1. the op murderbones
2. the op goes stealthy
Either they get caught and die, or they end an otherwise fun round out of nowhere.
This is undesirable. Yes, you're shaking up the round and causing chaos, but you also cause a lot of death and/or ending the round immediately.
My idea is as follows:
- Rework their tools. Immediately giving them the full nuke ops loadout of bulldogs and SAWs is a recipe for murderboning, which is typically uninteresting to anyone who isn't the lone op. Instead, limit them to stealthy weapons like the energy bow. They could start with a syndicate spacesuit instead of a blood-red hardsuit. Also, from a lore perspective, nuking a base is wasteful and bad PR, something that should only happen rarely.
- Rename them to 'syndicate infiltrator', and give them contractor and ninja objectives. Kidnap people, drop pod out secure items, money/valuables, pets, bomb a location(bomb provided), upload the GREYTIDE virus at the comms console, with the main objective of constructing and upgrading a forward operating base with a drop pod beacon in a discreet location. Objectives that cause problems for the station without directly killing people are a plus.
- More detail on that FOB objective- start them with a drop pod beacon that they can place, which serves as the 'heart' of the base and detects other devices in the room. Adding additional devices, some of which can be purchased from your uplink, upgrades the FOB and allows access to more gear. Destroying the beacon causes it to explode violently, so it should be protected.
- Once a basic FOB is established, allow them to call in backup, such as syndicate cyborgs and agents, all having their own objectives to complete but also obligated to assist the original infiltrator that gave them access to the station.
- When they've completed their objectives and upgraded the FOB enough, give them the option to drop pod out and respawn as one of three antagonists of their choice, chosen at random from things that don't start on the station, or ghost.