War rounds, taking the idea that the players of a Nuke Ops team will likely want to go full pink Mohawk loud with guns blazing, and building the game around it. The idea is great, and should provide us with some of the most colorful and intense rounds possible. So... why is it that whenever I hear those sirens, I find myself sighing with dismissal? The answer I feel is two-fold: Very rarely have I seen the Syndicate ever score a victory, in fact in the past 6 months alone (As far back as I can really remember vividly in terms of trends) I've only seen one Syndicate victory, and I distinctly remember the command staff being incredibly incompetent, so that seems to be a fluke. Now of course I don't play all the time, and I'd bet I miss more rounds than I play, so perhaps the ratio isn't quite as bad as my personal experience is. But it's still a pretty statistic from the sample size. The second reason is tied directly to the first, namely that the rounds end up being too repetitive. Some players have defended War rounds claiming that they're fun. Far be it for me to tell you that you shouldn't find it fun when I don't, experiences are quite subjective. But I don't find it fun when the rounds end up being so samey that I can easily sum each one up as bluntly as: "Syndicates declare war. The Crew hands out all access like candy and order guns. The Syndies get killed. The crew escapes. Rinse, lather, repeat."
So why do these problems exist? Well, as stated earlier, with the advance warning and delay, the crew end up way too well armed for the extra telecrystals to compensate. Advanced Hardsuits and .50 Caliber rifles don't really help much against an entire crew armed with assault rifles and bulletproof armor. And that's not even getting into the other possibilities a good crew can bring to the table (Mobile Suit Squadrons anyone?). It's not that it's impossible for the syndicates to achieve victory, since I've seen it happen once it can clearly be done, but the deck is too heavily stacked against them.
Now, with all this in mind, here are some suggestions I have to fix the round, and maybe make the rounds exciting and fun again. Note that these are just suggestions, and not all of them may be necessary when put together. The last thing we'd want is for the ratio to be too far in the other direction. But these may help rebalance it to something more fun and less repetitive. Feel free to chime in with suggestions of your own.
Shorten the deployment delay. (This one's obvious, if the Syndies arrive sooner, then the crew has less time to get everything ready. Shouldn't be too short obviously, but I think just knocking off a few minutes will really give the syndies a better chance).
Delay the cargo shuttle in the beginning of the round. (A major reason the crew usually wins is because they can just order loads of autorifles and basically arm everyone. This would reduce the amount handed out and possibly force the crew to get more creative with their defenses. )
Raise the cost of ordering weapons and armor. (Same justification as the previous one, but different enough to warrant a separate entry. This can of course be rectified a lot by just mass mining plasma or sending research disks. Maybe do both if one proves insufficient)
Reinforcements for the syndicates. (Basically when they're all dead, a second wave of them randomly drawn from dead players can be sent in, thus reducing the advantage in numbers. Of course it might be a bit too extreme, so I'd suggest giving them fewer TC to work with)
More TC (Also obvious, but I feel this one could either end up not being enough since it doesn't nullify the advantages of numbers. Of course with too much they all end up with mech suits and enough personal ordnance to blow up the station manually. )
Making handing out all access illegal/against SOP. (More subtle than the others, but it might go a long way. The crew still outnumber the syndies by a huge amount and can do other things besides gear up. People might just ignore this though.)
Anyways, that's all I can think of right now. Maybe I'll add to it later if others come to mind. Of course if some other more subtle solution can be found that fixes things, so much the better.