I jest when I say ‘nuke’ over ‘nerf’ because I still think it can be a decent mechanic when played right, but it’s been getting thrown around as an uncounterable bone lately and the server deserves better. So many times have I seen a situation, whether I’m in-round or observing as a ghost, where a traitor or blood brother pair or whoever else waits right by Departures for the shuttle to arrive, either alone or only with a couple other people because a lot of people only head to the shuttle once it’s docked, and right as it docks, they rush on, into the Cockpit, swipe, and oh no! The shuttle will launch in ten seconds! And no beacon on! Welcome to station life, crew.
This is incredibly lame, it’s become repetitive, and it’s very uncounterable; you can easily say that the crew should ‘just collect at Evac sooner’ but it’s not that simple, people want to continue their jobs and interactions for as long as they can up until the shuttle arrives, and it’s a part of community culture in how they interact with each other. I mean, what kind of climax to the round even is it for the traitor to rush an early launch so that they can peacefully do their hijack while the janitor and botanist look on forlornly from the main compartment? No possible opposition, and dissatisfaction from the entire server. (I recognize that this mechanic was likely logical and rewarding in higher population rounds when the hijacker would have to fight their way into the Cockpit, past Command, and away from Security, but it’s absolutely terrible on lowpop.)
I could think of several ways to fix this. The countdown could be increased from ten seconds to, say, thirty seconds, so that crew actually have a chance to run to the shuttle with a beacon in tow instead of anyone further than three rooms away being boned. It could be made where the shuttle launches, but the escape pods don’t and remain on their normal timer, although my fear is that this involves some amount of being hard-coded, so probably not, and this wouldn’t be a very good solution anyways. The option could be removed, because Hijack as an ultimate objective is meant to be hard and worth a fight between the hijacker and the entire crew instead of being a choice between that, or the silly easy-win button. I can’t think of any more possible solutions, so I’ll open this post to feedback and thoughts.