Yakumo_Chen wrote:It sounds like jetpacks are the bigger issue here. Setting up glass to keep the guns from blowing out like on Box shouldn't be an issue either.
i dont think nerfing jetpacks is the solution to wardens wanting to secure the armory a bit more (although i agree that jetpack combat is pure and unadultered aids. ever fought a jetpack changeling with adrenals and fleshmend pulling a filled pump? that was fucking awful)
engineers are allowed to modify the engine or do meme TEG setups that put 42 gigawatts into the network instantly husking anyone assistant that even looks at a cable the wrong way and put up multiple plasteel protected doors in their hallways to stop greyshitters/antags from walking in and stealing gloves
hell, the warden is allowed to set up barriers and flashes to make it more difficult for a prisoner to run off / be freed by a friend or fellow antag.
AIs are allowed to roundstart bolt upload + satellite to make it harder on people trying to break into either
all of these are things that happen routinely, and are much more common than a traitor stealing the armory. players have, and will continue to, devise strategies to defend against
why are wardens not allowed to put all the guns in the contraband/ammo locker? its not like its fucking difficult to unwrench it and then yeet off into space with it, in fact it's much faster than putting everything into your own locker or duffel bag and you wont trigger armsky for picking up a gun without a permit. a clever traitor will drop his backpack somewhere just out of camera range and approach with screwdriver + wirecutter in hand and snip the cam before the AI gets the motion alarm and splash thermite from a pocket and use welder/lighter from another pocket, then grab their bag while it burns.
as has been mentioned, as long as the armory stays in the armory the warden should have full control over it