sinfulbliss wrote: ↑Tue Aug 09, 2022 6:19 pm
So my question is essentially for you to offer a vision for what that would look like in light of these issues.
A part that often gets forgotten is that every shift the same people can roll security, shift in, shift out. Even the occasional toxic antag will have continual streaks of shifts where they don't get graced by the RNGods. A bad antag can ruin an evening, but an equivalent sec force can ruin a server.
The solution doesn't lie in being a shitty sec officer and half-assing your job, I agree there fully. If you do your job well, you can pose a genuine challenge to antags. And that's part of what makes antag fun, especially solo antags like traitor. You're 1 vs many.
I think you're selling catch and release short, though. If you're so damn good, then you can thwart their plans and provide that meaningful challenge to them. If they're not yet at a power level that's worth executing, confiscate some stuff and send them back out into the game world. Bide your time until they've done something worth actually killing them for.
That's going beyond simply being a passenger in someone else's story, but making someone else a passenger in yours.
When it comes to releasing antags as breaking your RP immersion, I genuinely don't see it that way.
Kill a dog? Execute. Steal a coat? You bet your ass we're gonna execute. Bug a room? No prizes for guessing the most popular option, suggest execution. Bag has a sec of Syndicate branded playing cards? Three scoops of shitsec, with a side of execution.
I see it as the exact opposite.
To me, the idea that I can ask a sec officer why they killed someone and they'll just go "Rule 4, he had a freedom implant"
and that's like, just perfectly okay and acceptable? That pushed me away from the LRP servers because it's just playing with the wiki open on the Rules page and going "This rule says I can do this thing, so I did it because the rules just say I can". That's as far from roleplay as I can imagine.
It's not about the nudge nudge, wink wink we're all buddies trying to make sure the game is fun.
It's about giving antags the opportunity to meaningfully impact the shift before you remove them from it. If you catch 'em again, fuck it. Delete 'em. And if they are a kill-in-the-hallways antag? Fight 'em. And execute 'em. Hell, even Manuel allows sec to do that much. Afterall, losing is part of the game too.