05-27-2014, 07:57 PM
How about, instead of it being a piece of paper (which'd just revive the old revolution muggings), have it be a hidden page in their PDA, similar to the unlockable traitor item list on a regular traitor's pda? It'd provide them with the information, without being so terribly compromising.
I can't see any need for mandatory syndicate ID cards, considering they already start with regular station ID cards which work as a perfect disguise (unlike the current syndies).
As for the pinpointer, how about making that be the only item spawnable from the hidden page in their PDA? It'd prevent the syndies being discovered due to some ass staff assistant stripping them at the start of the round, which'd be absolutely horrible (and the only purpose of having them spawn with that equipment unhidden).
I don't think that any features should be added that make it overly obvious who they stealth-syndies are, if you want them to actually attempt stealth. On second thought, I think the whole "message telling you who everyone is" thing seems unnecessary (except in the form of a traitor pop-up at round start), why not just use the old "s" symbol overlay?
Another method of controlling the usage of telecrystals would be to have them given a small amount each, e.g. 5. They could then meet up and transfer their telecrystals to each other - so Agent A. gives Agent B. his 5 telecrystals, so that together, they can buy something that costs more than 5 telecrystals. This allows the team to continue if one or more of them have been compromised, while preventing one team member from wasting the entire groups telecrystals, all without removing the bonuses of meeting up with the other team members. It also allows them to work in multiple groups, eg. 2 groups of 2, 1 solo operative, should they chose to do so. This'd prevent errors from become round-ruining, but still having a large negative impact on the team - overall, more meaningful & fun for everyone.
I can't see any need for mandatory syndicate ID cards, considering they already start with regular station ID cards which work as a perfect disguise (unlike the current syndies).
As for the pinpointer, how about making that be the only item spawnable from the hidden page in their PDA? It'd prevent the syndies being discovered due to some ass staff assistant stripping them at the start of the round, which'd be absolutely horrible (and the only purpose of having them spawn with that equipment unhidden).
I don't think that any features should be added that make it overly obvious who they stealth-syndies are, if you want them to actually attempt stealth. On second thought, I think the whole "message telling you who everyone is" thing seems unnecessary (except in the form of a traitor pop-up at round start), why not just use the old "s" symbol overlay?
Another method of controlling the usage of telecrystals would be to have them given a small amount each, e.g. 5. They could then meet up and transfer their telecrystals to each other - so Agent A. gives Agent B. his 5 telecrystals, so that together, they can buy something that costs more than 5 telecrystals. This allows the team to continue if one or more of them have been compromised, while preventing one team member from wasting the entire groups telecrystals, all without removing the bonuses of meeting up with the other team members. It also allows them to work in multiple groups, eg. 2 groups of 2, 1 solo operative, should they chose to do so. This'd prevent errors from become round-ruining, but still having a large negative impact on the team - overall, more meaningful & fun for everyone.