Introduction
So, nuclear operative players often use the same strategies every time, and a good few people keep complaining about it, and when they try to do something different, they may be called flukies if that alternative method fails. So I’d like to propose something that may help with this issue a bit.
The problem
Over my time watching nukeops rounds or participating in them, I realized one problem. They only ever have one real goal: Blow up the station. Sure, they’re nuclear operatives, but this often leads to the exact same strategies being used because it’d be more likely for them to win, especially when they declare war. War Ops is also not good for roleplay in most cases, since everyone is often more focused on combat and survival than making a sort of roleplay scenario out of it, considering war ops nuclear operatives don’t often roleplay in those scenarios either. It’s combat to the end.
My proposed solution
My idea is to give the nuke ops something to do aside from blow everything up the entire time, and to give a slight lore change to give them more merit for why they target Nanotrasen stations. This’ll hopefully diversify nuclear operative rounds a bit more so people don’t get tired of them doing the same things over and over.
Lore changes
Currently, as we may know, the syndicate is a collection of organizations that hate Nanotrasen’s guts. However, it is never explained why. My suggestion? It’s about corporate espionage. Nanotrasen has grown to be too big of a corporation, controling too much when it comes to nearly any and all departments, being the leading company in many ways, and needs to be taken down a few notches. The goal? Sabotage Nanotrasen as much as possible without directly destroying the company itself (centcomm), as the syndicate may still need some of its services for supplies.
Gameplay changes
Most syndicate roles are interesting enough, so I’ll focus directly on Nuclear Operatives. Nuke Ops players often employ the same two strategies: Rush in guns blazing, or declare war and rush in guns even more blazing. Sometimes you’ll get the occasional stealth round that has a decent chance of failing, but otherwise it’s the same deal. Reason being that their only goal is to get the auth disk, arm the nuke, and defend it until the station blows or is about to blow.
So what can be done? Well, Nuclear Operatives could be changed to focus more on sabotaging station majorly, rather than outright destroying the station. For example, they could have the goal of majorly cripling the station by taking out a single entire department, or permanently destroying communications. There could also be tasks that put some of the other items to use, such as the power sink or the singularity beacon. My idea is to give them tasks such as that instead of just- blow up the station.
However, why not keep the destroy the station task? There are two ways I can think of to do this: first could be to have those as mandatory side objectives that need to be done before destroying the station, and two, the nuke could be locked until war is declared on the station. A third possibility could have the nuke be an optional side objective.
Conclusion
I feel personally like this could make Nuke Ops rounds more interesting, and make the operatives use unique and different strategies based on other tasks, rather than almost only stock up on every weapon immaginable and go in guns blazing. It may also diversify nuke ops rounds to let players have a bit more fun with it rather than just a complete, sometimes grueling firefight.