05-26-2017, 09:33 AM
Ello. Recently had a spy round so I figure I could give some input.
Let's start with something simple, server pop was at about 40 iirc. I severely overestimated the amount of enemy spies there would be. I figured there would be approx 5 - 6. There was 3 including me. Whenever a spy round is going, the chances for immediate craziness are pretty well lowered due to the focused manhunt/stealing fest, so I'd argue that if a traitor round would roll about 4 traitors for a similar sized round, spy should have at least 2 more spies for a total of 6. Causes a more fierce competition for the bounties and more conflict for the crew to notice.
As for the bounty hunting: That round I only got two things and they were from the first list those two being my own ID card, and I believe some form of med-kit (And I was also a tad bit miffed I only got a stunmine and a signal jammer for them, respectively). Of the other items wanted, limbs from Shitty Bill and Father Jack appeared commonly. I'd recommend removing them as candidates for organ theft, but not for photography. Another issue is that some of the room names are super vague so you can't figure out where even to turn in your item. In this case, I had a defibrillator to turn in at the "Main Hallway". I tried every damned hallway between Arrivals, Botany, and circling back around and down to QM but couldn't turn it in.
As for the actual spy hunt, I was able to determine someone else was a spy due to them asking around about bounty items and going for the same thing I happened to be. I ended up convincing security he had brutally murdered someone, then ended up taking him down in a bathroom and slightly exploded by a microbomb implant he had. After a brief scuffle with the captain I was let about my business with no further incident and the crew's trust. I don't know how the other spy died that round. But I ended up using security as a personal hit squad to take down my spy enemy spy suspects. None of which happened to be actual spies but that mine from earlier became a useful framing device.
So in total:
Two bounties claimed
One enemy spy personally killed
Got security involved in the round
Paranoia hunting persisted beyond the final spy's death
Recommendations:
Making it easier to figure out which room your contact wants an item delivered in, especially for new players (Seriously where the fuck is "Main Hallway"?)
Don't let NPCs be the target of limb or organ thievery, too easy and doesn't involve the crew enough.
Maybe don't let a spy's ID card be picked as a target item. At least not in the first round of items.
The amount of spies for a round should probably be however many traitors a round would pick +2
Let's start with something simple, server pop was at about 40 iirc. I severely overestimated the amount of enemy spies there would be. I figured there would be approx 5 - 6. There was 3 including me. Whenever a spy round is going, the chances for immediate craziness are pretty well lowered due to the focused manhunt/stealing fest, so I'd argue that if a traitor round would roll about 4 traitors for a similar sized round, spy should have at least 2 more spies for a total of 6. Causes a more fierce competition for the bounties and more conflict for the crew to notice.
As for the bounty hunting: That round I only got two things and they were from the first list those two being my own ID card, and I believe some form of med-kit (And I was also a tad bit miffed I only got a stunmine and a signal jammer for them, respectively). Of the other items wanted, limbs from Shitty Bill and Father Jack appeared commonly. I'd recommend removing them as candidates for organ theft, but not for photography. Another issue is that some of the room names are super vague so you can't figure out where even to turn in your item. In this case, I had a defibrillator to turn in at the "Main Hallway". I tried every damned hallway between Arrivals, Botany, and circling back around and down to QM but couldn't turn it in.
As for the actual spy hunt, I was able to determine someone else was a spy due to them asking around about bounty items and going for the same thing I happened to be. I ended up convincing security he had brutally murdered someone, then ended up taking him down in a bathroom and slightly exploded by a microbomb implant he had. After a brief scuffle with the captain I was let about my business with no further incident and the crew's trust. I don't know how the other spy died that round. But I ended up using security as a personal hit squad to take down my spy enemy spy suspects. None of which happened to be actual spies but that mine from earlier became a useful framing device.
So in total:
Two bounties claimed
One enemy spy personally killed
Got security involved in the round
Paranoia hunting persisted beyond the final spy's death
Recommendations:
Making it easier to figure out which room your contact wants an item delivered in, especially for new players (Seriously where the fuck is "Main Hallway"?)
Don't let NPCs be the target of limb or organ thievery, too easy and doesn't involve the crew enough.
Maybe don't let a spy's ID card be picked as a target item. At least not in the first round of items.
The amount of spies for a round should probably be however many traitors a round would pick +2