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Enabling Paranoia


Snakebittenn

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Posted

Essentially, I have a handful of changes in mind.

One, make ID's only readable from a tile away.

If you are not close enough to read the thing, maybe without a sechud, it'd just show 'they are wearing a medical ID.'

Two, turn off fucking arrival announcements for non-command. Now, people can just silently slip into the department the way God intended, without making a big entrance.

Three, remove the crew manifest program from the PDA. This enables people to too easily discover 'huh, you aren't actually part of this department. Security!~'

Posted

I agree 100%. This would be a godsend for antags as well as encouraging people to actively communicate with their co workers and be active participants.

Posted (edited)

[mention]ParadoxSpace[/mention] pretty sure this thread violates one suggestion per thread


I like 1 but the others I do not like, manifest can only be seen via PDA and you can add yourself via records

as for announcements, I miss half of them, as long as T-coms is up you will usually just glance it and go about your business.

Edited by Guest
Posted (edited)

Yep, I'm all for it. The system i had in mind involved using reading papers from the distance mechanic.

So basically you examine a guy from a distance and get something like that

This is a human male (look closer)

He is wearing sunglasses

He is wearing a grey jumpsuit

He is wearing black shoes

He is wearing command ID (look closer)


Clicking on the first "look closer" will reveal something like this

This is Josh McGreytide //not shown if he's wearing a mask

He is middle-aged //depending on the characters age the descriptor would change to very young/young/elderly/etc.

He has short black hair //not showed if he's wearing a hat

He has green eyes //not showed if he's wearing sunglasses

He has a 3 o'clock shade //not showed if he is wearing a mask

He skin is light //not showed if he's wearing a suit, mask, hat, shoes and gloves

// Every descriptor has a certain chance to not show up depending on the distance between you and the target and the level of lighting on the tile the target is standing on


If you click on the second "look closer" you get

His id reads Josh McGreytide, Captain //if you're close to the target and the lighting is sufficient

//or

I can't read his id from here, I need to get closer //if you're too far away or if it's dark


That would make stealth infiltration a lot more viable and fun and will also get rid of the photographic memory of the crew, forcing security to work off of vague descriptions when searching for the perp.

The problems with this is that it could potentially make it absurdly hard to identify anyone


Regardless of how it will be implemented overall +1 for the concept

Edited by Guest
Posted

I kind of agree with this. You should be able to see IF someone is wearing an ID, but not what it says. Additionally though, people on the manifest without a mask/facial damage SHOULD be identifiable like it is now, these are people you theoretically see on occasion and probably know who they are. However, if an unknown shows up with a faked ID:


You see Jeb Jebberson

He's wearing XXX

He's wearing XXX

He's wearing XXX

He's wearing an ID/PDA/Wallet on his uniform,


The last bit just identifies that he has AN id of some kind, but doesn't give a department. Now I also think it makes sense to keep the "Show ID" verb so people can show their ID to people who are within sight, and the Sec HUD should work like it does now (show an icon on people who have an ID equipped), but I think the HUD should also let them read the ID if it matches the Manifest, kind of an RFID reader:


You see Jeb Jebberson

He's wearing XXX

He's wearing XXX

He's wearing XXX

He's wearing an ID/PDA/Wallet on his uniform; Jeb Jebberson, Research Director.


Finally, the ID would be readable at 1 block away with lumen level 3+ (low light). This would be equivalent to looking at someone's badge at a job where you have to wear badges.


As a bonus, for visitors (like Wizards and Ninjas who seem peaceful), you could change the "guest pass" to act like a name badge that is basically functionally the same thing.

Posted

Instead of erasing the crew manifest from the PDA, what about making it so that antagonists can modify the manifest? There's no reason in a HRP environment that your character wouldn't be able to know who their co-workers are, and it's also quality-of-life feature for players to see who else is in-game, so the manifest is necessary in some capacity. But if you give antagonists an easy way to insert themselves wherever they want, it loses its use as a power-gaming tool.

Posted

Instead of erasing the crew manifest from the PDA, what about making it so that antagonists can modify the manifest? There's no reason in a HRP environment that your character wouldn't be able to know who their co-workers are, and it's also quality-of-life feature for players to see who else is in-game, so the manifest is necessary in some capacity. But if you give antagonists an easy way to insert themselves wherever they want, it loses its use as a power-gaming tool.

 

Here's my thought on that:

If you're a traitor who starts off as an employee, you'd already be on it.

As a Merc/Raider/Wizard/Ninja, you can try to act peacefully, and convince the crew that you should be added (which I've seen done).


The truth is, in most cases, getting yourself inserted onto the manifest isn't really that hard with good RP.

Guest Marlon Phoenix
Posted

Three - four tiles away so I can look at them from over desks without them having to show it to me, and this could be neat.

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