Detective should have undercover items

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chesquatt
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Detective should have undercover items

Post by chesquatt » #59232

I think the detective should start with a clothing vending machine in their office, maybe even a changing room. Immersion and all that. Maybe even start with 2 ID's, detective and assistant. If there are other items people can think of that could be put in the detective's office to make it easier for them to be sneaky snakes, you know, post it.
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paprika
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Re: Detective should have undercover items

Post by paprika » #59234

The locker room exists for a reason
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Re: Detective should have undercover items

Post by deathhoof » #59236

Or you know, they could just get a fake id and clothes the same way everyone else does.
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Re: Detective should have undercover items

Post by soulgamer » #59388

Fuck undercover items give detective space carp repellant.
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Steelpoint
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Re: Detective should have undercover items

Post by Steelpoint » #59432

My only suggestion is a way for the Detective to hide his Loyalty Implant from anyone who themselves is not loyally implanted.
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420weedscopes
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Re: Detective should have undercover items

Post by 420weedscopes » #59441

i'm p sure loyalty implants are already hidden from those not implanted
ie. a non-implanted person has no idea if the detective (or disguised detective) is implanted or not without being told

(may have misread the comment entirely but yeah!!!!!!!)
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cedarbridge
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Re: Detective should have undercover items

Post by cedarbridge » #59454

420weedscopes wrote:i'm p sure loyalty implants are already hidden from those not implanted
ie. a non-implanted person has no idea if the detective (or disguised detective) is implanted or not without being told

(may have misread the comment entirely but yeah!!!!!!!)
This is not the case. The only way to see implants is via sec hud glasses or visors.
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Steelpoint
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Re: Detective should have undercover items

Post by Steelpoint » #59561

What I mean is that if a non-loyally implanted person takes a Sechud, then they would not be able to see the Detective's implant.
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Bombadil
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Re: Detective should have undercover items

Post by Bombadil » #59586

Undercover Loyalty Implant and a voice changer or something?
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Re: Detective should have undercover items

Post by Snakebutt » #59588

undercover implant: Toggleable voice changer, functions as a loyalty implant that only shows in the records. Detective starts with an injector in his locker, another is in the armory. He doesn't HAVE to be an undercover cop, but he can be, posing as an assistant.

Undercover ID: spare ID given to detective, functions similar to the agent ID without the permission stealing power, letting him choose a new name and job.
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Re: Detective should have undercover items

Post by soulgamer » #59593

Snakebutt wrote:undercover implant: Toggleable voice changer, functions as a loyalty implant that only shows in the records. Detective starts with an injector in his locker, another is in the armory. He doesn't HAVE to be an undercover cop, but he can be, posing as an assistant.

Undercover ID: spare ID given to detective, functions similar to the agent ID without the permission stealing power, letting him choose a new name and job.
Add onto this a special pda that lets you store your fake ID and detective ID inside. It always shows the name and job of the fake ID while allowing you the access from the detective ID.
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DemonFiren
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Re: Detective should have undercover items

Post by DemonFiren » #59620

I think that's called a wallet.
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Snakebutt
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Re: Detective should have undercover items

Post by Snakebutt » #59622

soulgamer wrote:
Snakebutt wrote:undercover implant: Toggleable voice changer, functions as a loyalty implant that only shows in the records. Detective starts with an injector in his locker, another is in the armory. He doesn't HAVE to be an undercover cop, but he can be, posing as an assistant.

Undercover ID: spare ID given to detective, functions similar to the agent ID without the permission stealing power, letting him choose a new name and job.
Add onto this a special pda that lets you store your fake ID and detective ID inside. It always shows the name and job of the fake ID while allowing you the access from the detective ID.
imo, if you're going undercover, you're going to need command to know who you are and what you're doing so they can easily identify you. Having to go through HoP for access is a good foil, as it is possible HoP is rogue, and will leak your credentials, just like real undercover work. The ID starts with Maint and basic Sec access, should you need to make a getaway.
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420weedscopes
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Re: Detective should have undercover items

Post by 420weedscopes » #60019

let's give the detective a ~magic disguise power~ that randomizes his look and clothes for like a minute
make it act like this: http://strategywiki.org/wiki/Assassin%2 ... s#Disguise
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Luke Cox
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Re: Detective should have undercover items

Post by Luke Cox » #60080

Sometimes if I get an assistant that wants to be sec, I'll let them be an undercover officer. They get a loyalty implant, a lethal chem implant, a sec heaset, instructions to never directly engage criminals unless their life in danger, limited sec access, and a taser for self defense. It hasn't backfired yet and it's gotten me useful intel. I don't know if the detective should double as an undercover officer, but undercover officers definitely have value.
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mrpain
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Re: Detective should have undercover items

Post by mrpain » #60085

Steelpoint wrote:What I mean is that if a non-loyally implanted person takes a Sechud, then they would not be able to see the Detective's implant.
If the warden is being attentive no one without an implant should be getting those in the first place.
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Not-Dorsidarf
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Re: Detective should have undercover items

Post by Not-Dorsidarf » #60438

Like the warden has any control whatsoever over sechuds. He doesnt even have spares.

PLACES TO GET SECHUDS:
1) cargo
2) arrivals office
3) sec lockers in the brig
4) sec officers
5) shitty HOPs
6)The HOS
7)The warden
8) science after 10 minutes
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