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Posted

 

1. Adding Cryo Cells to the sec. area. also given the warden 12 containers of "Clonex"

Reason: We get people who refuse to stop threatening people or are too dangerous to put in a regular cell but not dangerous enough to be put in the perma brig. This will keep inmates from escaping or "hurting" themselves while being frozen into place until the time is up which will be hooked up to the timer which when its up it will eject them from the cryo cell. also by adding the cryo cells sec can use them for minor damages like bruises or burns when trying to coral or contain civilians.

 

2. Adding a Sec containment area into the evac lobby for sec to transfer there criminelles to, also being able to separate them from the civilians.

Reason: it makes evac safer, it cuts down on rough people at the end of the shift, and it makes a safe place for people who feel like they are being hunted for sec to protect.

 

3. On the evac shuttle add two chairs in the medical room, one between the two sleepers and one between the sleeper and the table.

Reason: doctors are tired of falling down during the launch sequence or docking sequence.

 

4. add 3 cuffs to the HOP locker.

Reason: well so the HOP can detain people who attack the HOP, or detain people who threaten the Captains life.

 

5.last but no least: Add more layers to the outside of the evac lobby.

Reason: a Xeno went up to a single layered wall and one punched it and blame the whole evac area was breached and leaking of air and everyone got sucked out into space and died.

 

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https://www.paradisestation.org/forum/topic/3361-game-add-ons-and-changes/
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Posted

 

1) No different to buckle-cuffing, imprisoned traitors who purchased concealed items would no longer have a chance of using them, removing choice and opportunities from the game.

 

2) Some players have the "protect" objective, or may be working together with a traitor, and as such would want to free an imprisoned ally. Making the trip to the escape shuttle safer would remove this opportunity to break them from custody.

 

3) If you walk instead of run, the knockdown is halved, however this is a good suggestion.

 

4) The only thing the HoP should do when he finds someone breaking Space Law and needs them arrested is call security. The HoPs job is not to arrest people.

 

5) Again a viable xeno tactic, and once xenos are spotted, more precautions should be taken to limit the impact of depressurisation.

 

 

In summary, all of your suggestions except for 3 are putting too much power/safety in the role of the protagonists, and taking it away from the antagonists. Playing an antagonist is hard enough already - especially for new players - without making it harder.

 

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