

Without an incentive to give chase directly into the dragon's lair, though, that is basically what security is forced to do. While a sound tactic in and of itself, camping maintenance is boring and no one can be bothered or competent enough to cover all the exits. Keep in mind that every portion of maint is isolated from the other, so escaping into one means you need to exit out into the public view at some point, and all security really has to do in such a scenario is camp the exits. Traitors, revs, cultists, lings and vamps are now pretty much confined to their departments and the surrounding maint area they do have access to. Section four is security maintenance, encompassing an area that is even worse than section three in terms of the fact that there is nothing of value aside from a back entrance into the teleporter room and a maint door next to the armory if you're a bad enough dude. While the largest maint from a bird's eye view, in reality it just a winding labrynthian path that's only notable for its crusher access and surface ladders. Section three is civilian maint, shared by medical and civilian and encompassing the eastern side of maintenance.
#Ss13 e sword plus#
Section two is Research and Engineering's shared maint that provides antags with plenty of space to hide and even get up to their gimmicks, plus access to telecomms and engineering sublevel. Probably the best section of maint by far. Section one is cargo's pitifully small piece of maint that's only used to hack into the warehouse. The map was just not designed with this PR in mind. And even then, you can split it into four section. On that one level, maintenance might seem very big, but more often than not it's a claustrophobic maze with maybe only one or two paths that just lead to the same spots anyways. Construction and surface are barely looked at by anyone unless it's to go to the shuttle. I'm also pretty sure the idea didn't come up in good faith but salting from a few specific players on a near-constant basis that snowballed into a full-blown implementation, as most impulse PRs are. I agree with Matt in that it's a good idea conceptually, but with the way players are and the way Aurora's map is, it's just not handled well. Tie security maint access to the current alert level Give heads of staff limited ability to modify ID cards (Hand out the access they have to id cards) Move emergency maint access from the swipers to the command console, so a single head of staff can enable it I am currently looking into a few options to make it easier to enable maint access if its needed: Vampires can use their abilities to get maint accessĬult/Revs can convert someone that has access or can grant them that access

Traitors can buy the agent id card for 3 tcs (that makes them untrackable by the AI, if they so desire and comes with maint access) Yes, it is slightly more difficult to get around maint for some antags, but ultimately all of them have means to deal with that and it is more likely that they will be undisturbed in maint, even if they just go to the areas they have access to anyway.Īll antags can access the directly adjacent maint tunnels to their departments, while being relatively sure that they wont be disturbed in there Ninjas and mercenaries, for example, can just retreat into maints for a big portion of the round until security regroups and gets maint access or the access restriction is lifted - both take quite a lot of time. However, this hinders some antags, and the ones that it doesn't hinder, it makes nearly invincible.
