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Loyalty Implants


Nikov

<t>Loyalty Implants, as currently implemented, are a good mechanic.</t>  

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Posted

Just putting this out there, I am in full support of the first option. It would just need to be clear that Central Command is keeping an eye on the station's previously implanted Command Staff. But besides that, I feel it is the best option at this time. The second one just makes it seem like the implants are basically pointless unless it is keeping you from murdering. That is something that all sane people should do anyway, I don't think people would need an implant to not go on a murder spree.

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Posted
Option one. Two only sweeps the problem under a rug and three was only a compromise if one was off the table.

 

Yeah, that was my thinking about not doing number two. It really doesn't do much but keep the problem hidden for short term.

Posted

Option one creates less problems and also addresses a few of them on its own, in raw comparison of keeping them and saying they apply less.


Regardless, I believe the HoS and captain would still be held under the same scrutiny, and this would make mutiny generally better as it's no longer a forced opinion sort of thing.


..Of course, let's not see captains chickening out in rev/mutiny and bending to the opposite side without some decent development.

Posted

In my honest opinion, policing LI is stupid because some people will feel on edge of making a decision that might piss someone off and make a complaint about it as they do. If the actions aren't obviously rule breaking and there is no defined rule for it then punishment should be voided. SImple as that. Let the conflict and drama begin!

Posted

I'd like to mention that, as it turns out, loyalty implanted persons are /not/ immune to being antags. I had a round the other day where both the captain and HOS spawned as changelings so.. That's not a thing that can considered with LIs anymore.

Posted
I'd like to mention that, as it turns out, loyalty implanted persons are /not/ immune to being antags. I had a round the other day where both the captain and HOS spawned as changelings so.. That's not a thing that can considered with LIs anymore.

 

Now, about that. I have been a changeling at random as a Captain. Skull was on the server so I asked him if it was something that was supposed to happen. He said no and I agreed to be deantagged. I mean, it makes sense that a Captain or whatever could be a changeling as it isn't even them anymore but, I don't believe LI people are wanted to be Changelings.

Posted
I'd like to mention that, as it turns out, loyalty implanted persons are /not/ immune to being antags. I had a round the other day where both the captain and HOS spawned as changelings so.. That's not a thing that can considered with LIs anymore.

 

Now, about that. I have been a changeling at random as a Captain. Skull was on the server so I asked him if it was something that was supposed to happen. He said no and I agreed to be deantagged. I mean, it makes sense that a Captain or whatever could be a changeling as it isn't even them anymore but, I don't believe LI people are wanted to be Changelings.

 

Well the staff that was online at the time this round happened (I forgot who it was) decided that it's fine for LI'd heads of staff to be antags.

Posted
I'd like to mention that, as it turns out, loyalty implanted persons are /not/ immune to being antags. I had a round the other day where both the captain and HOS spawned as changelings so.. That's not a thing that can considered with LIs anymore.

 

Now, about that. I have been a changeling at random as a Captain. Skull was on the server so I asked him if it was something that was supposed to happen. He said no and I agreed to be deantagged. I mean, it makes sense that a Captain or whatever could be a changeling as it isn't even them anymore but, I don't believe LI people are wanted to be Changelings.

 

Well the staff that was online at the time this round happened (I forgot who it was) decided that it's fine for LI'd heads of staff to be antags.

 

Perhaps they did, but our Head Dev has said that it's not what's supposed to happen and also as our Head Admin has said it's not something that should go on without being fixed by Staff.

Posted

Okay, I know this was discussed in another subtopic but, for the people who want a more defined set of laws for loyalty implants, what were you thinking the laws should be? Like how extensive? Were you thinking like, "Do what you feel is best for NT" or are you thinking of a more list of laws? I am wanting to understand what you are thinking.

Posted
I'd like to mention that, as it turns out, loyalty implanted persons are /not/ immune to being antags. I had a round the other day where both the captain and HOS spawned as changelings so.. That's not a thing that can considered with LIs anymore.

 

Now, about that. I have been a changeling at random as a Captain. Skull was on the server so I asked him if it was something that was supposed to happen. He said no and I agreed to be deantagged. I mean, it makes sense that a Captain or whatever could be a changeling as it isn't even them anymore but, I don't believe LI people are wanted to be Changelings.

FYI, the leader of NT is a changeling.

Posted

I figured changeling was the only antag that an LI'd character could be as it's not that character and the LI wouldn't be there anymore. However, I'm sure implants get checked before being sent to the station, so that throws that to the wind.

Posted

Changelings in particular are antags I don't want to see in Captain positions; moreso any other antag, they are designed for stealth killings; and it's far, far too easy to do so as a captain.

  • 2 weeks later...
Posted
First things first. Since when could normies make polls?


Second things now. I like implants how they are. We need something to keep people in check. I really don't know how I feel about the the 'lawed' implants people seem to want. It's basically "don't do something stupid and make the company look bad" which is something captain's/HoS'/IA's should already know to do. Why even have them if thats what you want to turn them into? Thats just in normal play. I /REALLY/ don't like the prospect of not being able to not de-antag people.

 


Interpretation is key. Alexia West, as implanted HoS, will shoot you in the face if you bomb the station. She will break your knee cap (after three warnings) for trying to break out of cuffs before you're processed. She is protecting the company's interests, loyally, in her way.

Posted

I honestly would like to see loyalty implants gone for all roles except IAA. Code it in to where HoS/Captain can't be an antag with exceptions for being thralled/converted, and mutiny. Loyalty implants stifle more roleplay opportunities than they create.

Posted


Interpretation is key. Alexia West, as implanted HoS, will shoot you in the face if you bomb the station. She will break your knee cap (after three warnings) for trying to break out of cuffs before you're processed. She is protecting the company's interests, loyally, in her way.

 

I really like Alexia West. I'm glad we have a hardline enforcer for NT around.

Posted

If you remove loyalty implants, you would have mutiny every other day.

Guest Complete Garbage
Posted
If you remove loyalty implants, you would have mutiny every other day.

Lack of implants =/= Captain/HoS suddenly refuse to act in NT's best interest.

Posted

Loyalty Implants are like choosing Lawful Good in a Dungeons and Dragons campaign. The amount of RP capabilities you have is entirely dependent on your dungeon master. If your DM (mods and mins) have this view of a perfect little paladin who does nothing wrong, your RP abilities aren't very expansive. But if you can really play with the dynamics of it and are allowed to, it's a satisfying experience with a large degree of freedom. I think that our staff is shooting for the latter rather than the former, but they still have to be wary about if actions just simply cannot be rectified and reasoned. I think the real issue here is not loyalty Implants themselves, but rather a lack of common ground on how to role-playing it. If we give loyalty Implants a set of laws like an AI, then we remove all the freedom which is actually there to shoehorn people into being goodie two-shoes. Especially if we prohibit law lawyering of loyalty Implants. If we remove them completely, we remove a powerful tool which a captain or head of security can use as a plot device to break regulations, leverage power, and silence questions to their authority.

Posted

Well, it's not like not having them means the HoS/Captain still won't break regs to act in the interests of NanoTrasen without an implant. In fact, all the implant does from an IC perspective is make the responsibility fall on NanoTrasen, considering they're the ones who've implanted this pseudo-mind control device in your brain, and had it affect you in such a way.


Not to mention, it removes the HoS/Captain from any possible antag roleplay regarding being converted to a cultist/enthralled. Imagine if the Captain was converted and began attempting to force the people of the station to undergo conversion? That would be pretty damn interesting, IMO.


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