Boot wrote: ↑Thu Jan 27, 2022 12:18 am
so I can be an asshole who ruins other players roleplay experience if I suicide right after?
Edit: My main point here is that this doesn't seem all that different then just a differently worded rule 1.
If it's funny enough to retroactively un-ruin their round,
hell yeah you can, but the distinction is that this isn't purely enforcement of RP but a more stringent banning of disruptive powergaming
Tearling wrote: ↑Thu Jan 27, 2022 12:56 am
Does this mean that an antag trying to greentext will get punished if they don't have a roleplay gimmick/idea in mind, if their syndicate objective ruins another person's roleplay experience, for example in an assassination objective?
No; the freedom of antags to do what they want whenever they want has always been a core element of the server culture, including through this rule's era.
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I want to address this next post in parts, woop woop
sinfulbliss wrote: ↑Wed Jan 26, 2022 10:17 pm
Pandarsenic wrote:You shouldn't conflate lack of RP with a fast pace, nor the chaos of a round with its duration.
Then why, as the RP level of a server goes up, do the rounds get longer and calmer? I'm not making this up - I've played on LRP, MRP, and HRP, and the rounds on LRP are simply and unequivocally shorter than the higher-RP counterparts, and the reason is because of the RP rules influencing the overall tenor and pace of the round. Less high-octane combat, more roleplaying. You don't murderbone while roleplaying, although I'd love to see it.
Simply-put, this correlation does not hold to earlier-era /tg/ vs. current-era /tg/, meaning that the correlation of round duration to RP level must be explained by something different (or by several factors of RP raising it, then something else bringing it back down). Old-era /tg/ rounds lasted from 20 minutes (with the most aggressive antags rendering the station unusable by that point because Stun Combat made a sufficiently skilled player able to solo an arbitrary number of people
or because I knew how to use the incinerator to make infinite maxcap canister bombs in 10 minutes with old atmos) to 40 minutes average, with occasional outliers up to an hour, except at the latest-of-night lowpop.
Modern Sybil rounds are often significantly longer than that, with me generally seeing most rounds make it to 40 and the outliers leaning to the high side, peaking at 90-minute rounds during normal populations that never happened before.
You might explain it away by the relative fragility of the station, with problems built in like the Singularity being able the only engine and prone to devastating the whole station when it was inevitably released, vs. the Supermatter whose destruction is honestly just a mild inconvenience because you can hide in lockers and then set up solars. I don't buy that explanation.
sinfulbliss wrote: ↑Wed Jan 26, 2022 10:17 pm
This would
never lead to antags getting rekt early, by the way. It's the complete opposite. Crew is
prevented from killing antags simply because "valid," antags retain full freedom but crew is restricted. The round is essentially the antags' plaything, and they have protection in the rules from being killed FNR. Issue is now antags have no pressure to do anything, there is no mob after them, they can take the round as slow as they like. On every single server where this policy exists, antags choose, unsurprisingly, to take things slow and
not die in 20 minutes. Unsurprisingly, when antags optimize their rounds to die in 20-30~ minutes, they tend to cause more of an impact than when they can just fuck about with all their gear on running through the halls for 1.5 hours. I am absolutely certain this rule, if applied, will bring slower and longer rounds. It'd likely take a month or so before the culture adjusts to show a difference, but it will if it's enforced seriously.
(Also, suggesting you can have admins poke the antags with a cattle-prod to bring a little life in the round, or increase threat, is an artificial solution that will never match up to the natural chaos LRP currently enjoys).
I want to clear up a fundamental misunderstanding here:
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Sec are free to request whatever they want from the crew, deputize anyone they see fit, arm up disproportionally, etc. - whether you want to draft the gray tide, preemptively patrol maint, have a bunch of guns, etc., just be sec to do it because hunting antags is your job. Just don't do imposing, obnoxious Weird Shit like demand chemistry and the chaplain make you holy water grenades before you've spotted any signs of cult or wiz and you're basically fine. Much as it is now, doing stuff like grabbing a Riot Shield with no sign of any threat yet was frowned upon as powergamey and classless. This exact same principle is just extended to other
tacky forms of low-creativity, low-interaction disaster prep, like stealing excessive extra batons and leaving none for latejoin sec. But you won't get bwoinked for them unless they reach an excessive level. If you want a chemical implant of healing chems and a little meth? Based, hit up the chemist and get it made! Just don't break in or force your way in to make it yourself. See the difference here? This is basically just a slight extension of the same rules as not doing truly-random searches, which (funny enough) were actually server-legal back when this rule was a thing, just seen as a bit of a dick move.
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All crew are free to arm up to a
reasonable degree in advance, as long as they're not being over-the-top about it and neglecting all the parts of their job that don't contribute to the validhunt (bringing death-chem syringe guns or murderplants into maintenance to look for antags without doing anything for the MDs/chef, etc.). They are actually
encouraged to mobilize against threats
using what their own department has or makes. You can prep as much as you want, so long as you aren't useless or an outright burden to your department and your station in doing so. You're also expected not to do prep that shits up departments' usability for others, like tiders stealing all the medkits out of medbay just so they can do field healing against an antag or taking all the surgical tools as weapons.
Once active threats show their hands, all bets are off. This isn't Manuel. You do what you gotta to survive. Once you've seen or heard an armblade, or a Syndicate Bomb, or god help you someone calling out funny hands/flashing on the radio (or the radio itself going out), put on your Doom music and grab what you need.
If this rule comes back, I like to believe the station can stop being made overly secure (REINFORCED. WINDOWS) and non-R&D crew tools can stop being nerfed... or can even be brought back/buffed again.