So I recently started playing a lot of shipside roles who can become agent and that happened quite often, so I think I got enough of experience to review and maybe point some stinky parts that could be tinkered with and fixed.
1. Prints.
You can't prevent them fro, happening, you can't clean them, you can't even wipe your security records to also delete them (that requires ID access from a role that can't be antag, so you can't have it, however not sure if that would even work in the first place)
Thats bad, especially with breaking windows since those prints appear even if you shoot the damn thing. Then there are posters.
There should be a way to clear them, like using a space cleaner first and then some kind of a rag, or bandages from first aid pouches. Of course that would be a lenghty process, but thats the point. This gives option to either do everything fast and run away, or risk it and try to clean it.
To not make it too hard for MPs, not only prints would be left on the "crime" scene, but also "fibers" from stuff you are wearing that can't be cleaned off, thus giving a clue to who could be the agent, but that still could be something that agent "fight" with by wearing different clothing, or not wearing anything at all.
And this could be something that MPs can fight with by enforcing SoP where you have to wear your uniform with rank pins, otherwise you are breaking it, thus raising suspicion against anyone who walks in different clothes, or without them.
2. Fighting against being arrested.
Quite simply, there is only one way to "fight back" and successfully ressist arrest from MP that can and will spam his taser and even one hit fucks you up. And that way is 25 points tranq gun that you can't get more ammo. Wiki says it has 5 bullets + 1 in chamber, but I belive its a bit more.
Thats not really enough.
Just talking about points, you get 40, so spending 25 means you are left with 15, so you can buy badass kit, or hacking kit, thats all. You need 20 points for "Ool" scanner, because people like to take those "steal" objects and put them in some funny places.
Lethals are basically totally not allowed. While I get the idea behind it, murderboing shitlers would just go guns blazing and shoot every MP and every occasion.
However without ability to get rubber bullets, thats basically the only thing that agent can get in bigger quantity that lets him escape, because you don't need to kill MP, you just need him to hide for a second, so that you can escape. That, or getting beanbags that are locked into riot lockers, so to get them you need to break one wall, then shoot the closets. Not really a silent approach and you want to get them before you are discovered and chased. Carrying a shotgun isn't stealthy either.
Thats why I propose a bit of a "leeway" with lethals, where agent on the run would be allowed to use them, but only to escape, shooting in general direction of MP while running away. And thats all, no shooting to kill, if MP decides to tank the bullets instead of hiding, its his fault.
Either that, or give back agents the ability to get rubber bullets. Make Riot Armor immune to them and all is fine. If agent would abuse rubber bullets, MPs would wear riot armor and could try to arrest, but would be slowed down, so cooperation of riot armor and normal armor MPs would grant big adventage.
Another part of "back and forth rock/paper/scissors" gameplay that both parties could enjoy.
Or maybe allow agents to buy additional ammo to tranq gun for some points. 5 for example.
3. Kidnappings.
Also part that I can understand why its here, shitlers would kidnap people, strip naked and wall them off somewhere, so that they can't escape, thus having their round ruined, a fate worse than permadeath, since in permadeath, you can atleast ghost around and maybe respawn as DEFCON marine, or xeno, or ERT.
However, short kidnappings are required to get the items off the guys who decide to carry with them stuff that agent has to steal. So kidnapping, cuffing, buckling to a chair in maintenance should be allowed, with the only rule that agent has to let them go, or atleast allow them to escape by just leaving them somewhere, so they can ressist out of cuffs and just go.
This would also allow for some RP, torturing for information where something is etc. No killing of course, few punches, maybe choking, that kind of fun stuff.
Would be also nice to get duct tape to muffle those screams.
4. Wall and airlock destruction.
Since all explosives (besides maybe OT) are disabled on green alert as anti-grieffer and anti-butterfinger measurment, agents really get it bad when it comes to destroying walls. Agents should be able to somehow disable green alert lock on nades and C4. Or give them special charge that works kinda like C4, but has 0 tile range, thus exploding only the wall it is attached to and doing no other harm.
Or give them buyable thermite.
5. Double and triple objectives.
Its fairly common to get objectives that repeat themselfs, having to steal autopsy scanner twice isn't really a possibility.
Sounds like a bug that needs fixing.
Other than that, I think that current agent gameplay is pretty good, the base is solid and thats something worth celebrating.