So. We can all agree that more siege based hijack is indeed a bit slop. But the recent cade rework was. Ahem “more than controversial” but in the since closed feedback post an interesting concept was raised i have put a bit more thought into.
The current development direction is they want to encourage more roaming during hijack rather than holding the fort.
How would people feel about, rather than time based objectives, actionbased objectives.
These could be tied to different areas of the ship and have different effects, each having its own ways of ending hijack.
For example, repairing the req lift somehow with parts in engineering, which combined with the emergency hijack status code delta, might allow bringing up some seriously good weapons to fight back with from a restricted storage bay.
Repairing comms, by fixing the apc, and retrieving spare relay drives from the storage in hangar, and using some sort of executive codes the CO and XO have at the console in cic, perhaps the codebook, allows sending a PRIORTY HADES broadcast or something similarly dramatic sounding that spawns ERTs from a pool of significantly better ERTs, I.E higher chances CBRN, a far larger PMC platoon or maybe even a few marsoc akin types.
Standard endings could be achieved by removing control rods in the reactors and sending a signal from a computer in the CEs office, or repairing all four pumps for evac
Xenos cannot destroy fully repaired objectives making the prevention of completion the xeno goal while murdering the crew.
The reason this is not an ideas guy post is because i want community opinion on the concept before i settle down and draft a proper design doc to post into idea guys. Im not infallible, could have flaws i have not seen, some we may be able to see a solution to together.
I think this will encourage the roaming behaviour without doing something as questionable as removal of cades. It also fixes the RP issue of why the hell are escape pods not prefueled if pumps are so slow. They are supposed to be near instant, but the impact damaged the pumps. I think people will also enjoy it more if hijack has its own benfits, i.e the chance for people to use some cool gear, and dchat potentially getting the chance to storm the place as a more powerful ERT.
Changing the objective from timed survival to a set of tasks i feel will remove the incentive to camp.
This would obviously be a rather large project and would start with just converting the two current hijack endings into the new objective based goals.
Contributers can add their own room related objective sequences as they wish