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Revamp spy 2015 thread
#13
My only memory of spy is of starting as a miner, when it was still a separate, off station thing. Another miner mindslaved the entire department before I even got to a mining locker, and the round immediately descended into chaos. The multiple use, infinite mindslave never made any sense for what was supposed to be a stealthy traitor. If spies were brought back, it would need to be a completely different game mode, as the old one just seemed like a variation on rev/gang, with no stealth at all.

I like the idea of a new traitor type, with special training instead of unique equipment. No instant kills though, giving them powerful murder methods that can't be disarmed would be even worse than the syndie dagger. Starting with notes on which wire does what in doors would be cool. Maybe start spies with things like the chameleon jumpsuit and voice changer, and give them an objective similar to the do no harm one doctor's can get.

Alternatively, just add that as a possible traitor objective to encourage regular traitors to use all the stealth items they have. This might just lead to even more traitors ignoring their objectives though.
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