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suggestions to improve spy rounds (aka spydeas hehehe)
#1
so i understand that the coders are working on other projects right now, as we can see with the amount of big updates on the servers, but i thought it would be nice to have a discussion on things that could improve spy rounds so that we can stop having rounds where spies just implant the heads and murder the whole station rather than actually doing something stealthy and fun.

here are some ideas deadchat came up with one spy round where, surprise surprise, a small gang just started beating the shit out of everyone:
  1. less mindslave implants (because, frankly, having four permanent mindslaves is a little bit absurd)
  2. passive objectives
    1. job based?: engineers have to make sure oxygen is in the hot loop, mechanics have to smuggle blueprints for certain items, etc (my thought is that having this kind of objective would force the spymaster to designate jobs to their mindslave(s), making it less efficient to just have small gangs wandering around.)
    2. subvert and escort key individuals
    3. steal important items, such as the master tape, a head's PDA, or the RD's wead
  3. an emphasis on keeping civilians alive, such as a goal being to avoid killing x or less amount of civilians
look basically i just want some cool super agent shit, not just some shitty gang round. if you guys have any other ideas or want to discuss what i laid out here, feel free! keep in mind that traitors are supposed to be pretty OP, what i'm aiming for is less focused on balance and more focused on just making a more entertaining round type
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