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| Security Redux | ||
| =============== | ||
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| This reworks Security to remove all stuns from their arsenal. | ||
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| ## Scope of Changes | ||
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| Stun weapons such as the stun baton, disabler, and disabler SMG will be removed from the game entirely. | ||
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| Warden and HoS special weapons will receive reworks that do not revolve around stuns. | ||
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| Jobs which start with disablers will either have them removed or replaced with something else. | ||
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| Security will have a new baton with less stun, as well as a significant amount of blunt damage. | ||
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| Rules and/or space law should be updated to include some form of "rules of engagement" as this will bear the weight of when or whether security is allowed to use lethal force on someone | ||
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| ## Rationale | ||
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| Specifically pertaining to stuns, there are several issues with how security is designed. Removing non-lethal options from security's arsenal will fix many of these problems. | ||
| - The Stunmeta | ||
| - The most common complaint with stuns is they are the best response to almost any situation. No matter how well equipped someone is, stuns can easily incapacitate someone in a 1v1 better than any firearm can. Nerfing stuns to remediate this will just make the life of a security player harder, and adding any form of stun resist will open up another vector of balance and complexity. | ||
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| - Lack of consequence | ||
| - Using stuns on someone has no weight or consequence. There is no reason for sec to hear someone out, roleplay, or assess a situation before stunning them. With stuns, if the suspect is innocent then they can be released at no loss to them, and if they're guilty then their actions can be justified. | ||
| - If security has only harmful they will have to think about their actions and their consequences more before attacking someone, otherwise they will end up creating more work for themselves. Things such as whether they're actually guilty, having to take them to medical, whether their use of force is justified are all now real factors in decision making. | ||
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| - Ranging expectations | ||
| - There is a wide range of ideas and expectations about how security is supposed to operate. When these ideas come into conflict amongst different players, its becomes a source of OOC conflict. While the security playstyle shouldn't be a monolith this narrows the expectation to be something like a Pinkerton-style police force, where people think "Security will beat the crap out of you if you're breaking the law, or maybe worse if you're bad enough." | ||
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| - Powergaming landmines | ||
| - The question has been raised a few times about "when can security carry X equipment" with the answer being "when it makes IC sense" which is a bit of a subjective and unsatisfactory answer. | ||
| - If their arsenal is non-lethal, then a lot more of the armory can be considered upgrades to their base equipment. This doesn't mean that they can or should open-carry rifles on green, but it's a step towards having a more clear-cut line. | ||
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| - Escalation landmines | ||
| - Escalation is also a common landmine for security players, both socially and rules-wise. Even though stuns are often the better option, security players are often chastised and nitpicked by other players for their use of lethals. They also have to worry about whether they're actually allowed to use firearms at all. By making lethals the primary option, it mitigates both of these issues. | ||
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| ## Considerations | ||
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| - Silicons | ||
| - Security's relationship with AI and cyborgs will be greatly altered, as they will no longer be able to aid sec in making arrests under most circumstances. | ||
| - Consider allowing alternative lawsets at round start to ease this tension, or another similar solution. | ||
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| - Crew Relations | ||
| - This is not a pass for security to shoot wanted people unprovoked. Security must still use escalation against people they are arresting. | ||
| - This version of security is far more forceful, consider allowing normal crew to retaliate the same way they would any other crewmember (This should not turn full fledged revolts, however). | ||
| - Although mald should decrease in the long-term, the culture shock may cause mald in the short term, admins should watch out to make sure people aren't malding at security. | ||
| - Admins should give security leeway in how they handle arrests. However, they should watch out to make sure nobody is pushing their authority too far. | ||
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| ## Credit | ||
| Inspired by [Funky Station's doc](https://github.com/funky-station/docs/pull/60) of the same name. | ||
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Could be a solution to the earlier point, and one i would be interested to test in-game, however the issue would remain for AI choosing crewsimov as their starting lawset
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My opinion would be that Crewsimov wouldn't be roundstart due to the nature of it being very likely to favour the antag from the silicon's perspective
also on a seperate similar point of "why would NT want their borgs preventing NT security working"