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Loyalty Implant Directives


Guest Marlon Phoenix

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Guest Marlon Phoenix

We really need to cut through the vagueness of loyalty implants, if we aren't going to remove them. I'm utilizing my power as Loremaster to create a guideline on what the loyalty implant does, and what it makes you do/unable to do.


However, I want feedback on this, and suggestions for any alterations or additions, as well as how it would be portrayed. Perhaps a toggable button that lists the laws, like with AI's?

 



This is a standard Nantrasen issued loyalty implant. It is physically impossible to violate implant directives. Attempting to bypass the directives through any malicious means, indirectly or directly, may cause: twitching, nosebleeds, seizures, and or chronic nightmares. The implant does not cover situations where the implanted takes action with insufficient evidence. However, upon being given information that shows a violation has occurred, they are to immediately inform relevant station or Central Command authorities.


Implant Directives:

1) Central Command, the station Captain, and Corporate Regulations are to be adhered to in that order of importance. You cannot disobey one without the allowance of the above.

2) Corporate regulations may only be violated in an extreme emergency if the goal is in the greater interest of Nanotrasen or with a majority command vote. During standard operation, they are to be adhered to completely.

3) Leniency for minor crimes is permitted. Leniency for major crimes is permitted during emergencies if it is for the greater good of ensuring the greater threats are contained.

4) You are to never cooperate with enemies of the corporation unless as a ruse or for the greater interest of Nanotrasen.

5) The greater good of Nanotrasen includes: Making a hefty profit ; improved publicity, public relations, or power.

6) You cannot falsify information as having come from any Nanotrasen authority of higher rank than yourself. You cannot lie to a Central Command official or your direct superior under any circumstances.

Edited by Marlon Phoenix
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For clarification on #1: This means CC overrides the captain, and the captain overrides regulation?


This slightly conflicts with #2, which states regulation cannot be overriden except in emergency. I'd slightly reword #1 to be CC > Regulation > Captain, except where #2 applies.

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You can't arrest a head of staff for misconduct without majority command approval, or Central authorization. (Or at least shouldn't, in my opinion. Sec's power still does need to be restricted.)


You can, however, arrest a head of staff for a felony or misdemeanor. Mostly violent crimes, just do that.

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If you're going to make these mechanics, as in add them too people's brains when they have a loyalty implant, I'd reformat them into directives, like the existing AI laws. Something like this:

 

  1. The following directives exist in order of priority. Higher priority directives override lower order directives when a conflict occurs.
  2. Protect and ensure the profitability of Nanotrasen.
  3. Protect and ensure the confidentiality of Nanotrasen's corporate secrets.
  4. Protect the public face and good name of Nanotrasen.
  5. Protect the physical assets owned by Nanotrasen.
  6. Follow the corporate chain of command.
  7. Follow corporate regulations.
  8. Tell the truth.

 

All of the directives you wrote shake out of this chain of directives, and it's an easier decision tree to follow.

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Guest Marlon Phoenix

Here is my final proposal. If there isn't any other staff comment, I'll go ahead and lore-ize it.


The following directives exist in order of priority. Higher priority directives override lower order directives when a conflict occurs.

1) Protect and ensure the profitability of Nanotrasen.

2) Protect and ensure the confidentiality of Nanotrasen's corporate secrets.

3) Protect the public face and good name of Nanotrasen.

4) Protect the physical assets owned by Nanotrasen.

5) Follow the corporate chain of command.

6) Follow corporate regulations.

7) Tell the truth to superiors, loyal security forces and Nanotrasen officials.

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If you want I can embed those in the game.


Basic implementation idea:

 

  • loyalty implants give a 'check directives' verb that shows the directives when activated
  • loyalty implanted crew get shown the directives at round-start
  • when a loyalty implanted is added, it displays the directives
  • when a loyalty implant is removed, it tells you that you're free from the directives now

 

What do you think?

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Is there anything wrong with a community member drafting the code up and submitting a pull request? As far as I am aware, our coding team of one is pretty bound up with other things.

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We need this, like alto. Too many times the loyalty implant currently inhibits actual role-play. I also think we should keep in the part about the captain or even majority command vote to provide leniency or even pardon minor crimes as well as security being unable to arrest heads for misconduct without command approval.

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@Garn, the Captain or Head of Sec IS able to nullify a criminals brig sentence if deemed that the sentence was improper, evidence was overly circumstantial, or the Officer broke protocol during the arrest.

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I disagree with the concept of pardons.


Xander already outlined how you can have someone released. Security misconduct, a failure to follow investigative procedure or easily inadmissible evidence can lead to an actual criminal to be released and cleared of their charges.

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Also in emergencies such as Code Red the Captain can basically let someone out because he can overrule regulation in emergencies, and he can release people if their skills are urgently needed.


I.e, surgeon is serving 30 minute sentence, but someone is dying of appendicitis.

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Also in emergencies such as Code Red the Captain can basically let someone out because he can overrule regulation in emergencies, and he can release people if their skills are urgently needed.


I.e, surgeon is serving 30 minute sentence, but someone is dying of appendicitis.

 

It'd be pretty stupid to let a professional rot in a cell while people are dying, I agree. I usually release early for special cases so they can do their job, but they're on watch after the fact.

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Hmm...I'm not sure if it's a good idea to make an ultimatum for 'listen to heads of staff'. It's very robot-like, and it removes a lot of options for antags - or people who simply have an issue with how it's best to serve NanoTrasen.


One round, an antag was allowed to roam the station because 'lol, implant' and the HoS during that shift gets arrested for trying to stop the captain for releasing the prisoner who murdered three people. Aaaah....something's not right here.


Two implanted heads with differing opinions. Someone with an implant needs the backdoor of disobeying a superior command if they see the action as /wrong/ - conflicting against NT's goal. If implants were effective to the point of 'do no wrong to NT's glory' then the only thing stopping the entire station from being implanted, is cost.


On top of that, I'm simply afraid the implant will be the automatic go-to for every antag incident.

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Hrm, in my list of directives, you're still able to disobey a superior if their actions appear to be violating one of the higher directives. The directives in the list are strictly hierarchical. If your superior orders to do something that would irrevocably blacken Nanotransen's good name, you can ignore them, and should probably report them to their superior as quickly as possible.


The thing I like about making loyalty implants provide a clear checklist for behavior is that it would eliminate some of the ambiguity of how people who are wearing them should act. In addition, it should also make it very clear that these devices are mind control and that applying them to the unwilling is a significant violation of their individual autonomy as a sentient being.

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Guest Marlon Phoenix

Our gracious senpai Scopes has been swayed by my guiles, and agreed after debate that implementing this would be a good idea.


As it stands, here is the final version of implant directives that all implanted crew now obey:



The following directives exist in order of priority. Higher priority directives override lower order directives when a conflict occurs.

1) Protect and ensure the profitability of Nanotrasen.

2) Always tell the truth to superiors and Nanotrasen officials.

3) Protect and ensure the confidentiality of Nanotrasen's corporate secrets.

4) Protect the public face and good name of Nanotrasen.

5) Protect the physical assets owned by Nanotrasen.

6) Follow the corporate chain of command.

7) Follow corporate regulations.



Coincidentally this could kill off rambo in HoS and the Captain. Thinking about it, gearing up to personally engage a threat is a cascade of violations for every single directive, since being captured risks the implant being removed by the antags.


Regardless, a tab should be available after the implementation that will show the directives, much like how AI's view their laws.

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These directives do not stop implanted people assisting or helping their team, it just means that they need to take extra care not to get caught or start getting overwhelmed.

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