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Spy Mode: What's Wrong and How to Fix It
#8
Quote:2: Telecrystals
Compare with the nuke ops: They are armed to the teeth, but there's only 5 of them and the entire station is against them.
Spy/rev: Completely unbalanced, even if the team leader is the only one with telecrystals. It's not the amount of telecrystals, it's the amount of players that use them.
The fix: No telecrystals. You start off with an agent card in your pocket, and that's it. You want some cool gadgets? Make them or go and buy them, your agent card can get you some cool stuff.

It would be cool if spy mode was a test on someone's ability to walk into a random part of the station and get people to either ignore them or let them do what they want. I've done stealth traitoring to steal things, but actually having minions to draw people out and do stuff could be fun. e.g start a fake fight to draw out the only officer in security. That sounds like more of a challenge for traitors if anything though.

It would be ultra cool if more people resorted to macguyvering and burn notice style tactics.

e.g lit cigarette and a bottle of wielding fuel (or some stuff from chemistry) turn into a timed bomb, etc. insert the flamethrower into the gun component from the mechanics lab, turn the station into a variety of booby traps where the crew is catapulted into a stream of fire.

Most people are willing to ignore roller coasters on the station, even crewmen shinanigans. Have spies use that to their advantage.
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