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What does the crew know about antagonists?

Posted: Wed Nov 05, 2014 4:08 pm
by QuartzCrystal

Bottom post of the previous page:

Ideally this thread should come about creating a line that can be inserted in the roleplay rules that explains what crew members know or don't know about antagonists and their items.

Unlike some heavy RP servers, it's pretty much standard that everyone knows what antagonists are and what their items look like. When someone yells "Nuke ops!" everyone knows what to do, just like how everyone knows what to do when they encounter a changeling (more or less). I don't have a problem with this, and I'm assuming the majority of the playerbase doesn't as well. Yet there have been times in the past newer players have perhaps been unsure about whether or not they would recognize a chameleon projector as Syndicate tech, or if a new religious movement on the station is indeed a dangerous cult. From an IC perspective, I like that we play this way as it only makes sense that all the crew members would be briefed on the various dangers that could potentially put Nanotrasen's property at risk.

So I'd like to propose adding an additional roleplay rule:

"Members of the crew are allowed, if they wish, to roleplay that they have practical knowledge of the different antagonist types, their items, and their abilities, that they could potentially end up facing on their shift. Rule 3 of the Primary Policies takes precedent over this however."

I'll leave the poll open for switching answers, I'll also change or update the line above if there are any suggestions.

EDIT: I'm only trying to come up with a rule that makes what we all basically know already explicit for new players who are reading the rules.

Re: What does the crew know about antagonists?

Posted: Thu Nov 06, 2014 9:26 am
by Steelpoint
Scott wrote:Backing away from your claims?
What I'm saying is that just because I have the right to do something does not necessarily mean its in my best interests to do it. If I acted similar to how people like Juan-Luc Price acted (Essentially played Security by the book literally) I would be one of the most unpopular if not reviled Security player on tg station.

You need to be intelligent when playing Security, you have access to a wide range of powers but knowing when to use them to your benefit, and when to not use them, is a key factor in playing Security.

Re: What does the crew know about antagonists?

Posted: Thu Nov 06, 2014 9:29 am
by Scott
Go lose your title and search random people in the HoP line at round start.

Re: What does the crew know about antagonists?

Posted: Thu Nov 06, 2014 10:35 am
by Steelpoint
Scott wrote:Go lose your title and search random people in the HoP line at round start.
Why would I want to search people in the HoP line at round start? While I can do that why would I want to do that?

Re: What does the crew know about antagonists?

Posted: Thu Nov 06, 2014 2:41 pm
by QuartzCrystal
Please stop going incredibly off topic. Stop talking about what we're already allowed to do, etc. This is not the point of this thread.

The point is to decide if we think it's beneficial to have a rule that makes our unwritten implicit rule explicit and available for viewing by everyone.

Re: What does the crew know about antagonists?

Posted: Thu Nov 06, 2014 8:52 pm
by Raven776
Scott wrote:You need a valid reason.
You're retarded, no you don't, and if you scream that you do to the officer who's asking to randomly search you, you're going to get tazed.

You can, for example, break out the barricades and flashers and set up a road block on that intersection between medbay, the bar, and the rest of the station and perform searches on every last living soul to come through if you feel so inclined.

You can perform random searches on the HoP line.

You don't have to TAZE people, but you can do all of these things, and any 'valid reason' could literally be 'this important thing was stolen, we're searching everyone we come across until someone coughs it up.'

If you try to ahelp over this, you're going to get laughed at if the admin is competent.

In any case, I always felt that this thread was always the rule. I've never gotten BWOINKED for taking thermals off of assistant McEbow and checking if they are what they seem to be and knowing how to use them.

Re: What does the crew know about antagonists?

Posted: Thu Nov 06, 2014 8:57 pm
by cedarbridge
Raven776 wrote:
Scott wrote:You need a valid reason.
You're retarded, no you don't, and if you scream that you do to the officer who's asking to randomly search you, you're going to get tazed.

You can, for example, break out the barricades and flashers and set up a road block on that intersection between medbay, the bar, and the rest of the station and perform searches on every last living soul to come through if you feel so inclined.

You can perform random searches on the HoP line.

You don't have to TAZE people, but you can do all of these things, and any 'valid reason' could literally be 'this important thing was stolen, we're searching everyone we come across until someone coughs it up.'

If you try to ahelp over this, you're going to get laughed at if the admin is competent.

In any case, I always felt that this thread was always the rule. I've never gotten BWOINKED for taking thermals off of assistant McEbow and checking if they are what they seem to be and knowing how to use them.
I've randomly searched heads of staff and submitted to random searches as a head of staff under Blue Alert. You don't have to like doing either of these things but they are within the scope of "being security."

Re: What does the crew know about antagonists?

Posted: Thu Nov 06, 2014 11:42 pm
by Timbrewolf
I think the blue alert specifically says random searches are permitted.

Anyone running around as an unknown is always prime for being stopped and searched.

Re: What does the crew know about antagonists?

Posted: Fri Nov 07, 2014 8:53 am
by mrpain
As far as the whole RP/IC knowledge thing goes, I like to think that before they arrive to the station, the entire crew is forced to sit through an awful, boring, two hour long powerpoint slideshow about Syndicate's and their gear and what it does. Then shortly after that the AI and Cyborg are unwillingly force fed all the data from the powerpoint. Considering the Uplink caption on the syndicate hardsuit, I don't think I'm far off.

Re: What does the crew know about antagonists?

Posted: Fri Nov 07, 2014 9:29 am
by Scott
An0n3 wrote:I think the blue alert specifically says random searches are permitted.

Anyone running around as an unknown is always prime for being stopped and searched.
Blue alert is not an excuse to power game. If any security officer starts making random searches and confiscating everything at roundstart, you will ban them.

Edit because I don't want to post more offtopic: Stop ignoring the link firecage posted.

Re: What does the crew know about antagonists?

Posted: Fri Nov 07, 2014 6:38 pm
by Spacemanspark
Scott wrote:
An0n3 wrote:I think the blue alert specifically says random searches are permitted.

Anyone running around as an unknown is always prime for being stopped and searched.
Blue alert is not an excuse to power game. If any security officer starts making random searches and confiscating everything at roundstart, you will ban them.
That's not powergaming.

Re: What does the crew know about antagonists?

Posted: Fri Nov 07, 2014 7:01 pm
by QuartzCrystal
Guys stop talking about what is and is not powergaming. Holy shit. This isn't the issue.

Re: What does the crew know about antagonists?

Posted: Fri Nov 07, 2014 7:07 pm
by cedarbridge
<buzzwords>

Re: What does the crew know about antagonists?

Posted: Fri Nov 07, 2014 10:10 pm
by miggles
Scott wrote:
An0n3 wrote:I think the blue alert specifically says random searches are permitted.

Anyone running around as an unknown is always prime for being stopped and searched.
Blue alert is not an excuse to power game. If any security officer starts making random searches and confiscating everything at roundstart, you will ban them.
no he wont because he doesnt have to listen to you or your quite literally incorrect interpretation of the rules

Re: What does the crew know about antagonists?

Posted: Fri Nov 07, 2014 10:22 pm
by firecage
Intigracy told us to tell you that this happened: http://wildhogs.canadian-pharmacy.us/ph ... =28&t=3492

Inti couldnt do it himself due to a cat pissing on his remote access or something.

Re: What does the crew know about antagonists?

Posted: Fri Nov 07, 2014 10:40 pm
by QuartzCrystal
You guys are seriously killing me inside with this off topic conversation.

I'll just delete the thread and start over.

Re: What does the crew know about antagonists?

Posted: Sat Nov 08, 2014 12:25 am
by paprika
Guess how many times this thread has been made since you were gone quartz

Re: What does the crew know about antagonists?

Posted: Sat Nov 08, 2014 4:13 am
by Cipher3
Spoiler:
I'm sorry Quartz, but not sorry enough to not make this post.
Scott wrote:
An0n3 wrote:I think the blue alert specifically says random searches are permitted.

Anyone running around as an unknown is always prime for being stopped and searched.
Blue alert is not an excuse to power game. If any security officer starts making random searches and confiscating everything at roundstart, you will ban them.
There's a special kind of stupid in the new player that tells the headmin how to do his job.

Re: What does the crew know about antagonists?

Posted: Sat Nov 08, 2014 10:40 am
by callanrockslol
Cipher3 wrote:
Spoiler:
I'm sorry Quartz, but not sorry enough to not make this post.
Scott wrote:
An0n3 wrote:I think the blue alert specifically says random searches are permitted.

Anyone running around as an unknown is always prime for being stopped and searched.
Blue alert is not an excuse to power game. If any security officer starts making random searches and confiscating everything at roundstart, you will ban them.
There's a special kind of stupid in the new player that tells the headmin how to do his job.
Especially when its one of the people that have been around almost forever.

Especially especially when that's the whole fucking point of Code Blue.

Re: What does the crew know about antagonists?

Posted: Mon Nov 10, 2014 4:54 pm
by Grazyn
I have a question, does this antag knowledge apply to changeling powers too? Earlier today there was a discussion in OOC about a HoS who keeps coffee and ointment in his backpack at all times to protect against coldstings, with admins calling that "powergaming" and players calling that "being prepared". I think that RP-wise as the HoS is expected to know about traitor items, he should have a grasp of changeling powers too.

Re: What does the crew know about antagonists?

Posted: Mon Nov 10, 2014 5:09 pm
by cedarbridge
Grazyn wrote:I have a question, does this antag knowledge apply to changeling powers too? Earlier today there was a discussion in OOC about a HoS who keeps coffee and ointment in his backpack at all times to protect against coldstings, with admins calling that "powergaming" and players calling that "being prepared". I think that RP-wise as the HoS is expected to know about traitor items, he should have a grasp of changeling powers too.
Preparing for antags that don't yet "exist" is meta by definition. You can know what defines an antag and you an know what they are capable of, but taking steps to specifically counter antags that you cannot say even exist is silly. I shouldn't be welding the external airlocks to the station or AI sat shut because "nukeops" any more than I should be carrying around anti-burn meds because "coldstings" without indication that there are lings (and lings even using cyrosting is the first place) even on the station in the first place.

Re: What does the crew know about antagonists?

Posted: Mon Nov 10, 2014 10:21 pm
by Cipher3
cedarbridge wrote:
Grazyn wrote:I have a question, does this antag knowledge apply to changeling powers too? Earlier today there was a discussion in OOC about a HoS who keeps coffee and ointment in his backpack at all times to protect against coldstings, with admins calling that "powergaming" and players calling that "being prepared". I think that RP-wise as the HoS is expected to know about traitor items, he should have a grasp of changeling powers too.
Preparing for antags that don't yet "exist" is meta by definition. You can know what defines an antag and you an know what they are capable of, but taking steps to specifically counter antags that you cannot say even exist is silly. I shouldn't be welding the external airlocks to the station or AI sat shut because "nukeops" any more than I should be carrying around anti-burn meds because "coldstings" without indication that there are lings (and lings even using cyrosting is the first place) even on the station in the first place.
More or less this.