02-02-2017, 11:32 AM
(02-01-2017, 02:55 PM)babayetu83 Wrote: (paraphrased) I don't enjoy playing Security.For me, Sec has been always been about 1 thing: to truly be as robust as I can be. No OP powers, no free weapons, no looting every department. And especially no 'Ganking and Shitgiggling'. Imo catching a traitor is the ultimate triumph, much more so then playing a sysi killing defenceless dudes or blowing up the round with Lag.
Back On Topic:
Making sure the HoP isn't giving traitors all-access is an excellent move.
In my own experience, the hardest part of the job is 'obtuse captains':
They have the ID-changing ability and will use it as liberally as any HoP, but are also technically 'your Boss' and will 'overrule your petty idea of common sence'. The have the best gear, but can rarely be bothered to hold up their part of the safety of the station.
Frequently the position is filled by a noob who wanted all-access to 'pursue their dreams of becoming 'The Incredible Hulk', and can be found in genetics not doing their job. Or they just wanted to get armor+energy gun at round-start, and vanish into the debries field, miffed that 'his guards' don't mobilize the whole station to get him out of the Fermid Den. Or he uses that stuff to become 'The Punisher', doing a much better job then the 'clueless shitcurity' at hunting traitorskilling everybody who lingers within his safe space for 'trying to steal his hat'.
And that is assuming he isn't a traitor.
Story time:
I would like hard rules, or boundaries for captains as well. Some with slight penalties, others so 'bad', that a violation of them would be enough for mutiny, no backsies, no return of gear, even if they are confirmed to not be antagonists. 'Just because the games says you are 'a good', doesn't mean you are good enough for the job.'