I dunno guys, seems like you made a rational decision trying to go in, though more caution might've been possible. I mean, it doesn't make a lot of sense to place that tripwire there, of all places, instead of at the pilot bridge or computer room. That's like buying a house alarm and placing it in a random cupboard, instead of at the front door or the vault with all the money. And there must've been something brainscrewy in there, unless reality bending from intu rolls goes that far (which would be kinda ridiculous).
Ah but you're not thinking with enough foresight Radio. Think about it like this: You're setting up this ship with the intent of preventing it from getting into the hands of both the fungus and anyone like us who would want to take it. You put in the robots as your first and obvious line of defense. But you have to assume that will be breached. And if that defense is breached, you have to assume that they're combat ready, so just throwing more guys at them won't help. So you program your computer to self destruct the ship if it runs out of options. But what if they destroy the computer? Hmm. Then they're probably knowledgeable about where it is located, since finding and getting to it while constantly being attacked would be very hard to do if just checking doors at random. So they've got the ship and disable the computer. What about a trap in the cockpit? No. They'd expect it and it would show your hand...
Ah, but what will they do once they believe they've taken the ship? They'll start searching all the rooms! Thats where we plant the traps.
And what exactly was reality bending about those intuition rolls? Those guys had 0's or -1's in their intuition. And they rolled bad. Hence the feeling of danger became out right horrible fear. And Pancaek got a 2. And the one guy who kinda succeeded felt something bad back there.
Getting freaked out isn't really bending reality is it?
Ah, but tell me pw: what prevented them from boobytrapping the random door... and the cockpit and the computer? That's why it doesn't make sense: if they wanted security, they would have set up multiple tripwires at all the locations where it mattered! And not just a random doorway. Because a gang of focussed pirates would then handily circumvent your entire system. Again, look at the example of a house with a vault carrying lots of cash:
-no security. Dumb, but I can see that happen.
-security at front door and the vault. Ok, makes sense.
-every cupboard and doorknob is wired. Paranoid, but sure.
-one random closet is wired, but nothing else. Not the places that matter, and would be the actual targets.
That's whats weird here. Not the tripwire on a random door, but a tripwire only on a random door.
Nor was the computer set to self destruct the nukes if it was breached, even though this shows they were clearly willing to sacrifice the ship. And the computer had to be smart enoug to recognise when it would be about to be compromised, if it could manage to control so many robots at a time. And if someone uses/disables your nukes before searching the rooms, it also fails.
I guess the intu roll is more arguable, but that's the nature of rolls in rtd I guess. Still, tossing yourself out an airlock screaming cause a door gives you a bad feeling isn't reality bending, but it sure is kinda, ah, nonstandard. But that's what you get when you employ former convicts with stasis dementia!
Because I knew you'd be expecting traps there. And a trap only works if you don't expect it.
And you assume it was only on that one door. No one got around to opening some of the other ones.
Had any of the doors they just barged through been trapped, it'd also have worked. Like a charm, even. Like the door Faith opened with a
kinamp. Or when she hacked apart the armor around the computer. Or the door to the computer hallway they sliced through sans checking for traps because there were robots hot on their tail.
Either way, it might make little sense in-universe, but what's done is done, and I do agree it makes more sense from an ooc perspective to do it like this (aka giving them a chance to win, while still making it possible for them to doom themselves). Bit it does give a lot of incentive to look at situations as "what would the gm try to pull on us, how would he design the mission" instead of "what does my character know, and how would he respond".
Sure! Just set the nukes on a time-out, and once everything is in place, you activate them. Nukes aren't like sensitive explosives, they don't go off randomly if the people designing them had half a braincell.
As for that false sense of security, that only works in the specific case of the attackers both evading your other defenses, but also being willing to check every door after achievinv their main objectives. Rigging the braincase controller as a sort of deadman switch to the nukes, next to additional wires and triggers at the other vital systems works for every type of boarding event. It would also make the mission almost unwinnable, but that's not really an issue from an in-game standpoint.
Well, fair enough on the nuke setup.
Nevertheless, it was probably in the UWM's interest to preserve the ship if possible - so if someone gets to the computer, they don't wire the door so that maybe the robots get the looterpirates if they're not fast enough and the ship keeps recording observations when the people are killed and their corpses mopped up, if the computer can be bothered. And maybe they didn't count on somebody being quick (and synthfleshed) enough to just rip the braincase out of the computer before it could set off the self-destruct signal in the event of robot failure. They'd prolly try to hack it first, the rationale would go, and if robots get disabled or it looks like it's otherwise working, well, nuking time.
And the arsenal is probably a high-value spot, somewhere that looterpirates might be very interested in (as they would be in every room, being looterpirates - the Haebi, meanwhile, would spill into the arsenal eventually anyway), so it makes sense to tripwire that. Nukes are reasonably valuable as far as I'm aware.
No need. You just set the nukes to explode if the computer stops giving a "hey I'm alive and kicking" signal for more than a couple seconds/minutes. That way, it'd be impossible to ever disable the robots without the ship self destructing. Then the only way to win is to hack the computer into thinking all is well, while keeping up the facade it might still come out on top while you are hacking (to prevent manual self destruct). A much more watertight system than tripping some random doors not even leading to truly vital areas.