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Station Self-Destruct Mechanism

Posted: Sat Jan 31, 2015 12:11 am
by Vekter
So I've always found it odd that SS13's "self-destruct mechanism" consists of an easy to transport (and steal) nuclear device. I get that Nanotrasen is supposed to be inept, but that seems a bit much, even for them.

I had the thought last night of an actual self-destruct mechanism, maybe a built-in nuclear warhead somewhere on the station that is, by default, disabled. It would require Centcom approval (read: admins) and some form of doomsday switch to activate, and could still be turned off if given enough time.

This would mainly only be used for Blob, and would remove the need to keep the nuke at all (though I'm sure we can keep it around if folks want it, seems like it's become kind of a stable of the station). The basic concept would be a console somewhere in the station, likely in a very secure area that can't be tampered with by silicons (the idea being that the AI would constantly be trying to prevent the station from triggering it because >harm), and the device itself would be "buried in the bowels of the station" (read: nonexistant, the panel would just call whatever proc the bomb does to end the round).

I like this idea because it fits in more with the sci-fi theme of the game, and it makes more sense than just having some random nuclear device in the vault be the self-destruct. The bomb could only be activated with head and Centcom approval. I'm thinking 2 keys (HoS and Captain would spawn with them, or possibly be given them after a 10-7 Quarantine Procedure notice on Blob) and a code from an admin to activate the system.

This also makes the Malf AI blowing the station up make more sense. Never understood how the AI nukes the station without any way to actually access the nuke.

Pros:
* Makes more sense than a nuke on wheels
* Fits the sci-fi theme
* Hard to activate (gotta keep the HoS and Captain alive, no just using one guy with both keys)
* Can't be eaten by the Blob

Cons:
* Requires 2 players to activate and be alive (This could be ANY players, or we could find a way to dna lock the keys so ONLY the captain and HoS can activate it, I think that makes more sense)
* Easily sabotaged (Kill the captain, no nuke option)
* Would require admin policy (We're already working on one for nuking during blob anyway, so I don't know if we'd have a different thing here or not.)
* Requires admin intervention (Blob nukes do now anyway, this could be coded in if someone was feeling froggy)
* Blob can easily hard-counter it (This was brought up in the nuke policy thread; we were thinking even if the blob DOES blow up the console, the admins can send a Deathsquad with nuke to do it themselves. I'd prefer destroying the console while primed force setting off the explosive but that might be a bit unfair to blob players.)

Thoughts? Ideas? Let's hammer this out.

Re: Station Self-Destruct Mechanism

Posted: Sat Jan 31, 2015 12:36 am
by phil235
You could simply make the current station nuke in the vault into a special unmovable nuke with a built-in console.

Also, are you saying people could technically trigger it without first asking the admins? That would be bad.

Re: Station Self-Destruct Mechanism

Posted: Sat Jan 31, 2015 1:43 am
by Vekter
I don't like the idea of the nuke being anything like this. You don't see a giant nuclear warhead just sitting around aboard Deep Space Nine, do you?

The idea is that it still has the BIG RED BUTTON effect while making sense. And no, people can't trigger it without asking admins. That'd be suicide. (The code would probably be undefined like it is now)

Re: Station Self-Destruct Mechanism

Posted: Sat Jan 31, 2015 6:03 pm
by Deantwo
I do like the idea.
And I actually thought the nuke in the vault was just for show.

Anyway, in most sci-fi shows/stories the Station Self-Destruct Mechanism is just to overload/overheat the station's power core. But since SS13 doesn't really have an internal power core (we have the external singularly engine) a build in nuclear device does make more sense.

As for activing it, why not use the Nuclear Authentication Disk too?

Re: Station Self-Destruct Mechanism

Posted: Sat Jan 31, 2015 8:00 pm
by Fayrik
The way I see it, the nuke is already just a mis-sprited computer console, like any other...

I think the easiest way to bring all of this in line, without putting a lot of effort into fluff, would be to have it start anchored.
I would also suggest it be resprited so that it doesn't just look like a bomb, but then chances are it wouldn't fit in with the other retro styled aspects of the game.

Re: Station Self-Destruct Mechanism

Posted: Sat Jan 31, 2015 8:05 pm
by Deantwo
Fayrik wrote:The way I see it, the nuke is already just a mis-sprited computer console, like any other...

I think the easiest way to bring all of this in line, without putting a lot of effort into fluff, would be to have it start anchored.
I would also suggest it be resprited so that it doesn't just look like a bomb, but then chances are it wouldn't fit in with the other retro styled aspects of the game.
Good point, it could be something like a laptop or computer with the kill switch.

Re: Station Self-Destruct Mechanism

Posted: Sat Jan 31, 2015 8:49 pm
by Not-Dorsidarf
http://oi57.tinypic.com/2n8u6oo.jpg

Thoughts and opinions? This is literally an anchored child of the nuclear bomb (Slightly old pic, now looks better)

The idea is that the captain can request the code from the admins from the comms console (code red only, maybe it will be used now), and then you get an announcement which says that the code has been ordered by [name].

Re: Station Self-Destruct Mechanism

Posted: Sat Jan 31, 2015 9:10 pm
by Deantwo
Not-Dorsidarf wrote:The idea is that the captain can request the code from the admins from the comms console (code red only, maybe it will be used now), and then you get an announcement which says that the code has been ordered by [name].
As long as the clown can't bruteforce the code.
Please for dare god let the code be null/nonexistent until an admin approve it.

Also use the "linkoff" span class for disabled links if your redoing the UI.
And remember that a user can in theory bypass the interface and press buttons that aren't visible.

Re: Station Self-Destruct Mechanism

Posted: Sat Jan 31, 2015 9:16 pm
by Not-Dorsidarf
The code, as with all nuclear devices, is ADMIN until varedited.

Good luck entering that on a number pad.

Image

Re: Station Self-Destruct Mechanism

Posted: Sat Jan 31, 2015 9:22 pm
by DemonFiren
Set the code to 000000, as yet another reference.

Also, autoban the last person to touch the nuke when the countdown is triggered.

Re: Station Self-Destruct Mechanism

Posted: Sat Jan 31, 2015 9:48 pm
by Remie Richards
Not-Dorsidarf wrote:The code, as with all nuclear devices, is ADMIN until varedited.
Good luck entering that on a number pad.
Yeah the thing is, even if you managed to input ADMIN into the code variable (Via Exploit shenanigans) the bomb is hard coded to never accept non numerical passwords anyway (and will actually inform admins!)

Re: Station Self-Destruct Mechanism

Posted: Sat Jan 31, 2015 9:49 pm
by danno
what is the point
what is the point ESPECIALLY if it just bans people

Re: Station Self-Destruct Mechanism

Posted: Sat Jan 31, 2015 9:54 pm
by Deantwo
danno wrote:what is the point
what is the point ESPECIALLY if it just bans people
Why would it get people banned if it require an admin to allow it?

Re: Station Self-Destruct Mechanism

Posted: Sat Jan 31, 2015 9:55 pm
by danno
It was partly a response to Demonfiren

Re: Station Self-Destruct Mechanism

Posted: Sat Jan 31, 2015 9:59 pm
by Deantwo
danno wrote:It was partly a response to Demonfiren
Ooh I missed his post edit.

Re: Station Self-Destruct Mechanism

Posted: Sat Jan 31, 2015 10:36 pm
by Deantwo
Violaceus wrote:I would rather want to have nuke warhead instead of this... nuke egg?
I was thinking that the computer had a helmet on. Which also make no sense.
Make it look more like a laptop briefcase on a rolling table?

Re: Station Self-Destruct Mechanism

Posted: Sun Feb 01, 2015 11:23 am
by Not-Dorsidarf
But the whole point of this is that you don't move the damn thing - it's built-in. Why would a laptop on a roller-table be immovable?

Re: Station Self-Destruct Mechanism

Posted: Sun Feb 01, 2015 1:30 pm
by Deantwo
Not-Dorsidarf wrote:But the whole point of this is that you don't move the damn thing - it's built-in. Why would a laptop on a roller-table be immovable?
If it is going to be immovable, it should be moved to the bridge.

Re: Station Self-Destruct Mechanism

Posted: Mon Feb 02, 2015 2:31 am
by Fayrik
Deantwo wrote:If it is going to be immovable, it should be moved to the bridge.
Violaceus wrote:No, it should stay in the vault. It is supposed to be the most safe place on station holding most dangerous things.
Fayrik wrote:I think the easiest way to bring all of this in line, without putting a lot of effort into fluff, would be to have it start anchored.
Spawning in the vault is definitely a good thing, but if there's a nuke-worthy situation, chances are you're going to be holed up in the bridge, with no way of getting to the vault.
This is why I think it should start anchored, but be movable by the person with the disk.
That way, the self destruct console can be moved by:
A forwards thinking captain, who knows shit is going to go down.
A dedicated traitor who wants to take the station hostage (albeit for effect only).
And not by:
An assistant with nothing better to do.
Deantwo wrote:Good point, it could be something like a laptop or computer with the kill switch.
That's the jist of what I was thinking. Although, specifically I had imagined a more modern looking nuclear device.
Something sleek and silvery, that has the console built into it... Or more like the device is in the console.
I really wish I could somehow show what I'm imagining it to look like, but 'eh, I'm no spriter.

Re: Station Self-Destruct Mechanism

Posted: Mon Feb 02, 2015 6:27 am
by callanrockslol
Or we could just use the nuke we have now that does exactly the same thing as people are starting to suggest.

Re: Station Self-Destruct Mechanism

Posted: Mon Feb 02, 2015 9:22 pm
by Balut
callanrockslol wrote:Or we could just use the nuke we have now that does exactly the same thing as people are starting to suggest.
Alternatively, I want to suggest that the current nuke be a thing that you have to plug into some bullshit to blow up the station, I guess.

Re: Station Self-Destruct Mechanism

Posted: Tue Feb 03, 2015 2:12 pm
by Bombadil
The thing about blob is the nuke code should just be automatically given at 50 minutes in and detonation takes like 10 minutes in order to allow blob a chance at victory

Re: Station Self-Destruct Mechanism

Posted: Thu Feb 05, 2015 8:45 pm
by Fayrik
Balut wrote:Alternatively, I want to suggest that the current nuke be a thing that you have to plug into some bullshit to blow up the station, I guess.
I like this suggestion. If it only goes off on the bridge or somewhere like that, then it gives it a reason to be locked in place at round start, as well.