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Add traitor mind slave implants
Posted: Mon Nov 09, 2015 7:26 pm
by DrPillzRedux
Traitors who'd like the help of others but don't want a parasite should get an option to turn a crew member into their lackey. An implant that gives big red text to someone that says YOU ARE x SLAVE HELP THEM AT ALL COSTS!. Would cost 7-8 crystals per implant and could either be permanent or wear off over time. Disobeying it would get you a ban.
This solves the issue of antags currently being unable to coerce crewmembers into helping them, from fear out of being banned, as well as involving more people in traitor.
Re: Add traitor mind slave implants
Posted: Mon Nov 09, 2015 7:27 pm
by Saegrimr
something something metafriending
Re: Add traitor mind slave implants
Posted: Mon Nov 09, 2015 7:32 pm
by DrPillzRedux
B-BUT MUH METAFRIENDS
Who fucking cares god damn it stop fucking saying no to shit just because someone might slave their buddy, don't add a thing because people might use it on a person they know when they're giving up gear to slave someone in the first place, FUCK
Re: Add traitor mind slave implants
Posted: Mon Nov 09, 2015 7:38 pm
by Deitus
Saegrimr wrote:something something metafriending
the same could be said for pretty much any team antag
"so and so made such and such a gang lieutenant, THEY MUST BE METAFRIENDS"
naw, this seems like a good idea, though it would depend on how shitty the person it...but thats the same risk for teams so i guess it's all the same
Re: Add traitor mind slave implants
Posted: Mon Nov 09, 2015 10:09 pm
by TechnoAlchemist
Pillz just wants this to act out his mindslave fetish.
Re: Add traitor mind slave implants
Posted: Mon Nov 09, 2015 10:16 pm
by DrPillzRedux
TechnoAlchemist wrote:Pillz just wants this to act out his mindslave fetish.
rape
Re: Add traitor mind slave implants
Posted: Mon Nov 09, 2015 10:19 pm
by TechnoAlchemist
DrPillzRedux wrote:TechnoAlchemist wrote:Pillz just wants this to act out his mindslave fetish.
rape
Daman has complete OOC consent to all rape it's in his notes
Re: Add traitor mind slave implants
Posted: Mon Nov 09, 2015 10:32 pm
by Gun Hog
Would be an interesting addition.
Re: Add traitor mind slave implants
Posted: Tue Nov 10, 2015 12:03 am
by 1g88a
Mindslave someone, surgically hide explosives in them, and send them to your your target.
Re: Add traitor mind slave implants
Posted: Tue Nov 10, 2015 1:04 am
by Zilenan91
The logical end to this is that people like Dante and Emily would get antag every round instead of only around half the time. More murderboning isn't something I want to see.
Re: Add traitor mind slave implants
Posted: Tue Nov 10, 2015 1:10 am
by DrPillzRedux
Zilenan91 wrote:The logical end to this is that people like Dante and Emily would get antag every round instead of only around half the time. More murderboning isn't something I want to see.
Normally I agree with you but this is a shitty train of thought.
Re: Add traitor mind slave implants
Posted: Tue Nov 10, 2015 1:13 am
by Zilenan91
How so? It's literally the same situation with gangs, people run to the most robust people they can find, and convert them. It's not the same with rev because unless you have Hearthstone levels of bad RnG your flash shouldn't burn out too quickly.
Re: Add traitor mind slave implants
Posted: Tue Nov 10, 2015 3:56 am
by callanrockslol
> try to mindslave someone
> get dunked
> get mindslaved instead
> forced to do horrible things all round because antags have no protection
Re: Add traitor mind slave implants
Posted: Tue Nov 10, 2015 4:13 am
by Zilenan91
Yeah I'd rather not be forced to do stupid shit by other people. This is a horrible idea because our community is horrible
Re: Add traitor mind slave implants
Posted: Tue Nov 10, 2015 4:17 am
by Amelius
Zilenan91 wrote:The logical end to this is that people like Dante and Emily would get antag every round instead of only around half the time. More murderboning isn't something I want to see.
I think you're exaggerating a bit too much.
Firstly you have to robust that person and second, you have to ensure they don't yell over comms for help before being implanted/murdered my McRobustron. Good luck doing that to any reasonable robust person. Then again, if the last couple gang rounds I've participated in are any indication, running around screaming 'LANE STEWART AND GARCIA ARE GANG LEADERS LOCATED IN R&D' for a good two minutes in a mid-highpop round early on isn't sufficient to get the attention of security or anyone for a good 30 minutes.
Regardless, Goon makes mindslave implants relatively cheap (6-10 TC, something in there), but lasts anywhere between 20-35 minutesish before disappearing in normal tator modes. No indication is provided to the 'master' so bluffing is viable on the part of the enthrallee after it's removed or expired, and other mindslave implants replace a currently active one. Ostensibly it removes loyalty implants as well.
Re: Add traitor mind slave implants
Posted: Tue Nov 10, 2015 4:31 am
by Steelpoint
If these are added I can see a meta around Security not trusting both the victim and suspect if slave implants are used en mass.
Re: Add traitor mind slave implants
Posted: Tue Nov 10, 2015 5:52 am
by Anonmare
I think it could be fun. Having a reliable way to make someone take the fall for a crime or an inside man would be pretty handy. I wouldn't make it permanent though but make it so the victim doesn't remember their attacker in Very Big Red Text if the implant expires naturally. if it's removed via surgery or overridden by a loyalty implant then probably make it say that your memory is blurry and you can only remember a few scant features like their colour of their clothing or where you were when you were attacked. If it's overridden by another mindslave implant then you remember your last master in detail.
As for cost, 8TC sounds about right to me. Maybe make it so security/Captain (and maybe command if they're too valuable to be vulnerable to the implant) can't be implanted due to memetic training or beingtoolobotimisedforittowork or whatever your headcanon is.
Re: Add traitor mind slave implants
Posted: Tue Nov 10, 2015 6:07 am
by Tokiko2
If you are worried about metafriending and/or people willingly accepting these implants to become antags, make them eject the implanted person from the body and put a random ghost in.
Re: Add traitor mind slave implants
Posted: Tue Nov 10, 2015 6:45 am
by Gun Hog
Tokiko2 wrote:If you are worried about metafriending and/or people willingly accepting these implants to become antags, make them eject the implanted person from the body and put a random ghost in.
'Metafriending' is not that big a deal with gangs, and from that example, I do not expect it to be such here. This should happen to an antagonist-banned player, however.
Re: Add traitor mind slave implants
Posted: Tue Nov 10, 2015 6:53 am
by Steelpoint
"Metafriends" is no problem with team conversion game modes such as Rev, Cult or Gang since your incentivised and need to recruit a large amount of people. A mind slave implant will simply encourage the traitor to locate the 'best' player they can find, which is fair considering the risk. But that should be seen as a drawback to the implementation of a mind slave implant.
Re: Add traitor mind slave implants
Posted: Tue Nov 10, 2015 8:24 am
by Incoming
you can't force roleplay, it's impossible
Re: Add traitor mind slave implants
Posted: Tue Nov 10, 2015 9:02 am
by firecage
No thanks. There are already to many antag types which can 'mindslave' people. Revs. Gangs. Cults. Hand of God cultists. Shadowlings.
Give traitor something unique instead, not a rehashed version of what other antags already get.
Re: Add traitor mind slave implants
Posted: Tue Nov 10, 2015 8:05 pm
by AnonymousNow
I suggested a mind control flute for wizards years ago, and the fear of metafriends kept it out then, too.
Maybe we need better players.
Re: Add traitor mind slave implants
Posted: Tue Nov 10, 2015 10:12 pm
by ShadowDimentio
Zilenan91 wrote:Yeah I'd rather not be forced to do stupid shit by other people. This is a horrible idea because our community is horrible
"I don't like being told what to do qq"
Tokiko2 wrote:If you are worried about metafriending and/or people willingly accepting these implants to become antags, make them eject the implanted person from the body and put a random ghost in.
I feel like you people don't know what metafriending is and why it's bad. If you want to implant your buddy so you can antag together, who the fuck cares? Let them have fun.
Goon has these and they're pretty cool. Bring 'em over.
Re: Add traitor mind slave implants
Posted: Tue Nov 10, 2015 10:25 pm
by Super Aggro Crag
i don't wanna have to do things
Re: Add traitor mind slave implants
Posted: Wed Nov 11, 2015 1:29 am
by Helios
If this server was more roleplay centric, we could have "amnesia pills", which would have players forget what happened over the past 5 minutes, but they'd be yelling on the radio prior so it wouldn't really help
Re: Add traitor mind slave implants
Posted: Wed Nov 11, 2015 1:35 am
by MMMiracles
Lifeweeb's method of amnesia is just flat-out deleting everything in your chatbox and notes before the incident (i.e getting knocked out). It works surprisingly well considering most people probably back-track through the chat logs for info.
Re: Add traitor mind slave implants
Posted: Wed Nov 11, 2015 2:03 am
by Super Aggro Crag
yeah amnesia pills thats what we need, roofies
Re: Add traitor mind slave implants
Posted: Wed Nov 11, 2015 2:33 am
by Helios
Bill Cosby Bartender
Spends all his points on Amnesia pills
ERP is unbanned
FUND IT
Re: Add traitor mind slave implants
Posted: Wed Nov 11, 2015 2:55 am
by Shaps-cloud
What if someone doesn't want to really do anything that round, but suddenly they get implanted and are now straight up obligated to do every little thing that their captor asks or get banned? Even with conversion antags there's a little bit of room to slack off and goof around if there's enough people, but when it's just one other person that's relying on you, there's so much more pressure that gets lumped on you out of nowhere.
Not to mention the administrative headache that would come with people letting themselves get mindslaved, or people mindslaving the same 3 people who are really good at blowing up the station and murderboning again and again and again
Re: Add traitor mind slave implants
Posted: Wed Nov 11, 2015 3:02 am
by Zilenan91
Exactly. The reason they're good on Goon is because their playerbase isn't so concerned with valids. Hell, I've seen them let wizards live after getting dunked, and that's really awesome, so on there you can trust people to not be dicks. Here? People will flat out murder you for you wanting to revive the wizard who just kinda died pathetically in lieu of rerolling dat antag and going on water-slip-revolver-bomb-spam murderbone #598.
Re: Add traitor mind slave implants
Posted: Wed Nov 11, 2015 11:46 am
by firecage
Zile? What. Good is a light RP server. Thus they have way more RP than here. This is apparently a PVP server now.
Re: Add traitor mind slave implants
Posted: Wed Nov 11, 2015 1:54 pm
by imblyings
>see a detective have a long long chat with a tator
>mime around with a mime as a ligger
>admin custom objective with a guy, he roleplayed it out fucking brilliantly
>tg i-isn't roleplay anymore
wipe this meme from the face of the earth
Re: Add traitor mind slave implants
Posted: Wed Nov 11, 2015 2:51 pm
by Cheimon
Combat, conversion, and kidnapping are rarely roleplayed on this server. But the rest of the stuff can be, and frequently is. Having said that, it's totally possible for players not to do any roleplay at all and to receive next to no criticism for it.
Re: Add traitor mind slave implants
Posted: Wed Nov 11, 2015 8:59 pm
by Amelius
MMMiracles wrote:Lifeweeb's method of amnesia is just flat-out deleting everything in your chatbox and notes before the incident (i.e getting knocked out). It works surprisingly well considering most people probably back-track through the chat logs for info.
That's actually a really good idea. Easy-to-implement, appropriate, still lets you remember facts if you have a keen enough memory, etc.
It's really good.
Re: Add traitor mind slave implants
Posted: Sun Nov 15, 2015 8:40 am
by callanrockslol
Amelius wrote:MMMiracles wrote:Lifeweeb's method of amnesia is just flat-out deleting everything in your chatbox and notes before the incident (i.e getting knocked out). It works surprisingly well considering most people probably back-track through the chat logs for info.
That's actually a really good idea. Easy-to-implement, appropriate, still lets you remember facts if you have a keen enough memory, etc.
It's really good.
I log every round checkmate deletion.
Re: Add traitor mind slave implants
Posted: Sun Nov 15, 2015 12:18 pm
by Doritos
We should've had mindslave implants a long time ago.
Re: Add traitor mind slave implants
Posted: Mon Nov 16, 2015 2:59 pm
by Cobby
Shaps wrote:What if someone doesn't want to really do anything that round, but suddenly they get implanted and are now straight up obligated to do every little thing that their captor asks or get banned? Even with conversion antags there's a little bit of room to slack off and goof around if there's enough people, but when it's just one other person that's relying on you, there's so much more pressure that gets lumped on you out of nowhere.
Not to mention the administrative headache that would come with people letting themselves get mindslaved, or people mindslaving the same 3 people who are really good at blowing up the station and murderboning again and again and again
Then see rule 3
If you're doing traitor right the round shouldn't last more than a hour.
If we did everything based on 'people may not want to do X' then we'd have a very boring game. If you don't want to help a traitor out FOR ONE ROUND that badly, ask an admin to let someone else play as you.
Re: Add traitor mind slave implants
Posted: Thu Nov 19, 2015 7:47 pm
by rockpecker
We talked about this a while ago, and one solution to metafriending / "hey mindslave me i want to be tator" is to have mindslaving kill the victim and use a ghost as the new mindslave personality. Basically, you scoop out their brain and replace it with an evil PAI. Alternatively, leave the victim conscious but paralyzed like one of those parasitic wasps.
This gives players a strong reason to avoid getting mindslaved, and provides another route back into the game for ghosts.
Re: Add traitor mind slave implants
Posted: Thu Nov 19, 2015 8:12 pm
by invisty
ExcessiveCobblestone wrote:If you're doing traitor right the round shouldn't last more than a hour.
If you're doing traitor right, it should last for as long as people are having fun.
Re: Add traitor mind slave implants
Posted: Thu Nov 19, 2015 9:21 pm
by Scones
It's a fine idea.
You know, amnesia should really clear chat, be it from these wearing off, or being de-revved/culted
Re: Add traitor mind slave implants
Posted: Thu Nov 19, 2015 9:29 pm
by Super Aggro Crag
you are a damned fool