02-01-2013, 04:31 PM
Problem: Playing Sec in a gang round is the worst thing currently in SS13.
Solution: Security should be a gang.
Think Training Day (I have not seen most of Training Day). Ideally Sec Gang should be the biggest & most heavily armed gang on the station and their goal is basically to keep the pot from boiling over (by any means) while also making fat stacks of cash (by any means). Selling tasers, doing revenge hits, muscling their way in on QM & chemistry's profits, and doing stupid PR stunts like giving George an armed escort to maintain their public image so the HoS doesn't demote them all to keep the Captain from sniffing around.
So basically they'd serve in the same mediator/parasite role as police in real gang wars. Keep the violence out of public sight (ie the sight of Those Who Matter), shut down anyone who gets too far out of line, make loads of money through questionably legal means, and above all #1 comes first. It's realistic~~
I don't know if this can be accomplished with automated goals (#1: escape on the shuttle alive #2: escape with 30k credits #3: 50% of the non-traitor station must survive) or if it'd take admin cajoling like the rest of the mode, but it'd be cool.
- OR -
A different scoring system altogether. Instead of specific goals, give each sec a rating based on how well they did. Dying or getting arrested is automatic failure, escaping with cash, guns, and drugs is a plus depending on the amount, non-traitor deaths are a minus, etc. Should probably be publicly announced like normal traitors or else people won't really care.
Officer McJoe died in the line of duty like a total mook. FAILURE
Detective Gribbles didn't die. SUCCESS, OF A KIND
Chief Melons escaped alive with 120,000 in cash and 500 units of krokodil. He retired to a small continent on Space Malibu IV. SUCCESS
Solution: Security should be a gang.
Think Training Day (I have not seen most of Training Day). Ideally Sec Gang should be the biggest & most heavily armed gang on the station and their goal is basically to keep the pot from boiling over (by any means) while also making fat stacks of cash (by any means). Selling tasers, doing revenge hits, muscling their way in on QM & chemistry's profits, and doing stupid PR stunts like giving George an armed escort to maintain their public image so the HoS doesn't demote them all to keep the Captain from sniffing around.
So basically they'd serve in the same mediator/parasite role as police in real gang wars. Keep the violence out of public sight (ie the sight of Those Who Matter), shut down anyone who gets too far out of line, make loads of money through questionably legal means, and above all #1 comes first. It's realistic~~
I don't know if this can be accomplished with automated goals (#1: escape on the shuttle alive #2: escape with 30k credits #3: 50% of the non-traitor station must survive) or if it'd take admin cajoling like the rest of the mode, but it'd be cool.
- OR -
A different scoring system altogether. Instead of specific goals, give each sec a rating based on how well they did. Dying or getting arrested is automatic failure, escaping with cash, guns, and drugs is a plus depending on the amount, non-traitor deaths are a minus, etc. Should probably be publicly announced like normal traitors or else people won't really care.
Officer McJoe died in the line of duty like a total mook. FAILURE
Detective Gribbles didn't die. SUCCESS, OF A KIND
Chief Melons escaped alive with 120,000 in cash and 500 units of krokodil. He retired to a small continent on Space Malibu IV. SUCCESS