Security/Traitor suggestions.
Posted: Wed Jun 08, 2016 6:26 am
Security Suggestions
Taser - Ranged counterpart to the stun baton. Uses more power per shot when compared to the baton.
Holster - To go with the addition of the taser security armor has a slot or two for storage, much like the engineer's clothing.
Leg cuffs - Because prisoners like to run.
Pepper Spray - Does a negligible amount of damage and blinds the target, making them easier to subdue. Might irritate Europan wildlife.
Serrated Harpoon Spears - More damage. More expensive.
Net Gun (Yes I am stealing this from CrownTheSun) - Stuns Eurpoan wildlife and humans alike. The bigger the creature, the easier time it will have escaping the net. Larger creatures such as the endworm and moloch will obviously be immune to netting.
Traitor Suggestions
Smuggled Items - Similar to how SS13 uses a system of telecrystals to warp in items to help the traitor in his objective, the traitor in Barotrauma has a limited window of time to choose items he has smuggled in before boarding the submarine. Larger items will be more difficult to smuggle past security and therefore cost more 'points'. The amount of points should be higher the less security staff there are.
Revolver - Ranged weapon. Six shots. Highly damaging. Noisy. Security armor reduces damage greatly.
Silenced Pistol - Ranged weapon. Six shots. Less damage than the revolver. Silenced. Security armor completely stops damage.
Pistol Ammo - An extra six shots.
Revolver Ammo - An extra six shots.
Chemicals - Maybe chloral hydrate, maybe something a bit more deadly. Comes in a syringe.
The Wrench - Looks like an ordinary wrench, does a considerable amount more damage than the ordinary wrench.
Detonator and C4 - Goes boom.
Handcuff Key - Maybe something to hide in your jumpsuit. One time use that frees you from cuffs.
Rigged ID - Can open a random number of doors before it breaks and shocks you.
Grenades - Incendium will obviously cost more than stun.
False Oxygen Canister - Used for storing small items. Useless for actually breathing out of.
Helium Canister - Place in a random oxygen mask somewhere and hope your target wears it. They'll suffocate thinking they're breathing.
Stun Resistant Armor - No more getting shocked. Offers little protection against firearms or harpoons.
Body Armour - Quite obviously not what was issued to the security team. Shares all the same characteristics.
Power Bomb - Drains power from a junction box. When it reaches its cap it will blow up.
Taser - Ranged counterpart to the stun baton. Uses more power per shot when compared to the baton.
Holster - To go with the addition of the taser security armor has a slot or two for storage, much like the engineer's clothing.
Leg cuffs - Because prisoners like to run.
Pepper Spray - Does a negligible amount of damage and blinds the target, making them easier to subdue. Might irritate Europan wildlife.
Serrated Harpoon Spears - More damage. More expensive.
Net Gun (Yes I am stealing this from CrownTheSun) - Stuns Eurpoan wildlife and humans alike. The bigger the creature, the easier time it will have escaping the net. Larger creatures such as the endworm and moloch will obviously be immune to netting.
Traitor Suggestions
Smuggled Items - Similar to how SS13 uses a system of telecrystals to warp in items to help the traitor in his objective, the traitor in Barotrauma has a limited window of time to choose items he has smuggled in before boarding the submarine. Larger items will be more difficult to smuggle past security and therefore cost more 'points'. The amount of points should be higher the less security staff there are.
Revolver - Ranged weapon. Six shots. Highly damaging. Noisy. Security armor reduces damage greatly.
Silenced Pistol - Ranged weapon. Six shots. Less damage than the revolver. Silenced. Security armor completely stops damage.
Pistol Ammo - An extra six shots.
Revolver Ammo - An extra six shots.
Chemicals - Maybe chloral hydrate, maybe something a bit more deadly. Comes in a syringe.
The Wrench - Looks like an ordinary wrench, does a considerable amount more damage than the ordinary wrench.
Detonator and C4 - Goes boom.
Handcuff Key - Maybe something to hide in your jumpsuit. One time use that frees you from cuffs.
Rigged ID - Can open a random number of doors before it breaks and shocks you.
Grenades - Incendium will obviously cost more than stun.
False Oxygen Canister - Used for storing small items. Useless for actually breathing out of.
Helium Canister - Place in a random oxygen mask somewhere and hope your target wears it. They'll suffocate thinking they're breathing.
Stun Resistant Armor - No more getting shocked. Offers little protection against firearms or harpoons.
Body Armour - Quite obviously not what was issued to the security team. Shares all the same characteristics.
Power Bomb - Drains power from a junction box. When it reaches its cap it will blow up.