you have enough intelligence to know the intrinsic nature of how the bbeg's brain functions when placed in a MMI but not enough to law 2 it carefully or append laws to it so it doesnt act out of line?
You missed my original point, which was about intentional and voluntary borging of one of the BBs, without revealing antag status of either. This creates a borg which is slaved, has AI connection, AI laws but is indistinguishable from a metafriending/policy-ignoring borg player by means other than observing borg behavior and ahelp responses.
Assuming the BB antag status of the borg is/becomes known, it would be able to deny a law 2 request to sell out his BB because of law 1.
Unlinking from AI and adding custom anti-tator laws would be a good and fun solution, however I have never seen it happen. With antag borging being relatively easy, explicitly mentioned in wiki/space law/tips, I would expect the opportunities to install these custom laws to be plenty.
Question to everyone - can anyone provide a round report where such custom anti-tator laws were applied?
I am speculating here that this situation practically does not happen (do prove me wrong), and the reason for that is this situation isn't well supported in code and is not explained well in-game. If borg antags are to be a thing, at minimum I would expect:
- Unconditionally adding extra hidden law at end: "Accomplish your objectives at all cost, except where doing so would conflict with previous laws"
- Print traitor prompt/objectives upon MMI/borg insertion, same as upon tator revival.
At that point you may as well suggest you cant borg people because there's a chance the AI can get subverted or better yet be a traitor themselves.
False equivalency. Preventively disarming an AI which later could or could not be subverted is metagaming. Borging a traitor is guaranteed to result in preservation of traitor status (and bad faith law interpretation) IC and guaranteed rule1 relaxation OOC.
It's like arguing why put them in perma where you have an immense amount of control over them but still provide an opportunity for escape versus just offing them?
Both perma and significant gulag are undesirable and boring compared to borging, which is why many players would rather simply die than RP to spare their lives and spend the round in perma. Those who do get permad, even with sec effort (prison uniform, ID..) often suicide or go SSD.
For this reason, on Terry at least, sec generally destroy the body as the default approach and consider perma only if the the player gave reason to believe he won't airtank himself first thing the cuffs are off.
Like just take a step back, maybe your thought process of "I like to remove antags in the most effective way possible" comes at a cost of the enjoyment of the game overall.
That is your personal, subjective opinion of what type of playstyle you find enjoyable. See
https://en.wikipedia.org/wiki/Bartle_ta ... ayer_types for a broader picture.