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Posted (edited)

 

Suggestion 1:

 

Syndicate Outpost on Derelict Zlevel: Allow those with Agent ID cards to not aggro the turrets. It's far enough from the station normally that very few traitors will actually get to it. Yes there is some nukeops level gear there, but the sheer difficulty of even getting there for most jobs should counterbalance that. The Mechanic and Secpod pilots are likely the only two who could easily get there during any given round. A head with teleport access probably could get there also. However, for the most part, it's unlikely that the items there will be used in any given round.

 

One of the two pod pilots or someone with both a spacesuit and teleporter access or a miner that bumrushes the abandoned mining outpost would have to be a traitor. Secpod pilot is unlikely to leave station airspace even as a traitor. In the case of the Mechanic or secpod pilot, they would need to stop at the White Ship on the telecomms zlevel to get a suit or spend several crystals on a highly visible suit. (Unsure if secpod pilot spawns with a hardsuit.). If they can even find it that round. Then they would need to locate the derelict and have knowledge of the location of the outpost relative to the derelict (Something relatively few people have.) Then, they would need to spend several telecrystals on an Agent ID to gain access. And the likelihood of them actually needing the gear in there or wanting to risk carrying obviously illegal objects is rather low. So they might just not bother going there at all. Meaning the gear there will normally never see the light of day.

 

Suggestion 2:

 

Add some clothes and generally useless items around in the various places in space. The White Ship is lorewise only three years old. Shouldn't be long enough for the clothes of people to rot. Derelict should at least have rags and whatnot. Maybe toss in a way for the DJ outpost to order pizza or something.

 

Edited by Guest
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