Rasputin Console Access Increase/Launch Override

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MysteriousSpy
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Rasputin Console Access Increase/Launch Override

Post by MysteriousSpy » 21 Dec 2016, 21:00

Summary (a quick, 2-3 sentence summary):
I propose that the Rasputin console access either be increased to where SLs and MPs cannot call it OR give the PO the ability to override launches, as in recent missions I've noticed an issue of "ornamental POs", this could be due to incompetent POs, or impatient SLs sending the Rasp without referring to the PO first. In my personal experience, it's impatient SLs, MPs, and BOs, but more so the first two.

Benefits (How this will benefit the server and game as a whole):
It will further increase the usefulness of the PO by letting him cancel remote launches from incompetent and/or impatient staff who have the access levels to do so, or stop these launches in the first place if it is staff not on the bridge of the Sulaco or in the cockpit of the Rasputin.

Details (Description of how you think this would work, the benefits, etc):
Basically, allow the PO the ability to cancel the shuttle spinning up in the event incompetent/impatient officers remote launch it, OR increase the access level required to remotely access the shuttle to launch it to LTs and up. Both options will let the PO actually do their job by preventing SLs and MPs from ordering around the shuttle, and will increase the effectiveness of medevacs/mass evacs, since the PO is actually planet side and will know when to launch rather than an staff who are NOT planet side, and do not know the current situation beyond the terrified SLs screaming "LAUNCH THE RASP YOU IDIOT".

Implementation (Optional, if you have an idea how to implement it):
To my understanding, managing the access levels to machines are a simple code dive and lower access levels removed from the console. While the cancelling launch would take a fair bit more work (to my understanding, I'm no coder), it would be the most effective of the two options.
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Joe4444
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Re: Rasputin Console Access Increase/Launch Override

Post by Joe4444 » 22 Dec 2016, 06:43

+1 IF it doesn't count the queen so marines can just keep overriding it and build mega forts.

MysteriousSpy
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Re: Rasputin Console Access Increase/Launch Override

Post by MysteriousSpy » 22 Dec 2016, 21:16

Of course should of mentioned that, don't allow them to override the Queen as to prevent them from just spam blocking. Though this could be avoided with an access increase, as I gave as an alternate route.
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Re: Rasputin Console Access Increase/Launch Override

Post by apophis775 » 28 Dec 2016, 16:08

Stickied.

I think what we could do, is add a system that if the PO is dead or non-responsive, command can authorize "over-ride" and allow SL to access it.
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Re: Rasputin Console Access Increase/Launch Override

Post by Jalleo » 14 Jan 2017, 09:16

Could we also give it so when there are no CO, XO or BOs the CE and RO have access to the Rasp and Pod for lowpop?

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Re: Rasputin Console Access Increase/Launch Override

Post by Boltersam » 20 Jan 2017, 11:05

Cancelling launches is an iffy ability, because you only have a very short timeframe to use it. What Apop said is better, but perhaps we could have both.

+1.
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bigfatbananacyclops
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Re: Rasputin Console Access Increase/Launch Override

Post by bigfatbananacyclops » 02 Feb 2017, 01:43

I support this, i swear, they are so impatient and also i get frustated so much with the people calling the rasp from the console, it leaves me behind and doesnt give time to load on supplies, this really got me frustated while being a pilot officer, they didnt even for the wounded to get back in.

+1.
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Imperator_Titan
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Re: Rasputin Console Access Increase/Launch Override

Post by Imperator_Titan » 15 Feb 2017, 16:18

I cannot count of all the times in which command called up the Rasp early during a full evac and got about 6-7 marines killed due to it.

+1

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Re: Rasputin Console Access Increase/Launch Override

Post by adamkad2 » 19 Feb 2017, 12:45

Im mostly in favour of SL's, MPs', and BO's not having access to consoles untill command wants them to but in general this is awesome idea. +1
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KingKire
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Re: Rasputin Console Access Increase/Launch Override

Post by KingKire » 19 Feb 2017, 12:57

My thoughts are, first and foremost, the dropship console needs to show who was the last person to launch the ship. This puts responsibility of losing troops on the head of whoever commanded the launch. 2nd should be that command should have ways to lock/unlock the console for certain ranks, with the CO/XO being able to alter this, so they can allow or disallow lower ranks to launch the ship.

-there are times bo's/mp's/SL's launch the ship at the wrong times despite the PO needing the ship to stay.
- there are times the PO disregards orders and launches the ship,
- there are times when the PO and all of command are dead/afk which means there needs to be someone in power to launch it out.

+1 to the idea of overriding launches.
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Re: Rasputin Console Access Increase/Launch Override

Post by shyshadow » 20 Feb 2017, 13:47

Well, then they'd have to wait for the PO or a BO to launch the pod, which sucks, trust me. But I mean I guess, just deal with it ICLY, have the MPs arrest whom ever launched it. It only makes sense.
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MrJJJ
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Re: Rasputin Console Access Increase/Launch Override

Post by MrJJJ » 06 Mar 2017, 21:28

+1, i been left behind on the planet because some BO decided to do my job and call the rasp/pod up, leaving me stranded and having to fight for my life

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TheMaskedMan2
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Re: Rasputin Console Access Increase/Launch Override

Post by TheMaskedMan2 » 06 Mar 2017, 22:21

+1 because i sometimes feel bad when i scream to ecav like a little baby and theres a bunch of people yelling they were left behind.
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Re: Rasputin Console Access Increase/Launch Override

Post by Sallan » 16 Jun 2017, 13:53

+1 i find the job pretty useless and boring, this would help a bit.

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