Nikov Posted September 5, 2019 Share Posted September 5, 2019 It is as if this is a problem as old as loyalty implants. Link to comment
Nantei Posted September 6, 2019 Share Posted September 6, 2019 (edited) My interpretation of loyalty implants has always been that it's a very subtle one, unlikely to influence you unless you are on the fence. That is the problem, and why it's such a pain to administrate. That's my interpretation. Loyalty implants are purposely left extremely vague as to what they do. Great for roleplay, horrible for enforcing rules. I would much prefer we remove that aspect of it. It really makes very little sense. I could buy something like this in a Dystopian setting like Shadowrun, but Aurora seems to be intended to be more grounded than that. I feel like whenever I am playing with a LI that I am walking on eggshells that an admin won't agree with my interpretation. That shouldn't really be a thing for something so major. Consider the following: Captain's and HoS's can be thralled, yet it rarely happens, and is often not a significant problem. Although I am not suggesting we remove the immunity entirely, I think it is worth considering why it is necessary to start with. Do we actually need people who are 100% incorruptible at all times? I don't think we do. And I don't think it's good for roleplay. A lot of fun moments have been had by Captain's and HoS's getting turncoated forcibly. Regardless, I still think a good middle ground is replacing the loyalty implant with an equivalent that guards against hypnosis, truth serum, etc, but doesn't force people to vaguely support NT. (This is the IC justification, of course.) IC justification for no traitors can just be a vague, thorough background check and such, that is done periodically. Edited September 6, 2019 by Nantei Link to comment
Arrow768 Posted May 10, 2020 Share Posted May 10, 2020 That has been implemented a while ago. Link to comment
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