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Experience


Asfridur

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So, I know that some characters can come with knowledge about certain things perhaps due to their backgrounds, jobs and personal training they might've underwent. However, I'm still kinda uncertain how 'experience' works or is intended to work. During an Event in which Heisters boarded the station and made their demands- only to then attempt to kill the crew and get absolutely fucked, my character attempted to leave the station quietly early on out of fear of being found and killed by the Heisters. In doing this, I tried to apply my own knowledge of hacking doors (which even then is slim), but remembered my character doesn't know hacking down to the skinny, though she does however know how to access the wiring to begin hacking. My character, through trial and error, hacked open doors and suffered a few shocks along the way due to lack of proper protective wear.


Would it be plausible to gain knowledge of this on a basic level through memory of how to access the wiring and trial-error when hacking, and can I take this experience with me in the future, or does it become null just like any memory of the Antag round?


please dont hit me im learning

 

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The thing you have to keep in mind is most of the mechanics and departments arent things you can learn in just one round. Roleplaying inexperience with a thing is surprisingly difficult. I think what you did here is wrong, i imagine getting started with hacking isnt too hard. As expected you suffered some burns so all good i think.

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However, I'm still kinda uncertain how 'experience' works or is intended to work.

It doesn't. Everyone kinda does whatever they want, with "I learned it off-station" as an explanation of skills their characters gained over time.

..Also, correct me if I'm wrong, but aren't events not affected by the antag canon? Stuff like passive RP, for example.

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The thing you have to keep in mind is most of the mechanics and departments arent things you can learn in just one round. Roleplaying inexperience with a thing is surprisingly difficult. I think what you did here is wrong, i imagine getting started with hacking isnt too hard. As expected you suffered some burns so all good i think.

 

What about learning off-station? Some people seems to know what they're doing as a different job that they shouldn't know or do. For example, CE being able to martial arts, karate, or even Judo on a traitor. Or... Even Medical Staffs knowing how to set their own SMES.

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Case by case basis depending on a huge amount of factora UM. Age, species, job experience all of these can affect how much or how little you can know. Learning how to do something super complicated like surgery off station wouldnt be acceptable, you need medical school. As far as where the line is between too complex and easy to learn off station i have no clue.

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What about learning off-station? Some people seems to know what they're doing as a different job that they shouldn't know or do. For example, CE being able to martial arts, karate, or even Judo on a traitor. Or... Even Medical Staffs knowing how to set their own SMES.


&

Case by case basis depending on a huge amount of factora UM. Age, species, job experience all of these can affect how much or how little you can know. Learning how to do something super complicated like surgery off station wouldnt be acceptable, you need medical school. As far as where the line is between too complex and easy to learn off station i have no clue.

 

Just remember that things aren't as easy as the game mechanically depicts them. Things have to be simple in-game so people can focus on actually playing the game.

Example1: Chemistry isn't just pushing a few buttons, and voila, Special medicine mix has been made! Chemistry is lots of work and learning countless reactions and ratios of chemical mixes.

Example2: I imagine that SMES'es and all the electrical construction isn't just tapping the touchscreens, it's also wiring and other small things. Judo is fine, through, but a CE probably shouldn't just outrobust everyone everytime, probably.



I wish characters would know only the things their characters are supposed to know, not a little more. Knowing that one thing that coincidentally greatly helps their job is kind of lame (look: doctors knowing how to set up their own SMES, or EMT's knowing the few most useful chemistry recipes).



Also, you can just "fast-forward" a less-known character. Just add +7 years, change the records, and no one will object or even notice. Just don't do this too frequently, or it might be getting weird.

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Knowing a thing or two beyond your character's general technical capacity is fine, but should be targeted and specific. I'm not a mechanic, but I can operate tools and do simple fixes where needed. As such, knowing first aid or how to set an arm as a quartermaster isn't evil. Surgery would be an issue. Most of our jobs require significant schooling to obtain, those that don't require a larger quantity of experience. The civilian department is one of the few exceptions to this. But even still, there's a difference between cooking at home and being a professional chef or line cook, which I can example because I make a damn good meatloaf while being shit at much else.


All in all the object of learning things is to use common sense in what your character knows. Having some hand to hand skill isn't bad. Being able to not drop a gun when you fire it is fine. Being a crack shot is not.


In a recent round an AI forced my captain, with a security background, to change the module on one of it's units. Our game mechanic and flavor makes it as simple as putting a card in a slot. Really? I highly doubt this, but the AI insisted ICly that it was that simple. A jetpack is added in the same way... So where the fuck did the jetpack come from?


Rant on that aside, to refer to the original topic as well, learning things in game is very acceptable. You should RP this learning process for some time. for something specific (hacking doors) it might take a couple weeks to learn how to read everything properly and avoid shocks, other tasks are not so simple. My captain will not know how to change modules forever, antag influence aside. That brings up a real issue though. Anything influenced by an antag is instantly non-canon. Our antag system demands and dictates this.


Take from all that what you will, but it's my thoughts on the main topic and the sum of other conversation in the thread.

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