Ventcrawling for traitors
Posted: Sun Apr 26, 2015 9:36 pm
With the awesome rework of the ventcrawling system, it has added new gameplay mechanics that I think constitute a way for humans to ventcrawl; specifically traitors who order a special syringe filled with structural enzymes that thin the body and allow it to ventcrawl.
The syringe will be expensive, since ventcrawling basically gives you all access without needing an emag or a way to gain illicit access. I would say about 12 TC's, somewhere along that line.
When ordered, a box containing a syringe filled with SE's will be teleported to you. The syringe can be injected into anyone of your choosing. Once injected, the SE's modify the body in such a way that ventcrawling is possible. The modifications include thinning to the body as to allow it to squeeze into a vent. This has the consequence of making the ventcrawler starve more often as the smaller body uses calories more quickly; especially when quickly crawling through the vents. If a ventcrawler is seen without clothes covering his body, people will be able to notice that they seem grotesquely thin for a human being and may catch on to their tricks.
The ventcrawler will also have to be wary, if someone decides to flood plasma onto the station, the ventcrawler will be crawling through vents highly-pressurized with burning plasma. If a hull breach is on the station, the ventcrawler risks shooting himself out of the pipes and into the hullbreach. If a clever pipe engineer tinkers with the pipes, the ventcrawler may crawl into a containment pen full of nitrous oxide.
There may not even be a need for the above events to happen. Simple welding of vents and scrubbers can completely block the ventcrawler out of areas and nullify his ventcrawling completely. This makes it so ventcrawlers can't just escape through perma whenever they want.
There may be a few balance issues that I haven't thought of but I would just love for ventcrawling to be a tool that antagonists can use to be sneaky ninjas and surprise people.
The syringe will be expensive, since ventcrawling basically gives you all access without needing an emag or a way to gain illicit access. I would say about 12 TC's, somewhere along that line.
When ordered, a box containing a syringe filled with SE's will be teleported to you. The syringe can be injected into anyone of your choosing. Once injected, the SE's modify the body in such a way that ventcrawling is possible. The modifications include thinning to the body as to allow it to squeeze into a vent. This has the consequence of making the ventcrawler starve more often as the smaller body uses calories more quickly; especially when quickly crawling through the vents. If a ventcrawler is seen without clothes covering his body, people will be able to notice that they seem grotesquely thin for a human being and may catch on to their tricks.
The ventcrawler will also have to be wary, if someone decides to flood plasma onto the station, the ventcrawler will be crawling through vents highly-pressurized with burning plasma. If a hull breach is on the station, the ventcrawler risks shooting himself out of the pipes and into the hullbreach. If a clever pipe engineer tinkers with the pipes, the ventcrawler may crawl into a containment pen full of nitrous oxide.
There may not even be a need for the above events to happen. Simple welding of vents and scrubbers can completely block the ventcrawler out of areas and nullify his ventcrawling completely. This makes it so ventcrawlers can't just escape through perma whenever they want.
There may be a few balance issues that I haven't thought of but I would just love for ventcrawling to be a tool that antagonists can use to be sneaky ninjas and surprise people.