12-03-2020, 04:44 AM
(This post was last modified: 12-03-2020, 04:50 AM by Sundance. Edited 4 times in total.)
Keep in mind that some goodies were specifically taken away for balance reasons, leaning towards the weapon sets to fill in the blanks.
The Fanny Pack
Inventory management is a balance purpose. You don't want the syndies to have an absolute arsenal of weaponry hence the restriction.
That said, I agree on the basis that in their current form, there's simply not enough room and fanny pack almost seems a given choice, even with the tacticool backpack with more space. I would recommend that syndies are given a security pocket pouch. It doesn't make the fanny pack obsolete, but it makes it less of a given.
Fire extinguishers
Agree on this. This is something that is simply stolen when on station, it just creates an unnecessary task.
More landmines
Agree on this. They're not really used that much. Giving them more (or even better, giving them a box to save space, hint hint) would encourage them to be taken.
More NVGs
Disagree on this. Sometimes less is more here. The infiltrator comes with this in their set. The spare NVG is for a player who doesn't want to roll infiltrator but wants to do something similar.
A power sink
Hard pass on this. Powersinks are exceptionally debilitating to the crew (sec can't charge their weapons!) along with driving the AI mad. It is too good an item to simply have at round start, it needs to be an option.
A few more medkits.
Neutral on this. Define a "few more". This was already a thing prior but was removed on the basis that if you want to keep your troops healed, better pick a medic. Less is more, but I wouldn't be totally against it so medic isn't a complete necessity. Having it so that every nuke op has a medpak/menders just tips the favor too much in favor of the nukies imo, better to strike a balance.
Bring back the atropine syringes.
Again, neutral on this. Getting shot to bits and getting put into crit is fair game. I would not be against the atropine syringes (1, singular!) with the sarin nades.
Table parts, Another syndicate omnitool or two, A box of mousetraps.
Agree on all these things. They're either unnecessary busywork (ripping up tables in the main room), useful items that get you out of (or into) a pinch (omnitool) or just good for subterfuge with a bit of prep (mousetraps).
A heavy duty crowbar that can pry open powered (but not bolted) doors or flip over vending machines etc. for makeshift barricades.
This sounds like a halfway-house emag with a bunch of features taken out. I'd like this as a utility item, so long as it doesn't work like an emag (as in, it breaks the doors). Could be used to immediately deconstruct tables too. Naturally, it should be pretty robust as a melee item. I think with all these things would make it a pretty good choice.
The Fanny Pack
Inventory management is a balance purpose. You don't want the syndies to have an absolute arsenal of weaponry hence the restriction.
That said, I agree on the basis that in their current form, there's simply not enough room and fanny pack almost seems a given choice, even with the tacticool backpack with more space. I would recommend that syndies are given a security pocket pouch. It doesn't make the fanny pack obsolete, but it makes it less of a given.
Fire extinguishers
Agree on this. This is something that is simply stolen when on station, it just creates an unnecessary task.
More landmines
Agree on this. They're not really used that much. Giving them more (or even better, giving them a box to save space, hint hint) would encourage them to be taken.
More NVGs
Disagree on this. Sometimes less is more here. The infiltrator comes with this in their set. The spare NVG is for a player who doesn't want to roll infiltrator but wants to do something similar.
A power sink
Hard pass on this. Powersinks are exceptionally debilitating to the crew (sec can't charge their weapons!) along with driving the AI mad. It is too good an item to simply have at round start, it needs to be an option.
A few more medkits.
Neutral on this. Define a "few more". This was already a thing prior but was removed on the basis that if you want to keep your troops healed, better pick a medic. Less is more, but I wouldn't be totally against it so medic isn't a complete necessity. Having it so that every nuke op has a medpak/menders just tips the favor too much in favor of the nukies imo, better to strike a balance.
Bring back the atropine syringes.
Again, neutral on this. Getting shot to bits and getting put into crit is fair game. I would not be against the atropine syringes (1, singular!) with the sarin nades.
Table parts, Another syndicate omnitool or two, A box of mousetraps.
Agree on all these things. They're either unnecessary busywork (ripping up tables in the main room), useful items that get you out of (or into) a pinch (omnitool) or just good for subterfuge with a bit of prep (mousetraps).
A heavy duty crowbar that can pry open powered (but not bolted) doors or flip over vending machines etc. for makeshift barricades.
This sounds like a halfway-house emag with a bunch of features taken out. I'd like this as a utility item, so long as it doesn't work like an emag (as in, it breaks the doors). Could be used to immediately deconstruct tables too. Naturally, it should be pretty robust as a melee item. I think with all these things would make it a pretty good choice.