Bottom post of the previous page:
A wise person once said to me. If you want any rule changes, you're going to have to get the majority to agree with your philosophy.Well here are my thoughts about what this rule is doing and has done to /tg/ and how it'd be best to see it go away.
My main theory is that the bad-eggs in the playerbase are burnt-out and can only find any joy in acting like a dick to other players. This has been happening through the mainstay of minor-grief. Like an assistant robbing those yellow gloves, you bought at the arrivals vendor. The chemist making a smoke machine and filling it up with space drugs and lube in the main halls. That janitor, while the ai is going nuclear and commando. As people are rushing to the arrivals pods, he's busy cleaning the halls with water and simply points at the sign five tiles away when people slip.
Yeah, this behavior is common and may very well be the backbone of /tg/. Far before me and others. Yet, going on a psychotic murder tangent should not be an appropriate response to this. My point being we have antagonists there to bring forth tension, disruption, and carnage. Who better to ruin your round than them? Instead of having the most prevalent rule in 90% of the ahelps cause 90% of the problems.
Security teams constantly run a fringe hunting down Shitter Mcreed and Bob Doctorson. The first getting into the spat willingly and as an act to further their dopamine kick, accepting any death or outcome of it. The second honestly just wanting to play the game the way it's meant to be played as a non-antagonist. Instead, they're getting pulled into a man-hunt where they toe the line of what is acceptable deterrence to sec trying to put them in the slammer.
Many players say, "So what. Escalation is my counter to shitters ruining my round." I say it's literally just a bomb disguised as a shield. It further extravagates said issues and propels them into an alternative version of Antag versus Player. Except you don't have to be an antagonist to cause it.
How will grief be dealt with without escalation? We have a security team to deal with minor infringes of petty-theft and disruption of the peace. That's what they're for, isn't it? We also have an admin team, who will actively step in when they see repeating instances of assholish behavior.
And even if these two situations don't work out. Why would it be better for you to focus your entire round in a conflict which will lead to the death of one of you, and most likely many more bystanders are drawn into a said ensuing war of the round. When you could have simply just shrugged it off.
It's hard being the bigger person. But without the nuclear option that devastates everyone, with no clear winners. The passive option will at least leave your round intact.
Thus, I say remove escalation. The game will be better without it. Grief will literally go down because it won't blow up thanks to escalation. More people being able to say, "Yeah I enjoyed that round." instead of saying "What the fuck, FUCK YOU shitsec. My round gets griefed and everything went downhill from there!"
Honestly, any cons that come from this would be significantly less from leaving the current state of it in.
It's the option forward and is the ss13 equivalent of disabling our nukes. It's better for everyone. As clear as day.