Talking mimes shouldn't be valid
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Talking mimes shouldn't be valid
See title. Dumb rule that limits creative expression in a role meant to encourage it, and encourages players to continue to be validhunting assholes. I've never not seen a mime immediately get lynched upon this rule being introduced. Give players a target and an excuse to murder them, and no force imaginable is going to stop them. It also gives the mime an excuse to self-antag. Break vow of silence>murder anyone that gets within screen distance of you. You're justified because everyone else could potentially murder you at any moment, all because you had something to say.
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- Sandshark808
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Re: Talking mimes shouldn't be valid
Nobody really kills talking mimes if you talk for a good reason, but realistically why play mime if you want to talk? It's not called "Assistant Clown" or "I want to tide but in a mask," it's a mime.
BTW, if a mime fights back against the lynch mob they're in the wrong. If they assault people after speaking it's bannable. Being valid doesn't mean you automatically get to murder people.
BTW, if a mime fights back against the lynch mob they're in the wrong. If they assault people after speaking it's bannable. Being valid doesn't mean you automatically get to murder people.
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Re: Talking mimes shouldn't be valid
why was this even introduced? it's dumb as fuck
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Re: Talking mimes shouldn't be valid
I've seen a couple times where a Mime is killed by security because they chose to speak in their own defense. It's valid but kind of sad to see. Most Mimes at least seem to understand this point.Sandshark808 wrote:Nobody really kills talking mimes if you talk for a good reason, but realistically why play mime if you want to talk? It's not called "Assistant Clown" or "I want to tide but in a mask," it's a mime.
The real issue with talking Mimes being valid is when people think they heard the Mime speak or are falsely claiming the Mime spoke to get the in trouble. These are honestly a huge pain in the ass to deal with as it requires a bit of effort to determine if the guy is stupid or acting maliciously to get the Mime killed. In most cases I tell people who murder Mimes for this falsely that it's on them to be sure the Mime actually deserves the valid salad they are dishing out.
I wouldn't mind seeing talking Mimes going back to a shunned but not expressly valid to murder. Having these explicit policy exceptions telling players they can murder someone like this tend to cause the odd complication for little benefit.
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Re: Talking mimes shouldn't be valid
Yes, and nobody kills the friendly wizard either.Sandshark808 wrote:Nobody really kills talking mimes if you talk for a good reason
Do you even play the same game that the rest of us do?
Galatians 4:16 "Have I now become your enemy by telling you the truth?"
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Re: Talking mimes shouldn't be valid
Don't pick the gimmick role if you don't want to play the gimmick.
Breaking your oath should be something you consider as having implied weight to it - the best way to enforce this in a round-based game where an "oath" is largely meaningless is making it dangerous for the player's continued participation in the round.
Giga does raise good points about things such as mistaken cases of mime's speaking, but largely these are no different to other possible "mistaken kill" scenarios - we generally can tell a good faith actor vs someone trying to slip under the radar.
Breaking your oath should be something you consider as having implied weight to it - the best way to enforce this in a round-based game where an "oath" is largely meaningless is making it dangerous for the player's continued participation in the round.
Giga does raise good points about things such as mistaken cases of mime's speaking, but largely these are no different to other possible "mistaken kill" scenarios - we generally can tell a good faith actor vs someone trying to slip under the radar.
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Re: Talking mimes shouldn't be valid
Clowns at least have possible gimmicks going for them without shoes, I've seen some good Jester/Griffin stuff before. The purpose of the clown is to be funny/entertaining, and shoes aren't necessarily a prerequisite.
But mimes only purpose is to be quiet and if they fail that they deserve to die.
But mimes only purpose is to be quiet and if they fail that they deserve to die.
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Re: Talking mimes shouldn't be valid
don't play the mute role if you don't wanna be mute, kind of like you don't play non humans if you want silicon protection roundstart
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Re: Talking mimes shouldn't be valid
I've been forced to talk as a mime (tortured by security) and also tried to get people robusted as a traitor with a mime target, but nobody goes after mimes who speak even though they're allowed to. I've also seen mimes talk and tried to gin up a witch hunt to swirlie them, and nobody responds. Maybe it's just Sybil culture?deedubya wrote:Yes, and nobody kills the friendly wizard either.Sandshark808 wrote:Nobody really kills talking mimes if you talk for a good reason
Do you even play the same game that the rest of us do?
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Re: Talking mimes shouldn't be valid
I play exclusively on Sybil, and every time I've seen the mime talk, either in common or just in local, they've always been found dead sooner rather than later. Hell, one time recently on Kilo, there was a legitimate greytide trying to get into the HOP office. The mime said something, I don't even remember what it was. All I remember is that all the assistants immediately stopped trying to break into the HOPffice and proceeded to toolbox the mime so hard he didn't even know what happened, made peace with the HOP after they gave their thanks for removing the talking mime, then everyone moved on with their shift. It was amazing, yet still absolutely retarded.Sandshark808 wrote:I've been forced to talk as a mime (tortured by security) and also tried to get people robusted as a traitor with a mime target, but nobody goes after mimes who speak even though they're allowed to. I've also seen mimes talk and tried to gin up a witch hunt to swirlie them, and nobody responds. Maybe it's just Sybil culture?deedubya wrote:Yes, and nobody kills the friendly wizard either.Sandshark808 wrote:Nobody really kills talking mimes if you talk for a good reason
Do you even play the same game that the rest of us do?
Galatians 4:16 "Have I now become your enemy by telling you the truth?"
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Re: Talking mimes shouldn't be valid
lmao at sybil being the "rp" serverdeedubya wrote:I play exclusively on Sybil, and every time I've seen the mime talk, either in common or just in local, they've always been found dead sooner rather than later. Hell, one time recently on Kilo, there was a legitimate greytide trying to get into the HOP office. The mime said something, I don't even remember what it was. All I remember is that all the assistants immediately stopped trying to break into the HOPffice and proceeded to toolbox the mime so hard he didn't even know what happened, made peace with the HOP after they gave their thanks for removing the talking mime, then everyone moved on with their shift. It was amazing, yet still absolutely retarded.Sandshark808 wrote:I've been forced to talk as a mime (tortured by security) and also tried to get people robusted as a traitor with a mime target, but nobody goes after mimes who speak even though they're allowed to. I've also seen mimes talk and tried to gin up a witch hunt to swirlie them, and nobody responds. Maybe it's just Sybil culture?deedubya wrote:Yes, and nobody kills the friendly wizard either.Sandshark808 wrote:Nobody really kills talking mimes if you talk for a good reason
Do you even play the same game that the rest of us do?
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Re: Talking mimes shouldn't be valid
there is no rule about mime speaking being valid/not valid
if you killed/have killed you just got baited
if you killed/have killed you just got baited
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Re: Talking mimes shouldn't be valid
https://tgstation13.org/phpBB/viewtopic ... 41&t=19699Tlaltecuhtli wrote:there is no rule about mime speaking being valid/not valid
if you killed/have killed you just got baited
Galatians 4:16 "Have I now become your enemy by telling you the truth?"
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Re: Talking mimes shouldn't be valid
Mimes have a ventriloquist dummy so they can speak without actually speaking, just use that and you won't get lynched.
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Re: Talking mimes shouldn't be valid
Mimes have never been able to use the dummy.Analbifida wrote:Mimes have a ventriloquist dummy so they can speak without actually speaking, just use that and you won't get lynched.
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Re: Talking mimes shouldn't be valid
WHAT dummy?Iatots wrote:Mimes have never been able to use the dummy.Analbifida wrote:Mimes have a ventriloquist dummy so they can speak without actually speaking, just use that and you won't get lynched.
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Re: Talking mimes shouldn't be valid
As long as this rule exists allowing mimes to break their oath is a dumb cop out and either one should be removed
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Re: Talking mimes shouldn't be valid
Seems I was wrong, I was pretty sure I had used it as a mime before. You can still use it if you break the vow as a workaround to not get lynched.Iatots wrote:Mimes have never been able to use the dummy.Analbifida wrote:Mimes have a ventriloquist dummy so they can speak without actually speaking, just use that and you won't get lynched.
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Re: Talking mimes shouldn't be valid
remember when mimes couldnt break their oaths
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Re: Talking mimes shouldn't be valid
the one you hold in one hand and use .l or .r (depending on which hand) to speak throughReyn wrote:WHAT dummy?Iatots wrote:Mimes have never been able to use the dummy.Analbifida wrote:Mimes have a ventriloquist dummy so they can speak without actually speaking, just use that and you won't get lynched.
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Re: Talking mimes shouldn't be valid
I don't think you can do something that makes you valid and then kill anyone who comes to kill you, unless you were already an antag.
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Re: Talking mimes shouldn't be valid
Have y’all tried not being fucking sociopaths?
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Re: Talking mimes shouldn't be valid
Perhaps a solution would be to have a Mime that breaks its oath gib upon doing so.
Keeps filthy fucking talking mimes off the server and denies valid hunters there salt for killing them.
Keeps filthy fucking talking mimes off the server and denies valid hunters there salt for killing them.
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Re: Talking mimes shouldn't be valid
It should be changed to permit escalation, not outright KoS in the same way it should be permissible to escalate against a doctor not healing you, an engineer not making power, etc.
Basically it makes the mime the instigator
Basically it makes the mime the instigator
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Re: Talking mimes shouldn't be valid
And you wonder why mimes are assholes.
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Re: Talking mimes shouldn't be valid
Or just fully remove the action buttonIvan Issaccs wrote:Perhaps a solution would be to have a Mime that breaks its oath gib upon doing so.
Keeps filthy fucking talking mimes off the server and denies valid hunters there salt for killing them.
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Re: Talking mimes shouldn't be valid
can we make assistants who don't assist valid next?
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Re: Talking mimes shouldn't be valid
it does the opposite of this actually; it forces mimes to utilize their creative capabilities to actually pantomime stuff, which is, you know, the entire fucking point of the mimedeedubya wrote:See title. Dumb rule that limits creative expression in a role meant to encourage it
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Re: Talking mimes shouldn't be valid
I want to point out that you want assistants that don't do anything but want to hold a mime to a standard of not-talking and kill him just for breaking it. Do you not see the absurdity of this?
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Re: Talking mimes shouldn't be valid
remov asestuntGamarr wrote:I want to point out that you want assistants that don't do anything but want to hold a mime to a standard of not-talking and kill him just for breaking it. Do you not see the absurdity of this?
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Re: Talking mimes shouldn't be valid
No? Assistant is the basic stress free job. Mime is a unique job which is based around the one obligation. Anyone not doing that one thing is wasting the only slot. Not that that matters, because this is dumb.
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Re: Talking mimes shouldn't be valid
an obligation decreed by whom? It's permissible via the code...
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Re: Talking mimes shouldn't be valid
I feel bad for removing my suspenders and beret, let alone breaking the vow.
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Re: Talking mimes shouldn't be valid
Clowns who take off their shoes deserve to have their feet removed.NecromancerAnne wrote:I feel bad for removing my suspenders and beret, let alone breaking the vow.
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Re: Talking mimes shouldn't be valid
Shitter mimes who speak deserve death.
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Re: Talking mimes shouldn't be valid
The proper punishment is to forcefully cut their tongue out.
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Re: Talking mimes shouldn't be valid
Why pick the gimmick job if you don’t want to play the gimmick lol
Talking mimes deserve death
Talking mimes deserve death
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Re: Talking mimes shouldn't be valid
why pick the job meant to be used as a newbie role to just be a general nuisance / hunt antags / gather gear so when antags reveal you can proceed to hunt them?
Assistants who don't assist deserve death
Assistants who don't assist deserve death
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Re: Talking mimes shouldn't be valid
This but unironicallyCobby wrote:why pick the job meant to be used as a newbie role to just be a general nuisance / hunt antags / gather gear so when antags reveal you can proceed to hunt them?
Assistants who don't assist deserve death
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Re: Talking mimes shouldn't be valid
assistant isnt a gimmick job and has no general expectation of anyone. if anything, people expect assistants to shit up the place.Cobby wrote:why pick the job meant to be used as a newbie role to just be a general nuisance / hunt antags / gather gear so when antags reveal you can proceed to hunt them?
Assistants who don't assist deserve death
mimes are expected to pantomime stuff and NOT TALK. Ask anyone, ss13 player or not, what they expect of a mime. Not only will they mention stuff like the classic invisible box, they'll 99% mentino that mimes dont talk.

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Re: Talking mimes shouldn't be valid
Assistants are literally given a link to various gimmicks they can do instead of assisting in their spawn text upon joining.Cobby wrote:why pick the job meant to be used as a newbie role to just be a general nuisance / hunt antags / gather gear so when antags reveal you can proceed to hunt them?
Assistants who don't assist deserve death
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Re: Talking mimes shouldn't be valid
terranaut wrote:The proper punishment is to forcefully cut their tongue out.
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Re: Talking mimes shouldn't be valid
Mines breaking their vow should be hit with such a heavy mood debuff no amount of mindbreaker and space drug should make them neutral.
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Re: Talking mimes shouldn't be valid
Or buckshot. Buckshot works too.Davidchan wrote:Mines breaking their vow should be hit with such a heavy mood debuff no amount of mindbreaker and space drug should make them neutral.
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Re: Talking mimes shouldn't be valid
thisDavidchan wrote:Mines breaking their vow should be hit with such a heavy mood debuff no amount of mindbreaker and space drug should make them neutral.
speaking isn't "acting like an antag" anyway so I dunno where nonantags get the idea they can just murder them unless they want to argue that the mime has attacked them by speaking somehow therefore it's escalation
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Re: Talking mimes shouldn't be valid
A clown that doesn't honk isn't valid.
An assistant that doesn't assist isn't valid.
An engineer that doesn't fix shit isn't valid.
A doctor that doesn't heal people isn't valid.
A chemist that doesn't make medicine isn't valid.
A scientist that doesn't do research isn't valid.
A cook that doesn't cook isn't valid.
A mime that doesn't stay silent is valid.
Where's the consistency? It's pretty obvious from every single other job on the station that not doing your job the way you're expected to isn't a crime worthy of death/lynching. Yet we make an exception for what is essentially the most harmless role on the station when done "incorrectly".
An assistant that doesn't assist isn't valid.
An engineer that doesn't fix shit isn't valid.
A doctor that doesn't heal people isn't valid.
A chemist that doesn't make medicine isn't valid.
A scientist that doesn't do research isn't valid.
A cook that doesn't cook isn't valid.
A mime that doesn't stay silent is valid.
Where's the consistency? It's pretty obvious from every single other job on the station that not doing your job the way you're expected to isn't a crime worthy of death/lynching. Yet we make an exception for what is essentially the most harmless role on the station when done "incorrectly".
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Re: Talking mimes shouldn't be valid
To provide a counterargument, if someone doesn't do their job gets demoted:deedubya wrote:A clown that doesn't honk isn't valid.
An assistant that doesn't assist isn't valid.
An engineer that doesn't fix shit isn't valid.
A doctor that doesn't heal people isn't valid.
A chemist that doesn't make medicine isn't valid.
A scientist that doesn't do research isn't valid.
A cook that doesn't cook isn't valid.
A mime that doesn't stay silent is valid.
Where's the consistency? It's pretty obvious from every single other job on the station that not doing your job the way you're expected to isn't a crime worthy of death/lynching. Yet we make an exception for what is essentially the most harmless role on the station when done "incorrectly".
A demoted clown is just clumsy. Plus, it's not uncommon for unfunny clowns to get lynched
A demoted assistant is just a permabrig resident.
A demoted engineer, doctor, chemist and scientist has no special abilities.
A demoted cook has an ability that can only be used in the workspace that he no longer has access to (and presumably wasn't using before he was demoted)
A demoted mime will still have the ability to retake their vow of silence when it suits them, granting them access to annoying mime powers no matter what IC action is taken.
The mime is really one of the only jobs that has innate powers that you can't truly take away, and these powers are tied to whether the mime speaks or not. Is killing your coworker for speaking weird from an RP perspective? Yes. But it'll have to be replaced with serious IC consequences that go beyond a temporary inconvenience.
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Re: Talking mimes shouldn't be valid
The punishment for breaking the vow is being locked out of your griffwalls for a not insignificant amount of time until you can renew your vow. In fact, that just made me think up a fairly decent code solution: The timer for being able to re-take your vow of silence resets every time you use the "say" verb, rather than it just being a static timer starting when you broke it in the first place.Farquaar wrote:To provide a counterargument, if someone doesn't do their job gets demoted:deedubya wrote:snip
A demoted clown is just clumsy. Plus, it's not uncommon for unfunny clowns to get lynched
A demoted assistant is just a permabrig resident.
A demoted engineer, doctor, chemist and scientist has no special abilities.
A demoted cook has an ability that can only be used in the workspace that he no longer has access to (and presumably wasn't using before he was demoted)
A demoted mime will still have the ability to retake their vow of silence when it suits them, granting them access to annoying mime powers no matter what IC action is taken.
The mime is really one of the only jobs that has innate powers that you can't truly take away, and these powers are tied to whether the mime speaks or not. Is killing your coworker for speaking weird from an RP perspective? Yes. But it'll have to be replaced with serious IC consequences that go beyond a temporary inconvenience.
Also, lynching the clown without proper escalation is still against the rules, so I'm not sure how that applies as a point in support of this.
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