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Posted

It seems to be a common issue where ventcrawlers are going about their day terrorizing the station, only to suddenly pop out of a pipe that they didn't realize was broken/wrenched out of place, in the middle of a room full of people with guns. The rules state that you can't pre-emptively remove pipes when fighting ventcrawlers, but it seems to still come up fairly often as a cause of death for ventcrawlers. So I propose an idea to help ventcrawlers know when they run into a broken pipe.

Upon coming to the end of a pipe, either one that's broken or wrenched out of place, the player will be stopped and given a prompt  saying "The pipe is broken open. Exit the pipe?" With a yes/no option. If yes is chosen, they exit the pipe normal. If no is chosen, they stay within the pipe network. This way, a crawler not intending to leave the pipe won't be forced out into a compromising situation, while still leaving it as an option should the crawler be looking for a way out of the pipe network.

  • Like 2
Posted
On 3/12/2021 at 7:07 PM, AffectedArc07 said:

I have been waiting :'(

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