05-26-2014, 02:49 PM
Sundance Wrote:Personally I think some of the ideas in this thread should be incorporated into the ACTUAL nuke-op mode.
Like someone said previously, the pin-pointer as it stands seems a bit lame, replacing it with the heat style pinpointer would actually drag out the nuke-op round a little. Normally "dragging a round" out is bad, but in this case, it's good because nuke-op rounds normally end with the captain dying too damn quickly.
I've always preferred the idea of nuke being deployable and being moved to the station (possibly with a cargo transporter, or via a pod) instead of "ha-ha we got the disk, now err'body's going to die". Would be far more thrilling imo.
This is the problem with nuke mode as it currently stands - the syndicates have an impenetrable fortress from which they can strike with almost-guaranteed impunity. Way back when, the syndicates used to spawn on-station with their gear and nuke ready to go outside of the toxins research lab. The problem with that was that the toxins researcher (now "scientist" would always poke his head out to see if they were there at the beginning of the round, before they were able to get set up.
Sundance Wrote:As far as this new suggested mode: You have my approval. This sounds what Spy should be, if you get it just right.
I adore the idea of them meeting up, unlocking their shit with the code that they all share, and then undergoing their plans. Here's my suggestions
1. I don't think they should have a headset or pda contact. I think at round start they should be given a destination (somewhere that all can access) and a time to meet such as
"Meet at the Jazz room at 05:00". Seems way more stealth-like. From there, they can hatch a plan, and get a secure link between them. Would actually be useful now to hack headsets.
2. I support Weavels idea about having a special emote. Give them an agent card (aswell as the heatseeker pinpointer) at round start too, as suggested. Incorporate the emote into the agent card, so that the emote only works if you are wearing the agent card. Something like *syndi should do the trick. Make it randomised each round would be pretty funny.
Sundance Feely shifts his eyes back and forth, flipping a silent bird
3. As far as the Syndicate up-link radio is concerned I'm going to go out on a limb and say that All job specific items are accessible. To balance this, only 20 tele-crystals are allocated for the team of 6
If they want to go slightly un-stealthy and get shotguns, then that's fine but they'll only have 2 between all of them. They'll need to pick their items wisely.
My 2c.Replace spy with this
My problem with a set meeting place (even if there are several, such as crew quarters, bar, jazz room, weight room, sauna, etc.) is that specifying where they should meet up lends itself to metagaming. Either from a shithead "gotta win" AI who watches those locations like a hawk for the first several minutes or from casual shitheads walking by the areas to "see what's going on." Even if you provide enough options, all the possibilities will be under watch from metagamers. Allowing the players to decide where to meet up organically makes it much harder to metagame.
On the topic of syndicate emotes -- should they appear differently to non-Syndicates? For example:
Joe Shit shakes hands with Doug Dumbo. << as seen by regular crew
Joe Shit takes Doug Dumbo's hand, lightly tickling his wrist and pressing with his thumb. << as seen by Joe Shit and Doug Dumbo
There'd have to be several, obviously, so that people that shake hands aren't immediately under suspicion, but the illustration is there.