03-23-2021, 06:06 PM
(This post was last modified: 03-23-2021, 06:19 PM by Drewmajor11.)
(03-23-2021, 06:02 PM)DimWhat Wrote: I feel like this will run into the same issue other game modes on RP have in which the antagonists are set to "sneak in the background" causing nobody to really interact with the antags until the shuttle where there is a surprise bomb. Nuclear's big appeal to me was that it was a BIG BAD that the entire crew gets to involved in dealing with rather than a "security thing." This here seems like it is an antag that will get to interact with sec and pretty much nobody else.
Thats one of the things I was saying, make it so they can roll some objectives to fight crew or steal something specific/kidnap a crew member, something so more people could get involved. Also I think making it an possible event as a late strike team could also be something interesting.
So I'm looking through syndicate items wiki rn.
It could be a decent idea to give all or some of them stealth storages so they can keep contra on them while fully embedded in the crew.
The disguiser device I'm guessing is the holo disguiser which means they should probably get a voice changer as well, a pda too to keep the cover. With the agent card they would start with typically this would make a decent sneaking into the crew combo.
Kudzu seed might be a bit much for one diversion guy, it could end with all 5 going diversion and just trying to kudzu the entire station.
I'm also looking at the syndicate dagger which I feel might not be that useful, but the thing is they also have the emag and some other powerful items so I feel like a decent thing could maybe be like a rad poison crossbow? That might be a bit too lethal.
I'd say the wetwork one looks pretty good, an geared assassin thats lethal with the cloaker and garrote.
Maybe give the diversion some kind of fake explosive that seems like it'd do damage but it doesn't, maybe an emagged hypospray with LSD or something? Except that it'd probably be dumped to use sarin or something if people want to not RP and just murder which would be against this I would say.
I would say a chameleon bomb for the diversion but from my experience those do a bit much on damage, maybe just a normal pipe bomb but its low power while making a lot of sound?
I think that trick cigarettes could be decent on one of the kits to set little traps without doing much damage.
Also space cleaner grenades could be decent for crowd control without being too lethal.
This is just the random thoughts I had going through loadouts and syndie items, a lot of them are probably horribly wrong.
Ah, idea for syndicate dagger replacement for saboteur as well, possibly the .22 silenced could be a good stand in, maybe lower the amount of starting mags though, its a decent concealed weapon thats a good last resort or silent weapon to take someone down a bit and disable them.