And it's precedent:The goal of antagonists on MRP is to create stories and make rounds interesting, for both antagonist players and crew-sided players alike. Antagonists are expected to put in at least some effort towards playing their designated role, though may break with it given sufficient in character reason. Some antagonists are restricted in the ways and quantities they may lend themselves to visiting death and destruction upon the crew.
Was supposed to deal with friendly antags. But the only thing it removed was antagonists explicitly cooperating with security to catch other antags. Which is great and all, but there are still people who openly out themselves and do nothing antagonistic.Actions as an antagonist do not have to be nefarious or evil, but should make an effort to influence the story and meaningfully impact the shift. Explicitly friendly antagonistic play or siding outright with the crew is restricted – players must have good in-character reasoning behind the decision or an antagonistic goal in mind by doing it.
Security isn't allowed to do much to them as per MRP rule 6:
So it essentially ends up with antag slots taken up by people who drink cocktails in bar wearing full ling armor, or heretics jaunting around to say hi to security. It feels incredibly lame, as it's not exactly believable an enemy of the corporation would be perfectly fine with revealing themselves to authorities. It also feel wrong that security force is perfectly fine with the dangerous hivemind bioweapon cutting bread in station's kitchen with an armblade.Deal with the bad guys in proportion to their crime(s).
So, what can be done about it? Rule requiring antags to make effort to conceal their antag status? Rule requiring security to perma all confirmed EoCs, even if that's their only crime? Iunno.