05-27-2013, 01:47 AM
I kind of like the idea of moving the nuke to the station.
The station already has several disadvantages to the syndicates.
For instance, you can't just throw a pipebomb at a syndie without being screamed at if your bomb explodes and kills someone else. The crew is a tad bit more restrained in their attacks, for fear that it could hurt someone else in the crossfire.
There's not a whole lot of weapons on the station besides whatever the crew can scrounge up, and the possible robustness of the crew varies with the round. The idea of a team of competent or incompetent commandos sneaking into or shooting into the base to turn the nuke on, is a fun concept in it's own right. It's almost like precinct 13, except instead of an army of dudes trying to break into a jail to steal a prisoner, it's an small team trying to turn a nuke on. Not to mention that short lived Heist admin gimmick.
The crew immediately knowing where the nuke is, could give them a distinct advantage, if they knew the syndicates were attacking that round. However, not every round is a nuke round, so while they have the homefield advantage, the syndicates are better armed and often have the element of surprise.
All out I'd say it balances pretty well considering the syndicates will have murdered half the crew anyway before reaching the nuke if they've been pretty good.
Just add more methods for the crew to impromptu fortify the station/defend themselves.
The station already has several disadvantages to the syndicates.
For instance, you can't just throw a pipebomb at a syndie without being screamed at if your bomb explodes and kills someone else. The crew is a tad bit more restrained in their attacks, for fear that it could hurt someone else in the crossfire.
There's not a whole lot of weapons on the station besides whatever the crew can scrounge up, and the possible robustness of the crew varies with the round. The idea of a team of competent or incompetent commandos sneaking into or shooting into the base to turn the nuke on, is a fun concept in it's own right. It's almost like precinct 13, except instead of an army of dudes trying to break into a jail to steal a prisoner, it's an small team trying to turn a nuke on. Not to mention that short lived Heist admin gimmick.
The crew immediately knowing where the nuke is, could give them a distinct advantage, if they knew the syndicates were attacking that round. However, not every round is a nuke round, so while they have the homefield advantage, the syndicates are better armed and often have the element of surprise.
All out I'd say it balances pretty well considering the syndicates will have murdered half the crew anyway before reaching the nuke if they've been pretty good.
Just add more methods for the crew to impromptu fortify the station/defend themselves.