Eliot Clef Posted January 20, 2015 Share Posted January 20, 2015 Alright, so there are two subjects that I'd like to see addressed if they haven't been addressed already somewhere. If they have, my apologies. There seems to be a fair amount of contention regarding how professional Security is supposed to be, how well-trained they are, how well-paid they are, etc. People seem to strongly favor the "they are glorified mallcops" perspective, but it's usually by people who want Security to be ICly recognized as fairly incompetent/not to be taken seriously. Could we get some official clarification on this so the issue can be put to rest? Secondly, there seems to be significant confusion on what exactly a Loyalty Implant does to enforce loyalty. Some interactions suggest that they completely strip free will and the user isn't capable of thinking negatively about NT, while others... well, I don't know that there are others but it seems to be a confused issue. My personal inclination would be that Loyalty Implants don't prevent you from thinking badly of NT or expressing a contrary opinion, but do prevent you from ACTING against the company or allowing the implant's removal. It ensures loyalty in action, but not loyalty in thought. As with the previous issue, I'd like some sort of official clarification on the subject either way. Though, I will say that if the implant completely curbs free will, it seems to me like any loyalty implanted employees should get some seriously amazing compensation above and beyond what would be normal for their profession. Link to comment
Valkrae Posted January 21, 2015 Share Posted January 21, 2015 I've always played the loyalty implant as basically an alarm in your head that stings whenever you're about to harm to NanoTrasen in anyway. Link to comment
NebulaFlare Posted January 21, 2015 Share Posted January 21, 2015 I used to play a heavily influenced loyalty implanted character, (Hawk Silverstone) and my HoS trainee who's life was completely changed by implants (Rose Watson). I can throw in my idea - but it's in no way officially accepted in lore. It's just how I understood them from observing other RPers and playing out what made sense. Implants are chips in the brain that give subliminal persuasion to be loyal to NT. Training has to be taken, before being implanted, to prevent any psychological issues. You're free to think about what you can do, that will benefit NT. This doesn't mean you are completely crime-less, and will follow orders like an android - if your belief sees that being shady will assist NT, then it'll pass. The main goal is to provide NT with loyalty. Trying to go against the implant hurts, and gives a headache. Usually, I've seen HoS and Captains commit suicide if they manage to go against the implant/struggle against it, because the pain is too much to bare. If it hurts too much, their focus becomes foggy, so it's better to not resist it, and just accept it. HoS, captains, and IAs get an implant before the shift, safely placed inside their skull. Placing it in other parts of the body makes it less influential (don't ask me how or why >.> ). Link to comment
Eliot Clef Posted January 21, 2015 Author Share Posted January 21, 2015 HoS, captains, and IAs get an implant before the shift, safely placed inside their skull. Placing it in other parts of the body makes it less influential (don't ask me how or why >.> ). This is another point that doesn't seem entirely consistent. I've seen some people play it like this, and others play it like it's something they're required to have at all times. During events, I've also seen admin-played (presumably) characters remark on the Captain being unable to provide meaningful input since the loyalty implant required her to basically be a yes-man. This is a pretty big part of what caused my confusion, since it doesn't seem to be uniformly decided at all, even among staff and event runners. Link to comment
Guest Posted January 23, 2015 Share Posted January 23, 2015 HoS, captains, and IAs get an implant before the shift, safely placed inside their skull. Placing it in other parts of the body makes it less influential (don't ask me how or why >.> ). This is another point that doesn't seem entirely consistent. I've seen some people play it like this, and others play it like it's something they're required to have at all times. During events, I've also seen admin-played (presumably) characters remark on the Captain being unable to provide meaningful input since the loyalty implant required her to basically be a yes-man. This is a pretty big part of what caused my confusion, since it doesn't seem to be uniformly decided at all, even among staff and event runners. This was discussed this in my app to get custom item loyalty implant for my character. My issue were: 1) If the implant provents any action to be taken against the company while you have it, by using pain to prevent it, but keeps the freedom of thought, what's stopping your character from engaging in anti-NT activity while off duty if the implant is not active. Regardless of the loyalty implant while you're on the station, the moment you get off it you're free to steal, sell company secrets or anything else without any immediate consequence. 2) If the implant prevents feedom of thought by making you completely loyal, it brainwashes you so that you're unable to do any direct action against NT or think critically of its actions. Furthermore, if it's removed, it will make no impact since the moment you get the implant again, you will be forced to spill everything you did while off duty without any real interrogation. It would discourage any anti-NT activity while off duty. Considering how complicated human (no racist) mind is, a person with strong will or high intellgence would still be able to fight it, with it causing huge pain as a result. So as a conclusion, even though 1st option seems like better RP than playing a borderline drone, it is much more logical that the 2nd option is used, as it is much more effective and realistic. Furthermore, it would go hand in hand with how the most people play being implanted during antag rounds do. The implant literally outbrainwashes any previous brainwashing, erasing memories in the process along with previous loyalies. The implanted person then proceeds to spill out everything they did that remained of their memories. Also, I always implant any implant on the neck or skull because, for example, your hand is cut off and contains the implant, you're basically no longer implanted. You cannot survive having you skull smashed or head cut off. (Actually, I survived once, but that's something else) TLDR; The implant brainwashes you and make you unable to think critically of or act against NT's interests intentionally. Thus, ICly allowing screwups while still leaving hacking or ignoring an implant a option, but only in extreme cases. Link to comment
Recommended Posts