12-01-2020, 09:02 AM
I also don't think contributing goals would be a good idea. Although, I would be for the idea that spies could be grouped together in that they're not against each other per se?
As in, say you have 6 spies, it could be that 1-2 of those spies are neutral to you (you are not their target)?
Or it could be that 1 spy actually needs you alive? Or you could have a grand backstabbing moment where Spy A is neutral to Spy B, but Spy A is Spy B's target?
Basically, make their final goal of "eliminate all other spies" a little less murdery and more complex. It would make for great moments where you have Spy B about to murder Spy A, only to be taken out by another Spy C whose objective is to save Spy A, only to be betrayed by Spy A in the final moments. A real spiderman pointing at spiderman meme moment.
As for the tiered suggestion - yes, this is a good idea. Too many items are easily got for too good an item.
I'd also recommend removing the cloner/cloner related stuff as an option to thieve here. Every spy round without fail immediately shows its cards when something cloner related just so happens to disappear - "It's SPIES" yells the goober MD. Depending on the time of the round, it sometimes causes a shuttle call. I just feel it goes against the grain of spies working in the background.
On final note: yes, i'd also like a tracker ability, to point towards an area or player rather than the abysmal current system.
Perhaps, instead of it implicitly using a navigation pointer like the pinpointer, it could use a pinging system. Click the player/place on the PDA and the PDA will beep "North" or "Southeast". This means a spy will need to go somewhere secluded or make sure nobodies in the room, making them even more spy-like in their actions.
As in, say you have 6 spies, it could be that 1-2 of those spies are neutral to you (you are not their target)?
Or it could be that 1 spy actually needs you alive? Or you could have a grand backstabbing moment where Spy A is neutral to Spy B, but Spy A is Spy B's target?
Basically, make their final goal of "eliminate all other spies" a little less murdery and more complex. It would make for great moments where you have Spy B about to murder Spy A, only to be taken out by another Spy C whose objective is to save Spy A, only to be betrayed by Spy A in the final moments. A real spiderman pointing at spiderman meme moment.
As for the tiered suggestion - yes, this is a good idea. Too many items are easily got for too good an item.
I'd also recommend removing the cloner/cloner related stuff as an option to thieve here. Every spy round without fail immediately shows its cards when something cloner related just so happens to disappear - "It's SPIES" yells the goober MD. Depending on the time of the round, it sometimes causes a shuttle call. I just feel it goes against the grain of spies working in the background.
On final note: yes, i'd also like a tracker ability, to point towards an area or player rather than the abysmal current system.
Perhaps, instead of it implicitly using a navigation pointer like the pinpointer, it could use a pinging system. Click the player/place on the PDA and the PDA will beep "North" or "Southeast". This means a spy will need to go somewhere secluded or make sure nobodies in the room, making them even more spy-like in their actions.