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Nuke op failure conditions #12684

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nednaZ opened this issue Mar 31, 2020 · 4 comments
Open

Nuke op failure conditions #12684

nednaZ opened this issue Mar 31, 2020 · 4 comments

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@nednaZ
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nednaZ commented Mar 31, 2020

Dr. Strangetide or: How I Learned to Stop Worrying and Love the Bomb being stolen

[Why]:
Nuclear rounds (Both war and stealth) have only one round-ending failure condition; the death of all teammates.
This leads to rounds being drug out potentially by a solo cyborg (Unable to plant the bomb) or the nuke being stolen in-mid planting.
If someone spaces/incinerates the nuke, you don't know if it's on-station or not and if you should simply detonate and end the round at that point.

[Implementation]:
Probably not too difficult, just have a failure condition for the syndicate nuke being destroyed or off either the Centcom or station Z-level.
For the solo cyborg/fish issue, you could have the round end trigger ignore non-human/non-handed teammates.
Could also add the nuke itself to the Syndi-Lad's tracker options.

[Resources]: Probably doesn't need any graphics to tighten up.

Be sure to ask some maintainer to label this issue as a feature. Either ping them on our discord or PM them on our forum. Thank you for sharing your ideas!
@HippieStation/maintainers
bro I haven't even joined the discord despite playing over a year

@nednaZ
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nednaZ commented Mar 31, 2020

Ckey is Zanden, name was taken.

@Zyzarda
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Zyzarda commented Apr 3, 2020

Willing to try these changes +2

@illusineer
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👍🏿

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@Zyzarda @illusineer @nednaZ and others