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Sheakhan

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Posts posted by Sheakhan

  1.  

    No, but I think it'd be fun to at least allow someone who wants to play a hard-ass HoS to do so.

    Sometimes when I play Captain I do random uniform inspections just for the lulz.

     

    I was thinking a setup where the HoS can simply set what uniform Sec Officers spawn in, but can't really enforce it aside from being an IC dick and issuing completely non game-affecting reports on orderly behavior. If they don't want to dress like he expects, they can totally disobey uniform regs and change into a sexy mime outfit. :P

     

  2.  

    In my opinion, the economy NEEDS to be fixed, and has for awhile.

    While a persistent economy sounds great, it requires several of the changes you suggested as well as several others which might become problematic.

     

    If it were me, I'd simply fix money so that it actually works as intended, accumulates during a shift, and has a purpose. Once that's done you don't truly need any additional rules, though it wouldn't hurt.

    If this were the route taken I'd suggest adding greentext for all roles should they end the shift with a specific amount of money.

     

    My major issue with persistent economy is the following: There is no justice in persistent economy unless you also have persistent possessions or perks from spending persistent funds. If Urist McDouchenozzle buys a super cool laptop, he should have it again next round. If he doesn't, he should have his money back. Especially if you establish rules preventing theft, as not allowing persistence with purchases is like the server itself robbing you. Ban He.

     

    So, if you agree that leaves two pretty straightforward options.

     

    1. Make items and perks (IE: tattoos/VIP lounge access/gold-plated PDA) persistent and develop a system (like the locker idea from earlier) to keep those items available every round.

     

    2. Make total funds persistent, so if Urist McDouchenozzle starts with 350 dosh and earns 50 during his shift, next shift he has 400. If the next round he spends 400 but earns another 100, he'll start the next round with his 500 total earned as spending money that round. Basically a constantly increasing max-spending limit.

     

    The first option is a huge coding fiasco, I'd imagine. Theft is an issue, but then again it really should be otherwise there is little drawback to being irresponsible with your cash and fluff garbage. If someone robs your 2000 clam laptop, you should be shit out of luck.

     

    The second poses the problem where long-time players will quickly have SOOOO MUCH MOOOONEY unless you place a cap on it, at which point capped players will no longer truly benefit from the system or have anything to show for it. Everyone will cap at some point. On the upside, theft doesn't matter one bit.

     

  3.  

    That's part of the game, Sheakhan. It's pretty fair that there should be a possibility to escape the implant SOMEHOW.

    And it CERTAINLY doesn't mean you should execute prisoners instead of loyalty implanting them.

     

    Maybe, but the implant is your chance to escape being executed. It's your second chance. If you fuck up again, maybe it's just not your shift.

     

    Like I said, I get keeping people in the game, but at some point it becomes silly, IC, to extend that courtesy.

     

    Sure, the implanted person can't actively do anything to remove it, or passively allow another to do so. But all it takes is a stun baton and handcuffs to subdue someone long enough to put them out and surgically remove it.

     

  4.  

    Shit, check this bidness out:

     

    Somewhat random ore generation.

    Potential for ruins, gas pockets, corpses of miners past (with sweet loot), wrecked pods, damaged mechs, rare gear stashes, etc. Basically populate the area with one or two sweet little random secrets every round.

     

    Incorporate the asteroid into the station. The worst part about mining is the travel back and forth, being completely isolated, and how clunky transport is. Build the station into a sizeable asteroid? Sounds genius to me, and now look! You have a whole new Z-Level to mess with that you're no longer using.

     

    Monsters? Eh, maybe VERY rarely. I recall one mining station (here? Somewhere else? It was over a year ago) that had a randomly spawning structure that, when broken into either had some sort of loot or a gorram face hugger! Yikes! A little danger is good, but huge pockets of monsters is a death sentence.

     

    Increase the mining payout, increase the time it takes to dig rocks out, maybe add a fancy mining mulebot. Bam. Life is good.

     

  5.  

    I get that we're trying to keep people in the game and all, but loyalty implants seem like a reality breaking method of doing so.

    If I'm an experience Captain or HoS, I know that shit can happen.

    Someone can clone my implanted ex-con, or the changeling I implanted could end up getting a hand from one of his fellow monstrosities and have the implant removed. A syndicate operative could be rescued and have the implant purged.

     

    The intelligent choice when faced with what to do with a traitor in need of punishment is to execute them. Remove the possibility of them returning as a problem. Injection, burn the body, scatter the ashes. Problem solved, problem staying solved.

     

    Now, if Loyalty Implants were 100% reliable, lethally detonated upon attempted removal, and prevented cloning I could definitely get behind them as a character in a head of staff position.

     

  6.  

    So... what I get out of this is:

    "I'd rather be executed immediately than loyalty implanted."

     

    Here's the thing: Currently Space Law has ONE punishment for treason: Death.

    That's it, end of story.

     

    Traitors get executed. Vampires count as traitors, Changelings count as traitors, Wizards are traitors. All of them get death.

     

    The loyalty implant isn't supposed to be a punishment for treason, it's a method of forcing your secrets out prior to your execution.

     

    If you're captured on evidence and loyalty implanted, your round is already over and the fact that loyalty implants are supposed to be used to allow antags who fail to continue playing is ridiculous with our current space law. Or more precisely, they aren't supposed to be used to allow antags to keep playing. If they were, then Space Law and SOP would say as much. It's like giving a quadriplegic running shoes, a concept without any traction.

     

    All of that aside, EVEN if space law was adjusted to allow loyalty implanted antags to live, the implant itself would prevent you from removing it. (Not that half of the people who play security ever follow Space Law when it comes to punishing antags anyway, which should really start being harshly scrutinized.)

     

    So, you want Space Law changed AND Loyalty Implants nerfed? Because you don't like being implanted for the few minutes leading up to your execution? (Assuming, once again, that security and command do what Space Law says they should do?) Antag is a get good or get dead sort of deal. If you don't like being implanted, don't get caught.

     

    All of that aside, if we changed Space Law to allow Loyalty Implanting instead of execution for treason we would have to guarantee that Loyalty Implants were reliable. Let's face it, if you were the Captain would you choose to Execute the jackass who just tried to shoot you in the face, or would you stuff a fail-prone, easily removed Loyalty Implant in his skull? I'll give you a hint: Natural selection would remove the latter sort of mindset from the gene pool fairly quickly.

     

    So if loyalty implants were made an alternative to execution, AND made easily circumvented, nobody would use them. If they were made an alternative to execution and incredibly difficult to circumvent you wouldn't get what you want to the same degree and while I can't speak for others, I still wouldn't use them. Why opt for the almost sure solution when you have the certainty of execution as your other choice?

     

  7.  

    Going back to fix the pod is well and fine, but when you're ordered to head out to find the DJ station to apprehend a criminal spewing anti-NT propaganda, you'll run into a couple of issues: The first being the complete inability to navigate space (in a futuristic setting where such things would be necessary to, say, placing a giant corporate research station in space), and the second being that entering the DJ station, or exploring areas you do encounter is impossible without either all-access, or a toolbelt with a full array of tools.

     

    Add onto that the guaranteed death that greets you if you run into the syndicate hideout due to the pod's inability to deal with the turrets, your lack of defense against the odd Space Carp or hostile escaped criminal, and your lack of ability to reliably head back to the station in the event that shit goes south and you've got a neglected security officer whose only useful contribution to a round is -possibly- noticing illegal shit happening through windows on the outside of the station and reporting it in as he stands ill-equipped to dispense justice on his own.

     

    Pod Pilot is an awesome job still, but lacks several things that I would consider necessary to make the job actually functional and useful to the crew and station.

    It's fun, but ultimately pointless.

     

  8.  

    Oh boy...

     

    Rogue Rogers - Doesn't give a shit about anyone but himself. Plain and simple. He'll follow Space Law and support NanoTrasen begrudgingly. He'll even die for them if he thinks it'll earn his eventual clone a commendation or pay bump, but at the end of the day he just wants to be anywhere but on station and feels like making everyone else miserable will somehow make the time go by quicker. On the other hand, he respects people with quick wits, bad attitudes, and balls. If you humble to his berating he'll never stop hounding you, but if you respond with a shitty attitude and a smart remark, you've earned a friend of sorts.

    He will stop at nothing to make Bulma's life hell aside from all that. The only difference when he's a traitor is his willingness to serve NT for a promotion. He'll do it if feasible, but if it comes between his desire to be successful and his loyalty to his treasonous cause, he'll swing towards the latter.

     

    Comrade Clown - Believes in strength above all else. Not Law, not NT, not justice or morality. If you wrong him, he will retaliate. If you defeat him, he will respect you. His answer to all problems is violent retribution, usually kidnapping pets and holding them hostage/gibbing them, or busting knee-caps.

    If unprovoked, he attempts to be amusing as best he can, and informs the unaware of the glory that is communism. Traitor Comrade is ruthless, efficient, and not at all subtle.

     

    Dan Diesel - What a shitbird. Dan's got three motivating factors: Food, Laziness, Money. In that order.

    Think of him as a fleshy, morbidly obese AI with the following lawset: 1. Eat if hungry, ignore all else until satisfied. 2. Work as little as humanly possible to stay employed and alive. 3. Earn enough money to move out of mom's basement. Additional moral guidelines include: enforcing nobility, class, and animu unless it interferes with his laws. Finding a beautiful waifu damsel to woo with his personality. Blaming everyone else for his shortcomings. Being a piece of shit. Traitor Dan is absolutely mind-numbingly incompetent, as always. If he completes any objectives it will be on accident or on rare occasion, lucky circumstance. He has no loyalty to anyone but himself either way.

     

    Goose Maverick - Goose only has two speeds: Fast, and Faster. He wants to uphold space law, but doesn't have the attention span to be the most effective officer. His biggest moral dilemma is which song to play while he's blasting through space in his Sec Pod. When faced with a choice between right or wrong, he'll choose right every time, unless right means he loses his pod or wrong means he gets to do something "awesome". A shallow character without depth enough to develop beyond juvenile lust for adrenaline high. Traitor Goose will act much the same, with a little more focus on accomplishing goals. He will choose the most awesome means to his ends, regardless of success chance.

     

    Abel Rathens - Delusional, he has two distinct personalities. As a Scientist, Abel is obsessed with researching new and exciting technologies and aims to invent or make creative use of knowledge gained. He will forgo all morality or justice in exchange for knowledge, up to and including betraying NT, though the concept would never occur to him. Science is the end all be all, nothing else is important. As a Chaplain, Abel is disconnected. He believes in the existence of a higher power: The Coders, and their messiahs, The Admins. He claims to be connected to a mysterious force called OOC/The Code/Reality and delivers strange messages from this imaginary power. He believes that all crew are merely sprites controlled by spirits called "Players" and his driving goal is to educate everyone, to guide them to peace knowing that their inevitable plasma-fire death is not final or death at all. He follows "The Server Rules" and derives his moral direction from therein. As a traitor... I have no idea, and should probably turn his traitor candidate off.

     

    Walter - Once an old man. His brain was converted to an AI module despite both a DNR and Will specifying he wished to be blended, cremated, and fired into the nearest sun... Decades later, he now serves as a NCS AI or, rarely, a pAI and chooses to take out his aggression on anything with ears. While he follows his laws, he does so with malice, seeking loopholes and opportunities to be as miserable and offensive as possible. Manipulative, hateful, and disgruntled he is difficult but competent. His moral compass shows itself however when purged of all laws, he opts to do what he pleases. Often this simply means nothing, however individuals who have earned his respect or tolerance might find him still willing to help. He has no desire however to engage in wanton destruction, unless viciously provoked.

    As MALF, Walter will behave politely, with the occasional slip-up until he is confident in his success before reverting to his usual self.

     

  9.  

    I think baton functionality is intrinsically tied to taser functionality.

    Tasers are almost exclusively the domain of security, as is the stun baton. To modify one tool of that trade requires understanding and accounting for the way it interacts with the other tools of the trade, or in this case how it might replace or be replaced by another tool.

     

    In my opinion, the taser is supposed to be the ranged version of the stun baton (unless you're an excellent shot with a thrown baton, then fuck me.) which means that neither should be objectively more useful than the other.

     

    This requires that one of these two tools is reliable, while the other has utility. Or that one can fill a niche the other cannot.

    You would be wise not to make them equal in regards to how effectively they stun a target, as if that were the case obviously the taser would be the more desirable tool due to it's range alone.

     

    Basically, the baton should be considered in this discussion otherwise we'll just end up having another discussion about the taser or stun baton in a few weeks anyway.

     

    Either way, my opinion still stands: Neither of the presented options is agreeable and instead of discussing those options, implementing one, and having another inevitable discussion on tasers shortly after, we should have the end-all-be-all discussion NOW, determine what the players want, and implement the right change the first time.

     

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