Security: The Buddy System
Posted: Thu Sep 26, 2019 2:27 am
One thought that came to me recently, was a passive way to indirectly make security a bit more competent, with this came the buddy system.
The Buddy System is the ability for two security members to link a device in order to grant an extra buff.
The goal of this is to indirectly fix several points about security:
Fixing lone-wolf mentality
Giving more immersion/room for roleplay in the role
Help prevent less power-tripping
Prevent a single security member be yanked and sacrificed round start
Lower security equipment into circulation
More competent security teams
I have the buddy system, as I plan for it to be, laid out in to two separate sections. The first being the more possible version being added, and the second being a less-thought about, or harder to balance addition to the system being added.
Let's go over the first part, or the core of the buddy system.
Two security members can link up a device, be it a new device, or their PDA's (granting syndicates the ability to bomb their PDA's to get rid of these buffs). These devices can be stolen, emagged, and used by traitors. When within vision of eachother, these devices give a direct buff to those holding them. I have yet to decide on this, flat, round-start buff, but here are a few of my ideas:
Damage reduction
Charged stun immunity (one charge, recharges after x minutes being near)
Flat movement speed boost (something minute like 5%)
Partial stun immunity (like boosted stamina, so stamina damage takes longer to do it's work)
This would give incentive to security officers to stay together.
The second part, is a dynamic part, granting security members extra points for doing their jobs correctly, in order to give themselves further buffs, this is the more problematic part.
Firstly, we've got to decide, what counts as "doing their job well", we could always do flat round-time, but that rewards you for existing. I thought of going onto the Head of Security approving of arrests made, but the Head of Security may end up just approving every arrest in order to get their boys juicy buffs. So I thought of an AI making disapprovals of arrests, since AI's are typically more neutral. I see one problem with an AI doing this, which is law 2; which is why I believe it can be an "off-station" AI of sorts, still controlled by the AI's player, as if centcomm had a module checking each worthy arrests, just to get around the whole "LAW 2 AI GIVE US GOOD BOY POINTS"
With each lawful arrest, security may get a point to upgrade on their buddy system, giving them options such as:
Buddy's connection going through walls, not requiring sight, just needing to be on screen.
Everything else from the list above.
Thoughts?
The Buddy System is the ability for two security members to link a device in order to grant an extra buff.
The goal of this is to indirectly fix several points about security:
Fixing lone-wolf mentality
Giving more immersion/room for roleplay in the role
Help prevent less power-tripping
Prevent a single security member be yanked and sacrificed round start
Lower security equipment into circulation
More competent security teams
I have the buddy system, as I plan for it to be, laid out in to two separate sections. The first being the more possible version being added, and the second being a less-thought about, or harder to balance addition to the system being added.
Let's go over the first part, or the core of the buddy system.
Two security members can link up a device, be it a new device, or their PDA's (granting syndicates the ability to bomb their PDA's to get rid of these buffs). These devices can be stolen, emagged, and used by traitors. When within vision of eachother, these devices give a direct buff to those holding them. I have yet to decide on this, flat, round-start buff, but here are a few of my ideas:
Damage reduction
Charged stun immunity (one charge, recharges after x minutes being near)
Flat movement speed boost (something minute like 5%)
Partial stun immunity (like boosted stamina, so stamina damage takes longer to do it's work)
This would give incentive to security officers to stay together.
The second part, is a dynamic part, granting security members extra points for doing their jobs correctly, in order to give themselves further buffs, this is the more problematic part.
Firstly, we've got to decide, what counts as "doing their job well", we could always do flat round-time, but that rewards you for existing. I thought of going onto the Head of Security approving of arrests made, but the Head of Security may end up just approving every arrest in order to get their boys juicy buffs. So I thought of an AI making disapprovals of arrests, since AI's are typically more neutral. I see one problem with an AI doing this, which is law 2; which is why I believe it can be an "off-station" AI of sorts, still controlled by the AI's player, as if centcomm had a module checking each worthy arrests, just to get around the whole "LAW 2 AI GIVE US GOOD BOY POINTS"
With each lawful arrest, security may get a point to upgrade on their buddy system, giving them options such as:
Buddy's connection going through walls, not requiring sight, just needing to be on screen.
Everything else from the list above.
Thoughts?