thing in forcing open (unless a HOP helps him) the captains locker by force.

- With no borgs for doors, i can't recall if borgs can even access locker units, borgs aren't guranteed in a round.

You can't shut the locker again after you forced it open, you then have to bother moving the rest of the contents of that locker that need to be secured somewhere else (or steal all of it/have it stolen willingly, including a second portable teleporter)

Re: Move captain's spare ID to captain's locker

Posted: Fri Apr 14, 2017 12:09 pm
by XDTM
Alternative idea: give the captain's office doors the basic anti-hacking cover, that requires welding to get rid of. Or at least only on the door that leads to maint. Why does the office with all-access, a hand tele and an infinite laser gun have a maint tunnel that only leads to the halls, anyway? There are less valuable items in more isolated areas.