Guest Posted December 8, 2014 Posted December 8, 2014 (edited) BYOND Key:Bokaza Character name:Tony Adams Item name:Loyalty Implant Why is your character carrying said item to work?Because he works as a head of security, he should have one. Since he most likely has access to classified information, I personally think the implant should be active 24/7, albait at lower intensity when off duty. Item function(s):Functions at as a normal loyalty implant. Item description:N/A Item appearance:N/A Additional comments: Might be a good time to tie in something I have going on as Tony's character development. Even though he has passed psych eval, his conduct somewhat exemplatory and has a clean record, he is not exactly perfectly stable. This could, in theory, cause psychological issues. Might cause him to snap someday. I'm willing to drop the idea if people think it's bad RP, though. Edited December 17, 2014 by Guest
Jennalele Posted December 8, 2014 Posted December 8, 2014 It's usually something other heads will RP without the physical item being there, similar to people naming items commonly found, like flasks and gloves. I don't exactly see the need for a custom implant if others don't really need it, but I've also thought, if this were to be made more widescale, about being able to tick it off in the character creation panel to have one implanted as a non-head regardless.
Guest Posted December 9, 2014 Posted December 9, 2014 It's usually something other heads will RP without the physical item being there, similar to people naming items commonly found, like flasks and gloves. I don't exactly see the need for a custom implant if others don't really need it, but I've also thought, if this were to be made more widescale, about being able to tick it off in the character creation panel to have one implanted as a non-head regardless. I know what you mean, but you don't always have a choice when it comes to being an antag, whether I am forced into it or get it by accident. I crashed the entire rev movement by RPing as a traitor rev and getting names and crimes, then turning them over to Security. It resulted in a PM from admin, as people started randomly ending up in the brig as being part of the mutiny. It was bad, yes, and I don't intend to do it again. It would save time to admins by not having me asking to remove antag from me every time I get it. That's what I'm trying to achive with this. It would also spark RP when people notice I have an implant.
SgtSammac Posted December 9, 2014 Posted December 9, 2014 It's usually something other heads will RP without the physical item being there, similar to people naming items commonly found, like flasks and gloves. I don't exactly see the need for a custom implant if others don't really need it, but I've also thought, if this were to be made more widescale, about being able to tick it off in the character creation panel to have one implanted as a non-head regardless. I know what you mean, but you don't always have a choice when it comes to being an antag, whether I am forced into it or get it by accident. I crashed the entire rev movement by RPing as a traitor rev and getting names and crimes, then turning them over to Security. It resulted in a PM from admin, as people started randomly ending up in the brig as being part of the mutiny. It was bad, yes, and I don't intend to do it again. It would save time to admins by not having me asking to remove antag from me every time I get it. That's what I'm trying to achive with this. It would also spark RP when people notice I have an implant. You could set your character to not be choosen as a antag in the antag preferences section of character creation?
Guest Posted December 9, 2014 Posted December 9, 2014 He wasn't chosen, he was a plain Revolutionary, meaning he joined by choice. Okay, so. Here's how LIs work. They aren't constantly on or off. When in a high-security position such as IAA, HoS, or Captain, the implant is switched on. When in a lower value position, the implant's off and can only be turned on by the LI controllers. So unless you're a Captain, HoS, or IAA, your implant isn't functioning the way it should be, it's off. You don't have any influences to keep you loyal to the Corporation. So, if you're not a head or IAA, you're not free of antagging. Just a reminder for next time you decide to not be a head on a cult/rev round, and want to join either. We all make mistakes and aren't aware of what every mechanic does what.
Serveris Posted December 9, 2014 Posted December 9, 2014 You could set your character to not be choosen as a antag in the antag preferences section of character creation? This is folly. RNG often selects my loyalist/head of security character as an antagonist, despite me not having antagonist roles checked off on character creation for them. I've looked into this for a while now, but can determine no cause. I make do with having admins remove my antagonist-state whenever it happens. Still frustrating for RNG to disregard my preferences, though. This being said, when someone wanted implants on Bay, they just walked up to security, and asked for one in LOOC, and it was given. I've done this on Aurora a couple times as HoS, and am still willing to. Just ask the head of security for one every round. Not like the brig has any shortage of the damn things.
Guest Posted December 9, 2014 Posted December 9, 2014 fun fact, actually. LI'd taters that get their skulls dug into possess the item "hacked loyalty implant", when unimplanted. I'd be all for leaving the hacked LI mechanic in-game in case we ever get creative head antags, but perhaps make restrictions on the RNG for it.
Guest Posted December 10, 2014 Posted December 10, 2014 I was told that RPing having the LI on at all times was an option and it still makes sanse lore-wise. If it's off, it removes the garantee that you won't sell corporate secrets or betray them while off duty. It's simple as that an free of ethical issues since people who recive them sign a contract. As Jennalele said, it might be good idea to put it as a start item, even if only allowing it if the player is whitelisted for a head of staff. I do know a bunch of players would want to have it on. If the people in charge of this think it's too much work with no actual benifit, I'll respect it.
Serveris Posted December 10, 2014 Posted December 10, 2014 I was told that RPing having the LI on at all times was an option and it still makes sanse lore-wise. If it's off, it removes the garantee that you won't sell corporate secrets or betray them while off duty. It's simple as that an free of ethical issues since people who recive them sign a contract. As Jennalele said, it might be good idea to put it as a start item, even if only allowing it if the player is whitelisted for a head of staff. I do know a bunch of players would want to have it on. If the people in charge of this think it's too much work with no actual benifit, I'll respect it. I'm not a dev for Aurora, but it would take five minutes tops to code it in. Try nagging an official coder to devote the five minutes to seeing it through. From the desire from the community for this, I'm surprised that no devs has tended to it already. Makes me think Skull/Scopes might have spoken against it at some point, discouraging it from being a thing. Not going to get into that, though. My point being, making this a loadout option would be very simple, it's just a matter of being approved by those in authority.
LetzShake Posted December 16, 2014 Posted December 16, 2014 I thought selecting "loyal" as your disposition gave you an implant. But I haven't played in security for a long time so I never really confirmed it for myself. If not, it should be an option.
SgtSammac Posted December 16, 2014 Posted December 16, 2014 I thought selecting "loyal" as your disposition gave you an implant. But I haven't played in security for a long time so I never really confirmed it for myself. If not, it should be an option. That selections decides if you are on the potential traitor list that spawns at Comms Consoles at round start.
Guest Posted December 17, 2014 Posted December 17, 2014 So that just removes a potentially suspicious mechanic, then?
Serveris Posted December 17, 2014 Posted December 17, 2014 Yeah. Think it also factors in when selecting people for traitor. The only thing I'm sure of though, is that it reflects your chances of being named in the command report. And, you know. You're kind of expected OOCly to roleplay your characters' dispositions.
Carver Posted December 17, 2014 Posted December 17, 2014 A simpler way of explaining it is exactly as it states when you select it; "Choose your relation to NT. Note that this represents what others can find out about your character by researching your background, not what your character actually thinks." What I've gathered from my studies (+Flavour): Loyal : -- to be on the Status Summary, -- to be a "Possible collaborator" in traitor notes. NT views you as a valued asset, The Syndicate views you as a risk Supportive : - to be on the Status Summary, - to be a "Possible collaborator" in traitor notes. NT sees you as a trustworthy employee, The Syndicate is wary about you Neutral : +/- to be on the Status Summary, +/- to be a "Possible collaborator" in traitor notes. NT neither suspects nor trusts you, The Syndicate is curious about you Skeptical : + to be on the Status Summary, + to be a "Possible collaborator" in traitor notes. NT is suspicious of you, The Syndicate views you as a potential resource Opposed : ++ to be on the Status Summary, ++ to be a "Possible collaborator" in traitor notes. NT views you as a risk, The Syndicate views you as a possible ally Being on the status summary may increase the number of telecrystals given to a traitor by 4. Being a "possible collaborator" opens up the (Rare) potential RP of a traitor turning to you for assistance in their schemes. Rank does not influence any of this, a Head of Security is as likely to be on the summary/be a potential collaborator as a Janitor. It's a risk vs reward system of being seen by NT as a far less suspect NT Employee, or a vastly more suspicious yet possibly more dangerous sleeper agent. It's entirely up to the player whether or not it factors into their direct roleplay. (Being an ex-member of an infamous worker's union vs being a fresh-out-of-college blue-blooded worker; Both might factor into your character's current mindset, or both might just be a part of the past for them) -- tl;dr: No, being Loyal vs Opposed has nothing to do with implants, nor being selected as a traitor, nor need it affect your direct RP.
Serveris Posted December 18, 2014 Posted December 18, 2014 A simpler way of explaining it is exactly as it states when you select it; "Choose your relation to NT. Note that this represents what others can find out about your character by researching your background, not what your character actually thinks." What I've gathered from my studies (+Flavour): Loyal : -- to be on the Status Summary, -- to be a "Possible collaborator" in traitor notes. NT views you as a valued asset, The Syndicate views you as a risk Supportive : - to be on the Status Summary, - to be a "Possible collaborator" in traitor notes. NT sees you as a trustworthy employee, The Syndicate is wary about you Neutral : +/- to be on the Status Summary, +/- to be a "Possible collaborator" in traitor notes. NT neither suspects nor trusts you, The Syndicate is curious about you Skeptical : + to be on the Status Summary, + to be a "Possible collaborator" in traitor notes. NT is suspicious of you, The Syndicate views you as a potential resource Opposed : ++ to be on the Status Summary, ++ to be a "Possible collaborator" in traitor notes. NT views you as a risk, The Syndicate views you as a possible ally Being on the status summary may increase the number of telecrystals given to a traitor by 4. Being a "possible collaborator" opens up the (Rare) potential RP of a traitor turning to you for assistance in their schemes. Rank does not influence any of this, a Head of Security is as likely to be on the summary/be a potential collaborator as a Janitor. It's a risk vs reward system of being seen by NT as a far less suspect NT Employee, or a vastly more suspicious yet possibly more dangerous sleeper agent. It's entirely up to the player whether or not it factors into their direct roleplay. (Being an ex-member of an infamous worker's union vs being a fresh-out-of-college blue-blooded worker; Both might factor into your character's current mindset, or both might just be a part of the past for them) -- tl;dr: No, being Loyal vs Opposed has nothing to do with implants, nor being selected as a traitor, nor need it affect your direct RP. I feel like this application rapidly descended into a discussion board for possibilities of antag shenanigans. Like I said a few days ago, most people with access to the station LIs are more than willing to accommodate you. Just. Ask a warden/HoS for it. Security has more than enough of them, for god knows what contingency. We can always spare a couple.
Guest Posted December 18, 2014 Posted December 18, 2014 (edited) I feel like this application rapidly descended into a discussion board for possibilities of antag shenanigans. Like I said a few days ago, most people with access to the station LIs are more than willing to accommodate you. Just. Ask a warden/HoS for it. Security has more than enough of them, for god knows what contingency. We can always spare a couple. Actually, one round I did ask for an actual loyalty implant. The Warden wasn't sure so I asked in ahelp. Whoever it was, they didn't say yes, just used RNG to decide whether or not to give me one. When RNJesus smiled upon me, they just gave me one through commands. The issue could be that it makes me a snowflake if I get to be excluded as a potential antag and that security shouldn't give them out just because the player wants to. Edited December 18, 2014 by Guest
Guest Posted December 18, 2014 Posted December 18, 2014 A simpler way of explaining it is exactly as it states when you select it; "Choose your relation to NT. Note that this represents what others can find out about your character by researching your background, not what your character actually thinks." What I've gathered from my studies (+Flavour): Loyal : -- to be on the Status Summary, -- to be a "Possible collaborator" in traitor notes. NT views you as a valued asset, The Syndicate views you as a risk Supportive : - to be on the Status Summary, - to be a "Possible collaborator" in traitor notes. NT sees you as a trustworthy employee, The Syndicate is wary about you Neutral : +/- to be on the Status Summary, +/- to be a "Possible collaborator" in traitor notes. NT neither suspects nor trusts you, The Syndicate is curious about you Skeptical : + to be on the Status Summary, + to be a "Possible collaborator" in traitor notes. NT is suspicious of you, The Syndicate views you as a potential resource Opposed : ++ to be on the Status Summary, ++ to be a "Possible collaborator" in traitor notes. NT views you as a risk, The Syndicate views you as a possible ally Being on the status summary may increase the number of telecrystals given to a traitor by 4. Being a "possible collaborator" opens up the (Rare) potential RP of a traitor turning to you for assistance in their schemes. Rank does not influence any of this, a Head of Security is as likely to be on the summary/be a potential collaborator as a Janitor. It's a risk vs reward system of being seen by NT as a far less suspect NT Employee, or a vastly more suspicious yet possibly more dangerous sleeper agent. It's entirely up to the player whether or not it factors into their direct roleplay. (Being an ex-member of an infamous worker's union vs being a fresh-out-of-college blue-blooded worker; Both might factor into your character's current mindset, or both might just be a part of the past for them) -- tl;dr: No, being Loyal vs Opposed has nothing to do with implants, nor being selected as a traitor, nor need it affect your direct RP. I feel like this application rapidly descended into a discussion board for possibilities of antag shenanigans. Like I said a few days ago, most people with access to the station LIs are more than willing to accommodate you. Just. Ask a warden/HoS for it. Security has more than enough of them, for god knows what contingency. We can always spare a couple. 1. That's a waste of a valuable instantaneous criminal rehabilitation device. 2. It sounds like bad RP if you have to ask for a manual loyalty implantation every round. 3. LIs are pretty vulnerable to hacking anyway. Sometimes a head who isn't in the head position is better off without it.
TishinaStalker Posted January 21, 2015 Posted January 21, 2015 Item has been approved and is currently in the works. Keep checking back in the archives as I will change your topic's prefix to [Processing]. Once it is set to [Completed], then the item will have been implemented in the code. Locking and archiving.
TishinaStalker Posted September 15, 2015 Posted September 15, 2015 Player no longer plays on Aurora. Changing to denied.
TishinaStalker Posted September 15, 2015 Posted September 15, 2015 Player no longer plays on Aurora. Changing to denied.
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