10-19-2020, 11:26 AM
(This post was last modified: 10-19-2020, 11:27 AM by nefarious6th. Edited 1 time in total.)
Maybe ? yes for RP. Really only loosely leaning this way, and only because I think I finally saw a little of what some people on RP say they keep seeing.
Hard pass for main. Newbie Caps on main are fun, legitimately. I've had great rounds with them, love how liberally a lot of them use the announcement computer like a diary, and their realization that maybe they're in over their heads when something bad arises. I've had so few new/er player Captains that have actively done awful or wrong things, other then maybe giving me a kind of janky law that ultimately isn't totally horrible, just a little misguided (like a non-antag guaranteeing themselves as Captain with the MakeCaptain law).
Plus I think the real toolkit to fix up bad captains is to ahelp them; the uploading "onehuman" AI laws as a nonantag, executing-for-funsies captains are rare, occur on both servers, and are from my experience usually a one-and-done deal that I never seen again. Beyond that, from the two or three persistent "meh" Captains I've seen, I've played with great Sec who has no problem putting them in line. For that reason, I also don't really see Captain as being "security", so I don't think it'd have to parallel the Sec timelock because of any reasons of Cap "playing as security" or anything. Maybe there's a case to be made about the e-gun, but then why not change the gun or how it spawns versus the whole role, y'know?
I mean, I'm not sure how to say it best, but I guess what I mean is that most of the issues I see or experience with Captains aren't "bad Captain" issues, they're "bad Player" issues.
Hard pass for main. Newbie Caps on main are fun, legitimately. I've had great rounds with them, love how liberally a lot of them use the announcement computer like a diary, and their realization that maybe they're in over their heads when something bad arises. I've had so few new/er player Captains that have actively done awful or wrong things, other then maybe giving me a kind of janky law that ultimately isn't totally horrible, just a little misguided (like a non-antag guaranteeing themselves as Captain with the MakeCaptain law).
Plus I think the real toolkit to fix up bad captains is to ahelp them; the uploading "onehuman" AI laws as a nonantag, executing-for-funsies captains are rare, occur on both servers, and are from my experience usually a one-and-done deal that I never seen again. Beyond that, from the two or three persistent "meh" Captains I've seen, I've played with great Sec who has no problem putting them in line. For that reason, I also don't really see Captain as being "security", so I don't think it'd have to parallel the Sec timelock because of any reasons of Cap "playing as security" or anything. Maybe there's a case to be made about the e-gun, but then why not change the gun or how it spawns versus the whole role, y'know?
I mean, I'm not sure how to say it best, but I guess what I mean is that most of the issues I see or experience with Captains aren't "bad Captain" issues, they're "bad Player" issues.