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Showing content with the highest reputation on 10/30/2022 in all areas

  1. So Paradise is known as THE MRP server. Action and roleplay. For the most part, this holds up, even...except when Security and Antagonists interact. Theirs is a very binary, LRP connection. Either you're an EoC or you're not an EoC, and if you ARE an EoC, less talky more shooty. People often say they want more RP from antags, but nothing is ever done to address the material conditions which lead to nonstop, speechless combat between security and antags. The biggest and most significant cause of this problem is that the path of least resistance for dealing with antags is violence in every circumstance. There is not a single kind of antag where the ultimate solution isn't some form of combat. Adding to this is that combat isn't even the last resort or the brilliant climax of the interaction, but the first and last step in most instances, even in cases like with Contractors where most of the threat is theoretical rather than immediate(The baton is decidedly nonlethal, but the idea that they MIGHT survive long enough to get a bunch of TC is impetus enough to kill them.) Space law itself is designed in such a manner that it not only facilitates this process, but streamlines it with simple, black and white rules: If EoC, fighting time. If spicy EoC, killing time. There are theoretical rules for dealing with non-antag lawbreakers, but the fact is that most things that could land you in the brig without being an EoC qualify as self-antagging and thus it's relatively rare for non-EoCs to be brigged. All of these things together create a sort of clarity that makes knowing when you're allowed to bring out the guns clear as day, and thus security does so without hesitation the moment escalation is possible. There is NEVER a benefit to talking to an antag for security, at least not before they're tucked away in perma with little to no leverage. And you can argue that role-play is not necessarily about taking the easiest route possible, but when you have a game with victory and defeat conditions, almost every player in this system will prioritize victory. So to address this problem, as well has bring in a few other side benefits, I propose three things: 1) The addition of 'minor' antagonists, who will be restricted from killing except in defense of their own lives, and who will have objectives such as theft and minor acts of sabotage. They will have enough TC to maybe buy one or two tools from a curated list of syndie gear that only includes non-lethal equipment. They will NOT be classified as EoCs. They will otherwise function as traitors with their own uplinks. 2) Moving the designated gear from the minor antagonists out of class S. This is ESSENTIAL for the creation of ambiguity security must face when determining if someone is a minor antagonist or an EoC. 3)Allow some of the gear from the minor antagonist list to spawn in maints. This creates yet more ambiguity and weakens the 'random searches' sec can do on the people that they OOCly recognize antag behavior in. So, breaking it down point by point: 1)Adding minor antags is primarily intended to create a class of antagonist that forces Sec to make use of the non-perma part of the brig, to spend valuable time and energy trying to deduce who is and is not an EoC. Sec would need to figure out who to prioritize and when to let crimes slip because there's something more pressing and dealing with crime is no longer as simple as shoot the crime until it goes away. In essence, minor antagonists are a smokescreen for greater threats, making it more difficult for security to escalate force legally. It also has the side benefit of adding the sort of minor chaos which doesn't fundamentally impede the station from functioning but does provide more roles and entertainment for players. It's important that the objectives the minor antags are not the sort which ruin the station. GOOD minor antag objectives: Steal a hand teleporter, Steal Secret Documents, bring target to a location. BAD minor antag objectives: Subvert a synthetic, sabotage the RnD servers, steal the X-01. The objectives, whatever they may be, should never be something that hinders a station much, but is very clearly a crime that sec must deal with non-lethally and without the use of Perma. Another side benefit of having minor antags is that players who might be intimidated by being antagonist have a lower-pressure environment to practice crimes. 2) The gear I'm aiming for these minor antagonists to have are things such as access tuners, boxed space suits, storage implants, and other similar items which do not have a direct offensive application. It's ESSENTIAL that these be moved off of class S where they are present, to ensure minor antags don't end up in perma and to give more plausible deniability to other antags who might possess such items. Of course, they will still be confiscated when found, but they won't be a perma sentence, nor will they result in a tracker. Security will need to build a stronger case against someone before declaring them an EoC. This potentially gives more relevance to the detective and magistrate. My overarching theory here is that Space Law does too much to facilitate security's activities, and should instead be more of a hindrance, preventing them from taking the 'easy way' of escalating force. Because that IS the easy way. The more sec is able to escalate, the easier it is for them to fall into that mindset of 'Redtext at any cost'. It's important to note that this doesn't in any way affect security's ability to escalate against biohazards, war declarations, or any such things, because it will still be obvious within space law that such are station-wide emergencies which must be dealt with decisively. This really only would create leeway for changelings, traitors, and vampires who might possess things they shouldn't and get hit with the inevitable meta-knowledge fueled 'random search'. 3)Right now, there is loot in maints that is illegal for the crew to hold, and most of the time the crew has no incentive to do anything other than turn it in to sec or science because the alternative is getting searched and thrown in perma for having a stetchkin in their bag. Illegal maint loot should be a precious treasure hoarded even by non-antag crew members, to further create confusion as to who is or is not EoC, and to facilitate this, and to add plausible deniability to the minor and non-minor antags, more illegal loot should be added to maints that won't land anyone in perma. All three of these things together are meant to obfuscate the process of determining who is and is not an EoC. Certain things like being a Chainsaw Man will still land you the KoS without much fuss, but now, if you're just someone with an access tuner who got caught in the vault, you might be a burglar rather than a syndie, so Sec can't just toss you in perma and call it a win. By making it harder for sec to immediately go to the highest level of force possible, I think this will encourage players exploring other options. Interrogations, playing dumb, and all sorts of speech-based interactions can happen when your local antag isn't rightfully assuming they'll be shot mid-sentence. The opportunity to deprive an antag of valuable TC gear still gives sec some sort of win for catching you, but you have a second chance to complete your objectives even if you're an antag forced to convince security you're a lesser threat than you actually are. In closing, as long as security can be sure that you're either an EoC or not an antag at all, there will not be meaningful roleplay between security and antags. By providing a middle ground, a gray option which allows the possibility of being an antag without being an EoC, it opens a dialogue between security and their targets, a chance to de-escalate and force Security to reconsider bringing out lethals.
    2 points
  2. Theres one thing I think you havent considered. "less talky more shooty" isnt LRP. RP stands for Role play, if you are playing the role of a space terrorist whos out for murder, detaining them with violence is a good way to play your role as a security officer. why without the use of perma? all the objectives you've listed would be dealt with perma, and it would be kind of low roleplay to not permanently imprison someone for stealing stations top secret documents.
    1 point
  3. Yeah, my monitor's color calibration is ever-so-slightly off in a way I've tried and failed to fix. It's supposed to be brick red!
    1 point
  4. (Story from a while back) It all started in medical. A mouse named Seth met another mouse named Brian and his cheese. Seth, being a little criminal he was, decided to steal Brian's cheese. Brian, of course, wasnt happy and decided to fight back for it! After little bit of biting, they came up with idea. Why fight for a little piece of cheese, when they can rob cheese bank! They decided to meet in courtroom and discuss plan there. Plan was simple. Break into captain's office through ventilation and retrieve his cheese! After... a bit of waiting for captain to arrive, they jumped him, squeaking agressively, demanding cheese under threat of Renault's life! They came up with perfect lie - a bomb attached to fox! After an old friend who is translator (who also chose to stay anonymous) came and explained situation to captain. Captain - feeling threatened - ordered biggest cheese wheel he possibly could, while Seth was blocking the exit! After around 5 minutes, cheese was ready. Our heroes escaped through opened bridge doors and made their way to gateway, where they consumed said cheese... Thing is, now that they commited robbery, they became true criminals. They decided to discuss "what next" in courtroom. Answer was simple. Escape to space mexico after shift and get fake identities. When, suddenly, they were jumped by security officer! They quickly escaped into ventilation, with new goal - chapel Chapel that round was... interesting to say the least. And so, disguised as monks, Seth and Brian thought they were safe... When suddenly, they were attacked by an Engineer, who we assume was member of enemy mafia. Brian and Seth were fighting hard, but were no match. They lost! Both have died. Seth was soon put under guilotine for his crimes. He lost his head, literally. Good people in medical decided to put Seth and Brian back together! Unfortunately, Seth's brain was permanently damaged, causing complete memory loss. Memory loss, to the point he started flirting with first thing he saw... being Iridium Round ended soon after. It has to be one of the best rounds ive ever played. It also was incredibely fun to came back to these old screenshot and remind myself of it. Special thanks to Sizzle for letting us rob him. Oh also, Seth has been going hard on Kslozsoh
    1 point
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