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Design document: New role: Constable


Landerlow

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Edit: The topic is locked but the suggestion isn't. See the latest reply in this thread for more info.


This design document is part of three things we'd like to see in the server. The other design documents can be found here:

Design document: Job Trainee (https://www.paradisestation.org/forum/topic/24513-design-document-job-trainee/)
Design document: New mechanic: Fines (https://www.paradisestation.org/forum/topic/24515-design-document-new-mechanic-fines/)

This has been copy-pasted and originally been written by @Norwest (Copied over from the post in the admin section)

Discord project discussion: https://discord.com/channels/145533722026967040/1158446583763976192/1158446583763976192

Design Doc/Job

New Role: Constable

Inspiration: Paul Blyant, Space-Mall Cop
We could use a Security-adjacent role, one that's equipped and able to handle greytiders breaking things without also getting heavily involved in the Sec-vs-antag balance. Having a 'tider-focused role should help reduce some of the low-end but emotionally-upsetting issues such as an asshole Engineer resisting a demotion, a greytider smashing windows in Cargo, or two newbies beating each other half to death in Cargo.

At the same time, we should be cognizant of the inherent risk of any similar role ending up as Sec Officer Lite, similar to the classic 'detcurity' issue that's plagued Detectives. This 'Constable' role is geared specifically around providing a series of strong barriers - structural/mechanical, rules-based, and simple social coercion - to prevent them from falling into the same issues, while still letting them forcefully resolve low-violence situations.

Role Outline:
Unlock requirements: 4 hrs as a Security Officer, 2 hrs as Internal Affairs Agent

Starting text: "You are the Constable. Your job is to mediate disputes and maintain public order."
Department/boss/starting location: Legal (reports to Magistrate), starts in Labor Camp shuttle checkpoint
Starting access: Holding Cells, Courtroom, Maintenance
Starting equipment: custom jumpsuit, armored jacket, and soft cap (similar stats to the Sec jumpsuit, standard armored jacket, and Security soft cap), Skills HUDSunglasses, black gloves, radio (non-bowman, has Procedure encryption only), judo belt (starts equipped on belt), and a cardboard 'Constable equipment box' (starts in backpack) containing pepperspray, flash, handcuffs, security hailer, security holobarrier creator.
Starting numbers: 1 (can be altered by HoP). Starts with mindshield.

There's a number of key elements here meant to keep Constables from getting directly involved in the Sec-vs-antag action. I'll cover the specifics here:
-The hours requirement (both Security and Internal Affairs) means that anyone playing a Constable has already played Security first, and has done at least one shift watching over Sec in Internal Affairs. Rather than being an in-between role for people aiming to be in Security, the Constable is instead a 'retirement' job for more experienced players who want to robust greytiders but don't want to chase down antags in Maintenance.
-As they're technically part of Legal, Constables report directly to the Magistrate rather than the HoS, and cannot be ordered around by them.
-Without Security comms access, Constables cannot hear the usual Sec callouts of 'VAMPIRE MED MAINTS NEED HELP.' Additionally, without Security HUD access they won't be able to spot wanted individuals on-sight.
-Constables lack any ranged weapons whatsoever, and will have restrictive SOP preventing them from making arrests in Maintenance (see below). This is by design, as it helps keep Constables out of Maints and provides obvious refuge for both greytiders and antags who want to avoid 'em entirely.
-As they don't have Weapon Permit access on their IDs, any Constable who picks up a disabler or baton will be arrested and called out by Beepsky for doing so. Additionally, without bowman headsets Constables will be vulnerable to flashbangs.
-Without Brig access, Constables can't bring suspects to the Brig Processing, raid Evidence, or process permabrig prisoners (see below for requested door access changes). They'll be able to access the holding cells for temporary prisoners, and nothing else; this will keep Constables' interactions with Security Officers and the Brig in general to the minimum necessary to brig greytiders.
-By having weak gear, minimal access, and restrictive SOP/rules preventing them from taking part in Sec-vs-antag fights, Constables are also low-priority targets for antags. Constables can still defend themselves if attacked, ofc, and can pursue a 'tider who runs, but simply ducking into a Maintenance corridor renders the greytider immune per SOP to the Constable.

Quote

Constable SOP:

Code Green:

1. Constables may not pursue suspects into Maintenance, nor may they conduct arrests there. Constables may not demand access to the interior of other Departments during regular patrols, but may be provided access by the Head of Personnel or by the relevant Head of Staff to assist with peacekeeping if requested;

2. Constables may not use lethal force except in extreme cases of personal self-defense. If a suspect is believed to have committed a 4xx (Exceptional) or 5xx (Capital) crime, or would require lethal force to apprehend, the Constable is to retreat to a safe location and inform station Security;

3. When carrying out an arrest, Constables are required to state the reasons behind an arrest before any further action is taken;

4. Constables must attempt to bring all suspects or witnesses to the Brig without handcuffing or incapacitating them. Should the suspect not cooperate, the Constable may use non-lethal force to detain the subject;

5. Constables are permitted to carry a Corporate Judo belt, a flash, handcuffs, and a can of pepperspray;

6. Constables may not perform searches, and should report all suspicious individuals to station Security instead for follow-up by Security Officers.
 

Code Blue:
1. All guidelines carry over from Code Blue.


Code Red:
1. All guidelines carry over from Code Blue.

2. Constables may not possess disablers or lethal weaponry of any type, except in cases of full-scale station hazards such as biohazards, a Syndicate 'declaration of war,' etc. and should return all weapons of this type immediately to the Armory on conclusion of the threat.

 

Quote

Constable Wiki
Superiors: Magistrate
Difficulty: Moderate
Guides: Space Law, Guide To Combat, Security Items, Standard Operating Procedure, Standard Operating Procedure (Legal), Brigging Procedure
Access: Courtroom, Holding Cells, Maintenance
Duties: Stop minor crimes, enforce Space Law and SOP

As a Constable, you're the go-to guy for petty crimes and minor troublemakers around the station. Let the redshirts go chasing down bloodsuckers, monsters, and things that go bump in the night; your job is to keep the peace in public areas like the Bar and Dorms, no matter what happens deep in Maintenance.


Paul Blyant, Space-Mall Cop
Welcome, Constable. Armed with your belt-given knowledge of Corporate Judo, a pair of handcuffs, and (hopefully) a calm temperament, you've been hired to maintain a semblance of order in a station trying to slip into chaos. As a member of the Legal sub-department you answer to the Magistrate, rather than the Head of Security.

Remember: you are not a member of Security, and should not try to be one! There's more than enough Security Officers to dogpile big threats such as changelings or Syndicate traitors; your job is to pay attention to the problems those guys might miss. You're the bouncer who keeps things calm in the central hallways, the guy who stops Joe Greytider from breaking into Chemistry to make meth, and the calm voice who helps defuse a riot when angry Assistants start protesting outside the Bridge.

Your SOP specifically prohibits you from making any arrests in Maintenance. If greytiders want to run into the dark, vampire-filled holes around the station, let 'em! Your first priority is to keep order, and if someone runs away, they're not causing trouble in important public places like the major hallways or the Cargo Lobby. Low-level violence is your ballgame, so be prepared to use Corporate Judo or your non-lethal pepperspray or flash to take down rogue Assistants or crewmembers resisting demotion. Read up on Security items to know which tool will work best on which troublemaker you're dealing with.


Man On A Mission
Busted windows, Chemists making krokodil, Botanists high on bath salts streaking naked around the corridors - there's a lot of petty crime on your average NT station, and the easiest way to see and stop it is to be there when it happens. You're allowed to make arrests under the following conditions:
1) The suspect is presumed guilty of a 1xx (Minor), 2xx (Medium), or 3xx (Major) crime, and
2) The suspect is in a department or public area.

The changeling with an armblade out is a threat way beyond your paygrade, so follow your SOP and fall back to call it in to Security ("; Changeling with armblade spotted in Departures, need Security!"). Similarly, if your suspect runs into one of the dimly-lit Maintenance corridors around the station, they're in a dangerous area that's best left for Security Officers to handle. Call in the suspect's name (if known) and what they've done to Team Redshirt, and let the guys with numbers and guns go chase them down. While you can go into Maintenance like other crew, you cannot make arrests in Maintenance, so don't go joining the Security conga lines to hunt down antagonists.

The general comms channel will be your second-best source of info aside from your own eyes, so keep an eye on it while you patrol. 'HELP SCIENCE JOE GREYSHIRT BREAKING THINGS' is your cue, so be ready to roll when you hear it! The camera console in your Labor Camp home office will let you check out areas from a distance, while the Security records console will let you keep the records of your regular troublemakers up to date.


QM's Little Helper
The primary hallways are your patrol area, but you're welcome to request access to patrol departments. The Chief Medical Officer (CMO) will often want a hand with problematic patients, and the Chief Engineer (CE) might need help from Assistants breaking down Engineering's doors to steal their coveted insulated gloves. In such cases, don't be afraid to ask for additional ID access, to be provided by the Head of Personnel (HoP). The Heads of Staff will often need a hand keeping order in their various departments, so make sure they know you're available to help them.

Demotions are often a messy business, as the Botanist who's called for demotion by the HoP is unlikely to show up at his line with ID in hand. You can help make sure these personnel changes go through, by will or by force, and your Skills HUDSunglasses will let you know if someone's marked for demotion with a red 'D.' If people fight back violently, don't be afraid to take them for a little stroll in a holding cell after they're done getting their ID access revoked.
 

 


Design Changes Needed:

1. Mapping: Access changes (using Boxstation as an example; other maps will require similar small-scale changes): The holding cell doors (dark green circled) below will need to have access changed from Brig-only access to Brig or Holding Cell access ('access' to 'access_one,' Brig access = 63, Holding Cell access = 2). Another windowed set of Brig doors should be added above (light blue) to keep Constables out of the Brig proper. All other Brig doors (yellow) should remain the same.
image.png.3222709023b49f1a98d1b1a2510b1b65.png


Similarly, there'll need to be Holding Cell access on the doors leading from the Labor Camp Shuttle room to the outside. In some stations, like Delta/Kerberos this already exists, but other ones like Box/Cyberiad will need a couple doors modified to allow for that (while still keeping Constables otherwise separate from Security).

2. Computer access: The holding cells, Labor Camp, and Security camera consoles all utilize Holding Cell access ('2') already, but the Sec records console will need to be modified to allow for Holding Cell access only to operate it (access_one, add '2').

3. Sprites: A custom uniform, jacket, and soft cap for the Constable, to differentiate them from Security Officers. I'd recommend a blue-and-grey color scheme similar to the Blueshield to mark them different from the red-and-black of Security (or Syndies), but I'm open to whatever the spriters come up with.

4. Gear: Constables can use the Labor Camp Shuttle terminal rooms on all maps, as that already has all the computers they need. The room ('Security Prisoner Shuttle') will need to have a tank of pepperspray for Constables to use for refills, and will also need at least one personal locker, renamed 'Constable's personal locker' or the like.


Q&A:
1. Do you really expect this to keep Constables from turning into Sec Officer Lite?
I fully expect there to be challenges with implementation, and that we'll have to whack a Constable or two when they go running into Maints to pursue a greytider. However, unlike 'detcurity' there's a lot of mechanical discouragements to keep Constables from being able or wanting to go too far: they don't have a gun for taking people down (unlike the Detective), they don't have access to Security comms or a reason to be in Maintenance in the first place (unlike the Detective), and the Constables' lack of gear and access makes them a poor target for antagonists to nab. Finally, making the Constable role require time as a Sec Officer and IAA to unlock means it'll be staffed by more-experienced players, who will generally already be clued in to the job's less-lethal role.

2. How do you see the Constable interacting with the planned system of fines and tickets?
While I didn't put it in above directly, I'd like to see the Constable have the authority to issue fines instead of prison time. Giving them the authority to remotely issue fines also lets them slap people who run away into Maintenance, which should cut down on Constable players feeling blueballed by people running away in the first place. Fines also open the door for a lot of interesting gameplay options, including using the criminally under-utilized Labor Camp as a 'debtor's prison,' letting people bribe Constables to look the other way, etc.

Edited by Landerlow
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Personally these types of thing is why I used to play security.

I usually handled the petty things that nobody else cared about.

There is one thing tho that needs clarification. I presume escaping constable by running into the maints would be considered resisting arrest. This should be stated clearly in space law.

Also do we consider attacking or kidnapping constable a crime attacking/kidnapping an officer? I think this might be less clear. I imagine it would apply to constable.

Also genuine question: how effective is corporate judo? I had never use it.

 

I'm asking cuz I am unsure if the role isn't "disarmed" too much. They still would need to be effective at detaining petty criminals if they resist, right? I am unsure how stun baton works exactly at this point (I don't think I played sec officer since the combat rework). But maybe stun baton would be fine to give the role?

Edited by BottomQuark
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Design has been brought up in Discord (thanks Landerlow!), and the following changes are proposed:

1. Mindshield removal: The Constable is to start without a mindshield, and is eligible to be a Syndicate agent. Like the HoP, they're blacklisted from many roundstart antag roles (cult in particular, and I'm not opposed to blacklisting them from changeling/vampire at roundstart too); however, they can either start as a Syndicate agent or become one mid-round.
(there was obviously a lot of discussion about this, but the key deciding factor was to make the Constable a reasonably-shady guy, one who neither Security nor Legal would trust too much. The blacklists should keep the Constable from overly affecting the round if they're an antagonist, but also keep Security from fully trusting the corporate legbreakers too much either)

 

1(a). In line with this, the Constable can either voluntarily receive a mindshield from the HoS, or be pressured into taking one.
(Yay for emergent gameplay! Security may choose to browbeat the Constables into receiving a mindshield to protect 'em from Dantalion vampires or mindslave implants, or might choose to do nothing. I expect this to be a different discussion between different people every round, and for the question of mindshields to keep a certain degree of mistrust between Constables and Security, which is by design. This is meant to be a paranoid station, after all)

 

2. Initial hours increased to 20 hours as a Security Officer (was 4), and 4 hours as Internal Affairs Agent (was 2)
(This was in line with the Constable being made less-trustworthy, and therefore less likely to count on support from station Security. Without that, any Constable will need to be more self-sufficient)

 

3. One starting Constable role at lowpop (<50 players), increases to 2 at higher. Can still be increased further by HoP or other on-station ID computers.
(this is both to encourage the 'buddy cop' approach, and to have the Constables keep an eye on each other for misbehavior)

 

4. SOP changes: The SOP about Constables in Maints has been altered to let Constables pursue targets into Maintenance, but not patrol there. As before, Constables are not to conduct searches. Revised SOP point #1: "1. Constables may pursue a suspect who flees into Maintenance, but may not conduct regular patrols in Maintenance and should instead report suspicious persons spotted there to station Security. Constables may not demand access to the interior of other Departments during regular patrols, but may be provided access by the Head of Personnel or by the relevant Head of Staff to assist with peacekeeping if requested;"
(This was revised to allow for some leeway on pursuing people into Maints, while still making it clear that Constables shouldn't be getting too involved in Maintenance, as that's meant to be antag-friendly territory. Conversely, with the whole 'no mindshield' revision Constables are a lot less trustworthy on the whole, and there's less of a risk of Sec Officers trusting Constables to buddy up in Maintenance)

 

4. Loadout: Several options were suggested for a Constable melee weapon, with the following design goals in mind:
a) Not usable at range (to both prevent Constables from easily affecting Sec-vs-antag fights, for instance, and to encourage longer and more exciting chases),
b) Can't easily be taken away (since Constables will spend a lot of time wrangling greytiders, and can expect to face a lot of wall shoves and vendor-crushing),
c) Gives Constables an advantage in a 1v1 fight vs. an experienced greytider, and also doesn't let Constables easily dominate a fight with a regular antag (similar to the design approach for the judo belt, basically), and finally
d) If possible, is also thematically appropriate with the image of Constables as a semi-trustworthy corporate legbreaker.

Based on the above, the following options were suggested:
-Keep the judo belt, OR use a judo bio-chip implant
-Use the police baton implant that's already in code, minus the knockdown (20-30 stamina effect only, so 4-5 hits to stamcrit)
-Use a modified stamina-dealing form of the Enhanced Musculature implant, minus the knockback (your punches do 20 stam damage on harm intent)

Overall, I'd prefer the musculature option. It gives a cool, unique effect that's very thematically appropriate for a greytide-wrangling legbreaker, it makes Constables dangerous in close-quarters without giving them a means of overly affecting others at range, it's vulnerable to EMPs (which antags have easy access to) while remaining effective against greytiders, and it can't be taken away by an experienced 'tider. I acknowledge this will take some additional work, as it'll need a custom option which also automatically installs itself on the left arm (so that it doesn't overwrite IPC power cords in their right arms), but I think it's the best option for the character. Assuming this is implemented, the Constable will then lose the starting judo belt, and the Constable SOP will be modified to remove the mention of a judo belt.

 

Conclusion: The big change was the mindshield removal, and I'll admit I took a lot of convincing myself. However, I've been convinced that it would go a long way to making the role a lot more interesting: it neatly solves the issue of 'detcurity' by making Security distrust Constables, it makes the role a good deal potentially more sinister while still letting them be helpful peacekeepers, and it introduces immediate complications (does the HoS try to force the Constables to use mindshield implants? Do the Constables accept them themselves, and if so, what happens when some HoS inevitably mindshields a Constable traitor? etc.) which will be dynamically resolved in different and interesting ways each round.

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Additional elements to be altered:

Fines: During the critiquing, someone raised an excellent point that we should be encouraging face-to-face gameplay like the courier system does, rather than allowing for fines to be levied remotely. Aside from being simpler and easier to code, this gives a lot more for Constables and Internal Affairs to do, rather than just 'sit in your office and type up pseudo-emails.' Example gameplay:

-Jane Chef doesn't make food for 15 minutes, so the IA Agent levies a fine for an SOP breach.
-When Jane refuses to pay, the Constable is called and fights her; Jane tries to run away and gets dogpiled by a pair of Constables.
-The Constable cuffs Jane, swipes her ID to fine her account for the SOP breach, and then offers her the chance to pay the Constable directly for the crime. Jane cries bloody murder and gets hauled off to the Holding Cells instead.
-IA now has a case to investigate against the Constable, aaand the cycle continues!

With this in mind, I'd like to propose an 'excise payment machine,' based on the pre-existing EFTPOS systems. It's got the usual EFTPOS functionality, but has a slightly different-colored sprite and automatically has the account and PINs of the departmental accounts. You can charge directly into those accounts without having to know the numbers directly, which'll streamline collecting fines 'for the public good.' You can also charge money to your personal account, because we want to leave open the possibility of corruption for this whole system, but we want to streamline paying fines and generally make it easy to do. This avoids a lot of the prior confusion and difficulty of modifying a bunch of DBs, and should be easier to implement.

I'd like each Constable to start with one 'excise payment machine,' along with having a pair in the Brig Processing and one more each in the Warden and HoS Office (since Security is encouraged to get in on all this low-key corruption action too, lol). The Space Law and SOP pages will be updated with the appropriate numbers of the fine amounts themselves (20 credits for a small SOP violation or 1xx [Minor] crime, 50 credits for a major SOP violation or 2xx [Moderate] crime, along with details like fine stacking and increases for repeat offenses (doubles on repeated SOP violations of the same variety, or the same crime). Space Law will also allow for anyone who's unable to pay to instead serve time working off their debt in the Labor Camp.

Edited by Norwest
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Plot twist: Constable and IAA conspire and split the profits (assuming Jane Chef paid in cash).
This has a lot of RP possibility but from an admin perspective we should also try to define as best we can what is and what is not over the line, so to speak. 

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Design Doc - Revised Edition (approved by design/balance teams to go ahead)

New Mechanic: Tickets / New Role: Constable

Inspiration: Paul Blyant, Space-Mall Cop
We could stand to give SOP, and its Internal Affairs enforcers, a little more teeth. We could stand to keep the low-key shittery on the station better controlled, while also providing an interesting counterpart for greytiders, Clowns&Mimes, and other agents of non-antag chaos. We could stand to break up the 'Security hivemind' a bit, and introduce a little bit of dissension and mistrust into Team Redshirt. The ticket system and the new Constable role aim to address all of these elements together.

Tickets: Paying Your Way
This design introduces a new system of tickets, paid in-person with an ID-swiped 'excise payment system' (a modified EFTPOS scanner). If there's one thing we've seen from the recent 'courier' system change, it's that face-to-face interaction is a Very Good Thing, and that we should be building new mechanics based around encouraging it. 1xx (Minor) crimes will now be handled by paying a fine of 20 credits per violation, and 2xx (Moderate) crimes can be resolved by either a fine of 50 credits per violation or the same 5-10 minutes Brig time, at the discretion of whoever's making the arrest. The fine can either be paid in the field, or by bringing the person to the Brig and processing it there.

SOP will now be enforced by fines, too. Internal Affairs and the NTR will be given the power to levy fines for SOP violations, with fees of 20 or 50 credits per individual violation. In either case, if someone is unable to pay their fine, they can serve their time in the criminally-underutilized Labor Camp, by working off their tickets in the 'debtor's prison.' However, actually collecting these fines from unrepentant greytiders is gonna be impossible without getting them in cuffs, soooo...

Constables: Corporate Legbreakers
Enter the Constable. This role is geared around enforcing the new fines and tickets system, and is specifically designed to remain targeted and focused on greytiders and low-key trouble throughout the shift. If Sec Officers are the station's SWAT team, responding to ':s HALP VAMPIRE SCI MAINTS,' then the Constables are the station's patrol cops, walking a regular beat and ensuring that someone with arrest authority shows up at the Dorms when '; halp joe griffer beating me up.'

Internal Affairs/the NTR can write a ticket for SOP violations, and Security members can write a ticket for 1xx (Minor) and 2xx (Moderate) crimes, and since they're a role geared around tickets, Constables can write tickets for both. A Constable can subdue a crewmember in the field to collect a ticket, or bring them in for a 2xx (Moderate) offense such as Assault or Kidnapping if they think it's warranted. Unlike Sec Officers, however, Constables are not allowed to make arrests on anyone they see doing a 3xx (Major) crime or higher, and are expected to call those in to Security instead. Since we don't want to rely on SOP and Space Law alone, though, the Constable's gear has been carefully geared around the goal of "letting them reliably roughhouse greytiders, while also making them minimally-effective at fighting actual antagonists."

Perhaps most importantly in terms of avoiding the 'Sec Officer Lite' problem, however, the Constable does not start the round mindshielded. Similar to the HoP they'll be blacklisted from a number of roundstart antag roles (cult, changeling, and vampire) but can be Syndicate traitors on occasion, along with being initially vulnerable to subversion attempts with mindslave implants, Dantalion vampires, cult conversion, etc. This makes the Constable only partially trustworthy by ever-paranoid Security, and keeps them from turning into Sec Officer Lite in the same way that the Brig Physician tended to become. The HoS can try to browbeat Constables into accepting the mindshield implants from their locker, can try to keep the Constables away from the Brig as much as possible, or can simply ignore them when feasible. Either way, however, there will always be an element of doubt and paranoia present, which is something that's currently missing from Security.

Similarly, the Constable's inherent untrustworthiness means they'll provide extra work for their own Legal department, who currently lack enough interesting and fun work to do. Internal Affairs will obviously watch other departments for SOP violations to ticket, and the process of assigning and collecting tickets will keep them busier, but IA and the Magistrate will also need to keep an eye on their own legbreakers to make sure the Constables aren't taking a little extra cash on the side. The Constable role is intended to be a little bit shifty and untrustworthy by design, and to both introduce and encourage low-level corruption complications like 'Constables taking a small bribe to overlook Botanists selling drugs.'

That being said, Constables are also not required to be corrupt, and can in fact be the One Good Man on the force. The role is meant to be open-ended in this regard, and the alternative uniforms (the 'British bobby' one in particular) are meant for players who want to play their Constable as an upstanding citizen. Whether it's 'bored mallcop writing tickets,' 'corrupt corporate mafia man,' or 'the cops we wish were out on patrol in real life,' the Constable role is meant to give players enough narrative freedom to play the role as honestly - or not - as they want.

 

Necessary Changes:
This covers the bare minimum, absolutely-necessary elements needed to get this to the point of a TM. There's a lot of 'nice-to-have' stretch goals, which'll be covered in a separate header below. However, with the basic elements covered here we should be able to go for a basic TM and see how the ticketing mechanic and the new role both handle in practice:

1. The 'Excise Payment System:'
An EFTPOS scanner, but modified with a shiny red skin and modified to have always-on access to the department accounts. The EFTPOS normally requires you to know the account number and PIN of any account you're paying into, but this 'EPS' will let you pay directly into one of the various department accounts without also knowing anything more beyond the name ('Command Account,' 'Security Account,' etc). This will be accompanied with a slight modification to Space Law and SOP (details below) which cover the recommended payments for various types of low-level crimes and SOP violations.

IA Agents and Constables will each start with an 'EPS' in their backpacks, as tickets and fines are meant to be central to their gameplay. Security Officers can also levy fines, so I'd like for two 'EPS' systems to be in the Brig Processing, along with one each in the Warden, HoS, Magistrate, and NTR Offices. There'll also need to be a reminder about normal ticket amounts, namely the 20-50 credit prices for the time being (exact numbers subject to change based on user experience, ofc), so the wiki will need to be updated with the relevant info (details below).

2. The 'Ticket' security status + SkillsHUD visibility:
The Constable is the obvious go-to guy to handle an idiot Engineer who's resisting a demotion. Unfortunately, the SkillsHUD (which the Constable will start with) currently can't view the 'Demote' status on the HUD, which seems an obvious oversight. Additionally, I'd like for arrest statuses (Wanted, Parole, Release, etc.) to include the new 'Ticket' status, which'll be an orange $ sign or similar indicator. Ideally the 'Ticket' status should also be visible on the SkillsHUD, as it falls within the purview of relevant characters (the NTR, IA, and the Constable).

3. New Sprites/Minor Gear:
At a minimum, Constables will need to look different from Sec Officers. I'd recommend re-using the sprites from a prior attempt to merge a not-Sec Officer, though other people are welcome to resprite as they wish. Constables will also need a Procedure-only encryption key, along with a renamed version of the IAA's non-bowman headset.

4. New Weapon:
The Constable will need their own unique weapon to apprehend people (suggested custom weapon to follow). The basic design requirements were:
a) Not a ranged weapon (extended chases are way more fun than if the Constable just no-sells a greytider with a disabler knockoff)
b) Capable of reliably winning 1v1 fights with greytiders, and can't be easily lost (since Constables are expected to rely on this weapon against experienced 'tiders when flashes and pepperspray fail, and the whole 'lack of trust' means it's unlikely they can't count on Security backing them up)
c) NOT highly effective against antags (we definitely don't want Constables interfering with Sec-vs-antag fights too much, and we don't need to repeat the 'detcurity' problem of the Detective's old .38 pistol)
d) Unique and thematically appropriate for the role (whether they're an upstanding police bobby or a shady corporate legbreaker, the Constable's main tool should be something that reinforces the general look and feel of 'a patrol cop who solves back-alley problems with a beatstick and his fists')

There were several great contenders in the Discord chat, including using the pre-existing police baton implant modified to only deal stamina damage, but the finalist was 'knockout muscle enhancer,' a weaker version of the pre-existing 'strong-arm empowered musculature' implant. The existing arm-mounted implant makes unarmed strikes deal 20 brute damage along with significant knockback; 'knockout muscle enhancer' is significantly weaker by design, operating instead like slightly enhanced boxing gloves. It causes the user to deal 15 stamina damage without any knockback when using unarmed harm intent, weakening targets until they fall over; depending on exact force amounts it'll take 6 strikes to fully stamina-exhaust a target. The strikes use the standard boxing notes ('X hits Y with a haymaker!' etc) and should ideally use a custom noise for their hits, so that others are aware these are stamina-only strikes. Like the original, a nearby EMP will cause the user to instead punch themselves. It can be printed in R&D protolathes with sufficient tech levels (I'm guessing...eh, Engineering 5, Biotech 6, and Illegals 2, say? Meh).

'Knockout muscle enhancer' is a useful CQC weapon that can't be taken away, but remains only mildly effective against most outright antagonists. It's a useful tool for a stand-up fight, but if the other guy runs then the Constable is at a real loss. They'll still lose a fight with a stamina-resistant vampire, and against a changeling with EMP Screech or a Syndicate with an EMP implant they're easy pickings - after all, one of the simplest ways to keep Constables away from actual antags is to make them very poorly-suited for fighting them. However, 'boxulature' provides a unique and interesting tool that's very thematically appropriate with the image of Constables as a shady corporate enforcer, and one that encourages extended chases and drawn-out beatdowns.

5. Mapping Changes - Starting Point:
Gear-wise, the Constables will thankfully spawn with most gear they already need. Whatever their starting location (see below), we'll want to make sure they have access to two personal lockers (renamed 'Constable personal lockers') and a pepperspray tank. If the spriters come up with alternate clothing options in time for the TM, I'd recommend the alternate clothing options should go into a garment bag in each locker. Aside from that, if anyone's up to map out an actual Constable gear room (see the stretch goals below), I'd be very grateful!

The Constables' design goals for access are as follows:
a) Other than the stuff they must have, Constables should have minimal outside interaction with Security (we don't want them to turn into Sec Officer Lite, after all)
b) Constables must have access to the Holding Cells, and may have access to Brig Processing and Interrogation depending on preference and how it shakes out in practice. However, on all maps Constables should not have access to the Prison Wing, Execution, Evidence, and anything more restricted (note: this may get problematic because the Prison Wing uses the same Holding Cell access - access type #2 - which the Constables will need at a bare minimum)
c) Ideally, Constables should have access to the Labor Camp. The area is criminally under-utilized anyway, everything there is already set to the Holding Cell access which Constables will need to have at a minimum, and using it as a 'debtor's prison' fits in thematically very well with the Constables' whole theme. Some maps like the Kerberos/Delta are perfectly suited for this already, whereas others like Cyberiad/Box or Cerebron/Meta will require some additional effort (see below).
d) The relevant access numbers are the Brig (#63) and Holding Cells (#2); Constables must have Holding Cell access in order to set Brig timers, and may have Brig access depending on necessity. Obviously, Constables will not be having Security (#1), Detective (#4), or Armory (#3) access, so those are safe for use.


With all that said, I think there's basically three general approaches to giving Constables the 'right' access while keeping them away from the 'wrong' ones:

1. Minimalism: This would remove Constables' Brig access entirely, so that they only have Holding Cell access. On all maps there's at least four temporary cells near the front of the Brig, and modifying the double-doors near those cells to accept Holding Cell access (#2) would be sufficient. The Constables' starting position (+pepperspray and personal lockers) would be changed to the Courtroom, and Labor Camp SOP would have the Constables turn over any prisoners going there to Security instead. This 'minimalist' approach is relatively simple to implement, and accomplishes the goal of keeping Constables outside of the Brig, most notably in keeping them clear of the Prison Wing, Evidence, and other places they shouldn't be. However, it also keeps Constables away from the Labor Camp Shuttle, which is problematic since that'd be a great starting point and home-base for them, along with fitting into their general theme really well. Additionally, some poorly-organized maps (*cough*Cerebron!*cough*) utilize Brig access (not Courtroom #42 access - no joke!) on the Courtroom, so there'll need to be a bunch of doors modified anyway.

2. Compromise: This would retain Constable Brig access, but alter the areas they shouldn't go by changing door access there. Evidence, the Prison Wing, and Execution at a minimum would need to be updated from Holding Cell (#2) to Security (#1) access, or alternatively Security+Forensics (access_one, #1 and #4) access in cases where we want the Detective able to travel there too. This will let us use the Labor Camp Shuttle as a home base of sorts for the Constables, while also keeping them separate from Security in the process (since Sec almost never uses the Labor Camp or its shuttle except when evacuating the station).  This'll take more time up-front to tweak specific door access codes properly, and may affect things like 'a traitor CE or RD being able to scoot in and easily loot Evidence,' but in the end I think it'll work out best.

3. Maximalist: We add a new 'Constable' access type, modifiable in the ID computer, and add the access to specific doors and areas where Constables should and shouldn't go. This will avoid the issue of interfering with other job types, and let us tweak exactly where Constables are allowed to travel (along with letting them have a private gear room; see the 'stretch goals' section), but will also take a lot more work to code and implement. Notably, we'd need to either make sure that the new access lets Constables still set holding cell timers appropriately on the telescreens, along with having access to necessary computers like the labor camp points manager.

After talking with design/balance, option #3 has been chosen for the actual TM. Constables will have Maintenance and the custom 'Constable' access, which will be added to the standard ID computer (under the 'General' tab, similar to the 'Magistrate' and 'Law Office' ID accesses, another little detail to help reinforce that Constables aren't part of Security). We'll need to make sure that entities like the telescreens are set to access_one and allow the Constable access, ditto for the Labor Camp, but this'll help keep them where they belong.

 

6. New Role:
Unlock requirements: 20 hrs as a Security Officer, 4 hrs as Internal Affairs Agent

Starting text: "You are the Constable. Your job is to mediate disputes and maintain public order."
Department/boss/starting location: Legal (reports to Magistrate), starts in Labor Camp shuttle checkpoint*
Starting access: Constable*, Courtroom, Maintenance
Starting equipment: custom jumpsuit, armored jacket, and soft cap (similar stats to the Sec jumpsuit, standard armored jacket, and Security soft cap), Skills HUDSunglasses, black shoes, radio (non-bowman, has Procedure encryption only), and a cardboard 'Constable equipment box' (starts in backpack) containing pepperspray, flash, handcuffs, security hailer, an 'excise payment system,' and a security holobarrier creator. Has standard Security PDA (with read-only Sec Records access and ability to summon bots). Starts with 'Fist Aid' 
Starting numbers: 1 at lowpop (<50 crew), 2 at higher population. Can be altered by HoP or other on-station ID computer. Does not start with a mindshield, but like the HoP the Constable is ineligible for certain antagonist types (cultist, changeling, and vampire in particular).

*Please see 'Mapping Issues' section above; this assumes we go ahead with the third version listed above

 

Stretch Goals:
These are a bunch of 'nice to have' ideas which I'd love to see in the future, but aren't strictly necessary to move ahead with the whole concept:

1. Constable Gear Room: Shady back room? Shady back room! This'd be a roughly 3x3 Constable-only area, with things like a 'ConstDrobe' containing alternate clothing options and additional basic gear like handcuffs and a pepperspray refiller. This would also serve as an ideal place for Syndicate Constables to check their uplinks, store stolen gear, and for both antag and non-antag Constables to carry out not-totally-legal business deals like "selling emag swipes to the crew."

2. Constable-only access: The easiest way to keep Constables where we want 'em is to simply add a specific and unique access type. This also makes their own back-room more secure, and lets us modify exactly what places they can and can't go in Security (thus reinforcing the divide that these guys aren't card-carrying members of Sec).

3. Constable DRIP: If there's one thing that sells a role, it's looking the part. I've seen a number of interesting suggestions for alternate Constable getups, from a Bri*ish bobby cap to a uniform straight out of We Happy Few, ditto for a unique whistle that'd replace the classic Sechailer ("HALT! Security!" works well enough for the testmerge, but we do wanna reinforce that these guys aren't Sec).

4. A Constable-only ranged tool: Although the Constable's gear is designed to enable long chases, this may get too frustrating in practice. Therefore, one concept batted around was a method of temporarily slowing greytiders only long enough for the Constable to get to melee range and start decking them. One option would be for the Constable's whistle to have a short targeted 'instill fear' option that would slow a single target down for 1-2 seconds; the whistle would have a 30-second cooldown, and only work on non-antag crew to avoid being effective against antags (though this runs into the issue of 'how do we avoid having the Constable meta antags by using their whistle?' etc). Either way, depending on how the TM goes it may be nice to have a unique ranged option like this that'd let the Constable catch up to fleeing greytiders while keeping them minimally-effective against actual antagonists. One suggestion has been the laser pointer, for instance; we'll see how that is received in practice.

5. A simple 'demotion notification' method: Idiots resisting demotions is a common issue, and one that's practically tailor-made for Constables to help with. It'll help greatly if Constables know who needs help and when, though, so there should be a way for Heads of Staff to notify Constables quickly and easily. This can take the form of a special request console option for the Heads of Staff ('notify regarding demotion,' with an input option for the person's name, and an automated message that gets sent out on Security and Procedure comms), a 'ping Constables' option in the Heads of Staff PDAs or the consoles in their offices, etc. Alternatively, someone getting set to demote could cause the console where it was issued to send out an automated message on Procedure comms, similar to how the holding cell telescreens send out an automated message for every Brig sentence carried out.

6. Moving the EFTPOS functionality to Security R.O.B.U.S.T. cartridges: 'Gear bloat' is already a thing, and having to haul around more stuff is always a pain. Additionally, the EFTPOS functionality has always been pretty clunky, and isn't optimized for this particular use-case. I'd like for 'Ticket Payment' to be added to Security PDA cartridges, where the cartridge can automatically transfer funds from the account of any ID inserted into a departmental account. This would significantly streamline the process of moving money around the station, making it a lot more relevant to regular spessmen gameplay, and also mean that Constables, IA Agents, and Sec Officers wouldn't have to haul around yet more random stuff.

7. There's quite a few other options for Constable weapons, and if someone's willing to code them, I'd love to give Constable players the option to choose, similar to how /tg/ lets the Curator pick their loadout of choice for the round. This could be a less-effective but nodrop-flagged version of the police baton, a set of thematically-appropriate gloves to apply boxing damage, an implant, etc. There's a lot of options, and if someone wants to put in the work of coding something different, I'd love to see what they could come up with!

8. Rule/Wiki Changes: Assuming the TM is fully merged, we'll want to update Legal SOP with a how-to of how a ticket should be applied IC. Similarly, we'll need to update the Space Law and SOP with a notice of what SOP violations (minor or major) should be charged, and how and when it shouldn't. I'd be happy to do all that (the suggested Constable SOP, and the first draft of a future Constable Wiki page, is attached below), but I figure it'd be helpful to TM it first and see how things go.

Finally, regarding corruption: the relevant portion of Rule 5 reads "The Captain and members of Security are expected to follow and have a good understanding of Space Law and SOP (Standard Operating Procedure). Consistent abuse of these positions will lead to a Jobban; however, you may request to play a corrupt member of Security via Adminhelp, with valid justification." This part of the rule is a toughie for low-level corruption like what the Constable is supposed to encourage, but I also don't want to actually alter the rules without observing the results of the testmerge, seeing what happens, and getting user feedback. We may or may not want to alter this wording, depending on how the TM goes. Either way, it's good food for thought for the future.

 

Additional Info:

Quote

 

Constable SOP:

Code Green:

1. Constables are authorized to enforce demotion orders, collect tickets for SOP violations, and apprehend anyone seen conducting a Space Law 1xx (Minor) and 2xx (Moderate) crime. If a suspect is believed to have committed a 3xx (Major), 4xx (Exceptional) or 5xx (Capital) crime, or would require lethal force to apprehend, the Constable is to retreat to a safe location and inform station Security, and is not to attempt the arrest themselves;

2. Constables may not use lethal force except in extreme cases of personal self-defense. As they are not a Security Officer, assault or kidnapping of a Constable shall not be defined as a 3xx (Major) crime;

3. Constables may temporarily pursue an identified suspect who has fled into Maintenance, but may not conduct regular patrols in Maintenance areas. Constables may not demand access to the interior of other Departments during regular patrols, but may be provided access by the Head of Personnel or by the relevant Head of Staff to assist with SOP enforcement and peacekeeping if requested;

4. When carrying out an arrest, Constables are required to state the reasons behind an arrest before any further action is taken. Constables must attempt to bring all suspects or witnesses to the Brig without handcuffing or incapacitating them. Should the suspect not cooperate, the Constable may use non-lethal force to detain the subject;

5. Constables are permitted to carry their police baton, a flash, handcuffs, and a can of pepperspray;

6. Constables may not perform searches, and should report all suspicious individuals to station Security instead for follow-up by Security Officers.
 

Code Blue:
1. All guidelines carry over from Code Green.


Code Red:
1. All guidelines carry over from Code Blue.

2. Constables may not possess disablers or lethal weaponry of any type, except in cases of full-scale station hazards such as biohazards, a Syndicate 'declaration of war,' etc. and should return all weapons of this type immediately to the Armory on conclusion of the threat.

 


 

Quote

 

Constable Wiki
Superiors: Magistrate
Difficulty: Hard
Guides: Space Law, Guide To Combat, Security Items, Standard Operating Procedure, Standard Operating Procedure (Legal), Brigging Procedure
Access: Courtroom, Holding Cells, Maintenance
Duties: Stop minor crimes, enforce Space Law and SOP

As a Constable, you're the go-to guy for petty crimes and minor troublemakers around the station. Let the redshirts go chasing down bloodsuckersmonsters, and things that go bump in the night; your job is to keep the peace in public areas like the Bar and Dorms, and make sure that people pay their tickets on time.


Paul Blyant, Space-Mall Cop
Welcome, Constable. Armed with your boosted muscles, a pair of handcuffs, and (hopefully) a calm temperament, you've been hired to maintain a semblance of order in a station trying to slip into chaos. As a member of the Legal sub-department you answer to the Magistrate, rather than the Head of Security.

Remember: you are not a member of Security, and should not try to be one! There's more than enough Security Officers to dogpile big threats such as changelings or Syndicate traitors; your job is to pay attention to the problems those guys might miss. You're the bouncer who keeps things calm in the central hallways, the guy who stops Joe Greytider from breaking into Chemistry to make meth, and the calm voice who helps defuse a riot when angry Assistants start protesting outside the Bridge.

Pay Up: The Excise Payment System
Like the Internal Affairs Agent, you start with an 'excise payment system,' or EPS, in your backpack. A modified version of the 'EFTPOS' card-readers found around the station, this payment system can automatically connect to the various department accounts (Command, Security, etc.) without needing to know their account numbers and PINs. Internal Affairs can use this system to apply fines for SOP violations, whether that's the Chef not making food or the Roboticist making a HONK mech without permission. People generally don't like paying fines, though, which is where you come in.

Example: Let's say an Internal Affairs Agent (IA Agent, or IAA) has asked for Joe Chemist to be fined for the SOP violation of 'not stocking the Chemistry fridge' (Medical SOP, Chemist section, point 6). To start with, take your handy EPS system and activate it in your hand to show its pop-up menu. From there, you'll want to enter in the following things:
Transaction Purpose: Moderate SOP Violation
Value: 50
Linked Account: Command
Hit 'Lock EPS' on the top right of the menu, and a red 'Payment Due' option should pop up (the EPS spawns with a unique PIN to unlock it; make sure you either change the PIN or save it to your memory!). Your EPS is ready to go, and now all you need is Joe Chemist's ID card. If he hands it over willingly, you swipe it - once - and the ticket is complete. If he doesn't...well, that's why you're here.


Book 'Em, Danno
You're allowed to arrest crewmembers for 1xx (Minor) and 2xx (Moderate) crimes, and to issue tickets instead of jail time at your own discretion, though subject to review by the Magistrate. You can also issue SOP tickets side-by-side with criminal ones, subject to review by Internal Affairs. Example: Joe Chemist has been handing out meth yet again, making him guilty of 'Narcotics Distribution.' If it's his first offense, then it's a 5-10 minute sentence in the Brig or a 50-credit ticket; you can decide which one to use depending on what's happened. If he fights you and resists the arrest, slap a 20-credit 'Resisting Arrest' fine on top of it. If you're feeling generous you can skip the additional 20-credit fine for the Chemist violating point 2 of the Chemist SOP ("The Chemist is not permitted to experiment with poisonous mixtures and/or narcotics"), or slap him with that too if you're not. As you can see, even a basic crime can get very complicated, very fast, so make sure you're read up on the details.

Make sure you know Space Law well, as it'll be your job to ensure that it's applied appropriately and fairly. In particular, make sure you're aware of crime stacking, what constitutes contraband, and crime modifiers (in particular the 'Aiding and Abetting,' 'Repeat Offender,' 'Self-Defense,' and 'Refusal to Cooperate' modifiers). When in doubt, consult the Magistrate or Internal Affairs for any questions related to Space Law, fines, or enforcement. You're a member of the Legal sub-department too, so make sure you know your Space Law all the way through!

When in doubt, keep the following guidelines in mind:
1. All fines are charged to the Command departmental account;
2. Minor SOP violations (example: the Chaplain performing a funeral on the body of someone who was cloned) or 1xx/Minor crimes (Resisting Arrest, Drug Possession, etc) are to be charged 20 credits.
3. Moderate SOP violations (example: Cargo Technicians keeping illegal items that were flushed down Disposals) or 2xx/Moderate crimes (Assault, Narcotics Distribution, etc.) are to be charged 50 credits.
4. Major SOP violations like blowing up the supermatter engine are usually dealt with via demotion, but that's something for Internal Affairs and the relevant Head of Staff to handle. While you can't order a demotion yourself, if the person isn't cooperative then you're one of the people who can enforce the order.
5. 3xx/Major, 4xx/Exceptional, or 5xx/Capital crimes are beyond your pay grade; you should report anyone committing one of those crimes to Security, and NOT attempt to arrest them yourself.

Sec Officers are allowed to write tickets too, so check in regularly with them to make sure you're not booking someone for the same crime twice. The IA Agents or the NanoTrasen Representative (NTR) will also be writing SOP tickets, so check with them regularly on Procedure comms (:x channel) in case someone's refusing to pay up. You are Legal's legbreakers, so if someone tells the IA Agent to shove off, it's your job to make sure they aren't ignored.


Paying Their Way
While out on collections duty, you might find that someone's out of dough. Maybe they tried to hide their money from NanoTrasen by taking it out through an ATM, maybe their account was drained by someone else, or maybe they've committed a number of crimes and SOP violations and taken too many hits to the pocketbook. Either way, it's your job to ensure they pay their debt to NanoTrasen one way or another.

Talk with the Magistrate (and if there's no Magistrate, then in order: the Captain => Head of Security => Warden => Officer/Detective) if they want to put the suspect in the Labor Camp to pay off their fine, or just write it off. If it's approved, then put 'em to work in the Labor Camp for whatever the credit amount is that they owe (i.e. if they owe 100 credits, set their prisoner ID to 100 points). Once they - or someone else - has paid their time, release them back into the wild.


Man On A Mission
Busted windows, Chemists making krokodil, Botanists high on bath salts streaking naked around the corridors - there's a lot of petty crime on your average NT station, and the easiest way to see and stop it is to be there when it happens. You're allowed to make arrests under the following conditions:
1) The suspect is presumed guilty of a 1xx (Minor) or 2xx (Medium) crime, and
2) The suspect is in a department or public area.

The changeling with an armblade out is a threat way beyond your paygrade, so follow your SOP and fall back to call it in to Security ("; Changeling with armblade spotted in Departures, need Security!"). Similarly, if your suspect runs into one of the dimly-lit Maintenance corridors around the station, they're in a dangerous area that's best left for Security Officers to handle. Call in the suspect's name (if known) and what they've done to Team Redshirt, and let the guys with numbers and guns go chase them down. While you can go into Maintenance like other crew, you cannot patrol there to make arrests or issue fines, so don't go joining the Security conga lines to hunt down antagonists.

The general comms channel will be your second-best source of info aside from your own eyes, so keep an eye on it while you patrol. 'HELP SCIENCE JOE GREYSHIRT BREAKING THINGS' is your cue, so be ready to roll when you hear it! The camera console in your Labor Camp home office will let you check out areas from a distance, while the Security records console will let you keep the records of your regular troublemakers up to date.


QM's Little Helper
The primary hallways are your patrol area, but you're welcome to request access to patrol departments. The Chief Medical Officer (CMO) will often want a hand with problematic patients, and the Chief Engineer (CE) might need help from Assistants breaking down Engineering's doors to steal their coveted insulated gloves. In such cases, don't be afraid to ask for additional ID access, to be provided by the Head of Personnel (HoP). The Heads of Staff will often need a hand keeping order in their various departments, so make sure they know you're available to help them.

Demotions are often a messy business, as the Botanist who's called for demotion by the HoP is unlikely to show up at his line with ID in hand. You can help make sure these personnel changes go through, by will or by force, and your Skills HUDSunglasses will let you know if someone's marked for demotion with a red 'D.' If people fight back violently, don't be afraid to take them for a little stroll in a holding cell after they're done getting their ID access revoked.


A Businessman, Doing Business
As a shady enforcer of a corrupt megacorp, you might find yourself in a position to make a little money on the side. Maybe you can let those 'Assault' and 'Resisting Arrest' charges slide, if the guy who did them is willing to pay some credits to your private account instead. Maybe that marijuana should be better off in your pocket, yeah? Maybe you can let someone off with a warning if they give you that nice-looking smuggler's satchel they got from parts unknown...

This job is intended to both allow and encourage low-level corruption and lawbreaking. As a player, your key rules are as follows:
1) Rule 0 - Don't Be A Dick. If you're going to RP as a shady legbreaker, make sure that it's fun for everyone involved. Don't go holding people indefinitely in cells on trumped-up charges, and if someone doesn't want to go along with your scheme, just book 'em for the actual crime and try the next guy. When in doubt, stop and ask yourself 'is the other person on the other side of the screen having fun too?' If not, don't be afraid to back off and check in via LOOC (Local Out-Of-Character) chat to see how they're feeling and to make sure they're OK with things.
2) Rule 7 - Self-Antagging. You might not be mindshielded, but you're still an enforcer of THE LAAAAAW. Taking bribes is all well and good for low-key crimes, but if someone's getting murdered, you should probably call it in to Security. Note what's listed as contraband, too, and make sure you're not running around with S-class contraband regularly. You can 'misplace' things out of Processing if they're left there, but don't go gearing yourself up like a nuclear operative; you're a low-level guy making low-level deals, not Batman Owlman.

Finally, remember that shady things like taking bribes always comes with a risk, and that potential risk is "you're found out and you're the one doing time in the Labor Camp." The more you do the more likely you are to get caught, and if you're found out then take your consequences with pride. Remember the SS13 motto: "Losing is fun!"


An Offer You Can't Refuse
Although the Constable is prevented from being a roundstart cultist, changeling, or vampire for balances purposes (similarly, the Head of Personnel is blacklisted from being a roundstart cultist), you can be a roundstart Syndicate traitor. You won't be fully trusted by Security, but unlike most people on the station, you're both allowed and expected to carry out arrests. Grab your target for a charge, whether real or imagined, and make sure they have a little 'accident' en route to the Brig. If you want to disappear someone permanently, the rarely-used Labor Camp is another easy way to make people go away for good. Make sure to keep an eye out for your other Constable, though, along with watching out for Internal Affairs or the Magistrate snooping around.

While stealing a high-value item might appear harder to achieve, you're also quite well-equipped to handle that too. Just put on the show of being a law-abiding Constable, bonking greytiders and keeping order, and Heads of Staff will almost certainly love to have you around. Once you're set as the chief enforcer for the Medbay, it's a cinch to emag in to the CMO's quarters and grab their hypospray. Or alternatively, if you're helpful enough, they might well turn a blind eye as you go for it at the end of the round. The Captain and his gear might be a tougher target, but if you allow yourself to be mindshielded at the start of the shift by the Head of Security (HoS), you'll probably appear a good deal more trustworthy, and be allowed onto the Bridge to shoo out the Clown.

Or you could just grab a chainsaw and yell 'TIMBERRR!' a couple times before you saw up the Warden and rob the Armory blind before Security can dogpile you. Whatever floats your boat!

 

 

Conclusion: Although it's not a massive change-up in terms of code, this new ticket system touches on a lot of important basic gameplay loops. This design involves a non-mindshielded character making arrests, for instance, along with encouraging low-level bribes and similar criminal behavior. There's a lot to unpack here, and I'm happy to cover the details; feel free to PM me on Discord at .norwest if you'd like to ask me directly. That being said, please consider taking a look at the most recent Discord thread which led to this document, along with reading the Q&A sections from earlier in this thread. These concepts have gone through a lot of work and discussion, but on reviewing them I feel satisfied that we've got a durable, reasonable, and above all, fun role which is more than just Greytider+ or Sec Officer Lite.

Giving IA Agents the ability to levy fines, and sending Constables out to collect them, is a solid gameplay loop that builds on good in-game foundations. Giving the station an 'enforcer' role who remains focused on low-key violence all the way through the round helps avoid the shitty, un-fun anarchy that can take effect later in a chaotic round. And for the greytiders, Clowns&Mimes, and general low-key troublemaker players who aren't outright shitters, I expect the people playing those characters will have more fun if there's a dedicated 'opposition' role like the Constable around. It means there's someone with the time and interest to interact with them, rather than Sec Officers who tend to go "too busy, got a 'cling to kill, don't do crime pls." Constables can be fought, bribed, or even worked with, but either way they're unlikely to be boring.

Thank you for reading all this, and remember: don't do crime! (or if you do, I want my cut!)

Edited by Norwest
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EXCELLENT job, Norwest. 

I wish I could code. I'd code it in right this instant, heh. 

I was wondering though, for ranged weaponry; How about letting the constable use (and perhaps spawn with) a bola? How do you feel about that? Or do you feel a bola is too powerful? It would be lame if the constable just bola'd anyone on the spot but on the other hand, it is only a single use item and I do think they are hard to come by once the supply in the security vendors is empty. (I forgot if you can get 'em in a cargo crate but it costs credits to order crates and I imagine sec won't order a whole crate just for a bola).

Edited by Landerlow
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4 hours ago, Landerlow said:

EXCELLENT job, Norwest. 

I wish I could code. I'd code it in right this instant, heh. 

I was wondering though, for ranged weaponry; How about letting the constable use (and perhaps spawn with) a bola? How do you feel about that? Or do you feel a bola is too powerful? It would be lame if the constable just bola'd anyone on the spot but on the other hand, it is only a single use item and I do think they are hard to come by once the supply in the security vendors is empty. (I forgot if you can get 'em in a cargo crate but it costs credits to order crates and I imagine sec won't order a whole crate just for a bola).

Thanks, and a great question; I've heard arguments either way about it on the Discord. I went for a 'no' ultimately because
a) bolas can be really effective when used well, including against antags, so it's better if they don't start with it, that
b) this means that Constables have to beg, borrow, or steal for one (which isn't a bad thing in and of itself!), but it's easy to make a basic bola from scraps or to get an e-bola from Security if a Constable player decides they really need one, and that
c) it reinforces the whole 'win by running away' element we're trying to encourage with Constables.

That being said, I'm totally willing to be convinced otherwise here. I'd like to give it a go without bolas at roundstart for Constables, and if it turns out they need some kind of weapon to slow people down, I've no issue with giving them an e-bola and access to more in the future.

 

 

EDIT: Additionally, sprites have been submitted on the Discord thread discussing this design doc, so we've got one 'default' look and an alternative one for the role:

image.thumb.png.dbe83bb998727061dc464e3fb6602e16.png

 

I love the old 'Bri*ish bobby' look, and although the above helmet and armor is a tad too military-looking for the general aesthetic, it's still visually distinct and interesting! For the time being, unless anyone's willing to whip up additional clothing schemes or a 'ConstDrobe' clothing vendor then I'd like to have Constables spawn in the above shirt and left helmet+armor scheme, with one set of any alternative clothing in their personal lockers.

Edited by Norwest
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Honestly you make good points and as for the sprites I LOVE them. The bobby one especially.

As for the other one? Don't forget, even though you're but a constable, you're a constable on a high-tech research station. That you would be a bit tougher (looking, even as constable, would not be out of place in my opinion. Just make sure they stand out from security, which is achieved by not wearing the redshirt. 


God I'm falling in love with each update, sprite, etc. I hope with every fibre of my being this is implemented.  


EDIT: 
The idea of a whistle goes REALLY well with the bobby uniform, I just figured :D

Edited by Landerlow
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So, I am locking this topic.
Not because the idea is off the table, but because the approach to designing the document will be a bit different. 

I will post any revised documents here. 

Participate here: https://discord.com/channels/145533722026967040/1158446583763976192
And preferably write down your final suggestions/improvements/edits to the role here: 
https://docs.google.com/document/d/1Tk96zBYMdtec2UrOS3UbYQgjEzBhgksCvYf_vzlMHDo/edit?usp=sharing

 

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