08-06-2024, 08:17 AM
(This post was last modified: 08-06-2024, 08:36 AM by Kateaclysm.)
(08-06-2024, 06:57 AM)444explorer Wrote: Personal thoughts:
Mechanical differences between RP/Classic suck. It's not good and it's just sort of something you're supposed to just "read on the wiki" (this applies to many things, but it's a relatively small detail compared to like, botany or engineering) or figure out yourself - People unfamiliar with the differences would probably be under misconceptions. Given we promote the different servers when dead and on the main menu, I think they should be as close to the same as we can make. I do not think there is any other job that has additional access on RP. We list extra access on every wiki page for no reason.
I also do not believe Security needs the access they have now. Cyborgs exist. The AI exists. The HoS (sometimes) exist. Security has hacking tools in their department, door breaching rounds in the armoury and can get other crew members to open the doors for them. There's so many different options to deal with this I doubt it's ever going to be an issue where one person is "pressured" to open doors. It's half the AIs job and on the average round on RP, I find myself getting ordered enough that maybe orders overlap and there's a slight delay like, once or twice per round? Sure the HoS has to actually travel there, but I find this to not matter given there's that many other options to get in. You could also just break windows if it comes down to it, or pick up the chase later.
These changes are definitely worth a try and I'm glad it's now just been Testmerged. I think these changes are ultimately for the best.
Are you actually suggesting Security hack doors or break windows to get into places they "shouldn't be"? Because I've ahelped people for that in the past. I don't like the idea of security getting so desperate that they have to break station infrastructure because centcomm couldn't bother to give them access to a department.
Honestly I'm really not a fan of the changes at all, I suspect this will just make the job more frustrating and empower a lot of miserable antag gimmicks.
While this would take more work to implement, I think a few different "crisis levels" that are similar to the red-alert function of the captain's button might be a good solution. Code green being the lowest level of access available, where as code yellow opens up other departments and some miscellaneous areas, and then code red being full-on current RP access. Changing the alert level would give a station-wide announcement, which I think would not only give a natural escalation to security encounters, but also slightly involve the crew and be able to gauge the mood of security as a whole. Being able to gauge the "mood" or "vibes" of security during a round is a good thing because I feel like I've witnessed scenarios several times where an antagonist has tried to mess with sec, or do a more innocent gimmick, but has been immediately jailed or dealt with more harshly than is typically necessary for their deeds because another antagonist has gone completely nuts and Security is too high-strung or busy to give it their attention.
Alert levels wouldn't fix everything, but I feel like it could be a very good way to not only give guidance to newer sec players on what is/isnt okay based on a given alert level, but also give a more natural "we're done messing around" alert to antagonists.