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rather than just getting rid of them i think there could be a few alternatives to make the experience of playing as and against a traitor/changeling head of staff more pleasant:

 

1) Add more complex and or difficult objectives 

ie for one such objective the hop could be required to steal (and not make) an ID from each department and have it on their person. chief engineer could require the total power load to be below or exceed a certain threshold or have an active tesloose on the station while also escaping alive. or ensure that you are the only member of your department alive at the end of the shift.

 

2) Reduce the amount of TC available to traitor command staff

due to their already expanded amount of access/trust/privilege associated with each of the departmental head roles, this could be a sort of balancing mechanic. some definitely have more than others ie you would probably get more mileage out of a traitor rd than you would a traitor ce or cmo. the more "privileged" ones could have reduced TC (maybe 50?) and the lesser ones could have slightly more (65 or 70)

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