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With the addition of ambassadors and Magistrate


Streaky Haddock

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All you need to do really is add in another locker, another spawn point and tweak the number of positions up to 2. However the problem here that sometimes you don't really need a second blueshield.. and I don't know if you can script it.

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It can actually be scripted. For example at the moment the number of assistants changes depending on how many security officers there are.

 

It would, in theory, be possible for the number of blue-shields to vary based on the number of high-ranking VIPs.

 

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I think two blueshields makes sense even in regular rounds. Blueshield is a single point of failure and there is little flexibility in just one person. I think blueshield as an organization needs to respond when a department head may need evacuation, escort or protection. Today this is usually at the expense of the security of bridge/captain. I often play as CMO and to me the blueshield is mostly non-existent after I have my death alarm implant no matter how the round plays out (riot outside or in medbay, evidence of cult in the isolation ward etc).

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They need a proper radio, sure, and maybe a speed loader each but I think that should be enough for them. They spend most of their time around /THE/ most loaded people on the station. If they need more stuff, it shouldn't be too hard to just ask for it.

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Plus, having two Blueshields allows proper teamwork. Can't fight properly as so many times Ive had to yell at the Cap that, no, running at them with your E-gun is not a good idea! Or Ive been the only one building defences/messaging Centcom for support.

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Plus, having two Blueshields allows proper teamwork.

 

I am inclined to agree with this actually. A second Blueshield would ease a lot of burden off one person, but there's a flipside to that. If you have competant heads of staff then a single Blueshield can keep an eye on everyone because everyone won't be fucking off to play Super CaptainCop or something. They'll do their jobs and not take risks.

 

With a second Blueshield, especially with the implementation of ambassadors at some point, things would be easier, particularly when there are bad heads of staff (always). Adding them into the office would be fairly easy too. Remove the closet and crew monitor (or move them), add in another desk to make a T, add a locker and a rack and a chair on the opposite side. Maybe not perfect, but it would sort of work. Maybe.

 

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Plus, having two Blueshields allows proper teamwork.

Blueshield can keep an eye on everyone because everyone won't be fucking off to play Super CaptainCop or something. They'll do their jobs and not take risks.

 

This is pretty much the entire problem with Blueshield right there! Instead of being able to protect the heads and monitor the heads, most of my damn time is spent trying to stop them from charging at whatever the hell is trying to wreck the station! The bluesheilds end up less like bodyguards and more like the carers for a buncha suicidal babies!

 

Take this round for instance:

Basic shift start like normal. Gear up, spend the first few minutes waiting for the heads to come to the bridge so I can implant them. Spend the next few minutes grabbing essential gear instead of protecting the heads! Anyway, call comes out about nuke ops. Welp, heres my time to shine. While the nuke squad work their way into the station proper, I'm running around trying to: Collect all the heads into the bridge. Fortify the bridge. Communicate with the crew. Give orders to the crew. Communicate with sec. Give orders to sec. Go to code red so sec has weapons. Communicate with command to go to code red. Message Centcom to call for support. Commuinate with the AI on the teams location. Keep all the heads herded into the bridge. Obtain an all access ID so I can move around properly. Secure the nuke disk.

 

So. I have all that to do. And I do an ok...ish job. Apart from code red. Other heads are 10000% useless and I can barely talk to them! HoP isn't saying much and keeps trying to serve the line infront of his office! (I just have no idea, he wasn't even giving all access IDs to people who could fight!) CE runs in with a fireaxe. They don't talk much. Cap is running round like a headless chicken and being useless. Doesn't even have his godamn hardsuit on! HoS is more then likely trying to do whatever with sec. Also not talking. CMO has not said a single word. Doesn't come to the bridge with anything useful like medical supplies or space lube! AI is also doing a shit job of giving me intel.

 

Cap decides to store the nuke disk in the AI core. An ok plan that could work well enough. I agree to it, he somehow manges to stick it in there without getting tased. Then, ignoring me completely, he runs off with the CE towards EVA. Without a hardsuit. Against my orders. Against all common sense.

The CE I didn't really mind. Sure maybe they should be protecting engineering building more defenses.But maybe they can axe a nuke op or two. And the bridge shutters work pretty well anyway.

Welp, the obvious happens, while I'm trying to call Centcom for support, the nuke squad attack from arrivals, cap trades fire, goes down and then promptly dies.

 

Good thing the squad had a sudden friendly fire incident with a bomb cos otherwise everyone woulda died a fast death!

 

/rant

 

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Oh, and Code red was never called, sec spent the entire round screaming about lethal when a a few flashbangs and a good baton charge would be far more effective then any laser and against my wishes someone called the shuttle. (AIII!)

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