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make all job-specific traitor items available to all jobs at a cost
#10
I just thought of another potential idea for the Hop or Captain: Have them have random access to a handful of unique traitor items, as long as long as the prices of each does not exceed a set amount. Glancing at the traitor list, 7 seems to be a good value, since no job-unique items seems to to cost more.

For example, you could roll the options to buy a Clown car (5) and Syndicate Donk Pockets (2), or maybe instead roll the options to buy poison bottles (1), strange seeds (1), Stimulants (4), and Mustache grenades (1), and so on.

The only item I'd suggest being completely excluded from these options would be the chemicompiler, due to requiring beforehand knowledge.

This could be rather interesting in providing random variety to the roles. I'm mainly suggesting this stuff since my traitor captain rounds tend to involve me assuming the role of department job that I find interesting at the time.

On that note though, another alternative could be to just have the HoP and Captain simply choose which job they want the unique items from. (Potentially consolidating overlap, like the RD has everything scientists have and more, and the MD has everything medical doctors have and more.)
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RE: make all job-specific traitor items available to all jobs at a cost - by Mageziya - 03-22-2016, 12:39 PM

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