01-15-2013, 09:22 AM
I rather like both vigilante and apprentice, but vigilante seems hard to balance. I could only see it working of sec also hunted any known vigilantes, as well as traitors. But even if it becomes a rule to arrest them, I can see sympathetic/lazy secs releasing him to go catch the traitor due to incompetence/laziness.
I also don't like the idea of giving them special equipment, they should simply grab their trusty fire extinguisher/chemical/jury-rigged pipebomb and go to town on any traitors they suspect.
I especially like the fact that, since he only gets 3 civilian kills, he'll have to be careful as fuck about who he decides to murder, less he suffer a painful fiery death.
Apprentice mode is nice in theory, but I'm predicting a 99% fail rate, since they're fucked if even one member of the brethren dies. If you give them much more, they'll be horribly overpowered and would demolish the station within minutes.
Maybe you could give the wizards a normal amount of spells, but have them weakened even in full gear. If they lose a piece of gear, then their spells will become even weaker than they already are. If they lose all their gear and foolishly try to cast a spell, then the spell would backfire. (fireball would target the wizard, shocking grasp would blow him up, teleport would teleport him to space, etc).
I also don't like the idea of giving them special equipment, they should simply grab their trusty fire extinguisher/chemical/jury-rigged pipebomb and go to town on any traitors they suspect.
I especially like the fact that, since he only gets 3 civilian kills, he'll have to be careful as fuck about who he decides to murder, less he suffer a painful fiery death.
Apprentice mode is nice in theory, but I'm predicting a 99% fail rate, since they're fucked if even one member of the brethren dies. If you give them much more, they'll be horribly overpowered and would demolish the station within minutes.
Maybe you could give the wizards a normal amount of spells, but have them weakened even in full gear. If they lose a piece of gear, then their spells will become even weaker than they already are. If they lose all their gear and foolishly try to cast a spell, then the spell would backfire. (fireball would target the wizard, shocking grasp would blow him up, teleport would teleport him to space, etc).