Identity3#10
Conversation
| * A character you recognize as "Major Duhk", but carrying an ID of "Urist McHands" - Major Duhk (as Urist McHands) | ||
| * A character you don't recognize, see carrying an ID of "Urist McScales", but don't recognize them as "Urist McScales" - Unknown (as Urist McScales) | ||
| * A character you don't recognize by voice, but recognize by face as "Jack Pierson" - Jack Pierson. | ||
| * * Also, higher chance to recognize their identity by their face in addition to voice. |
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How would this stuff work with changelings? They technically (should) change everything about themselves, despite whatever the supercode might be doing rn.
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Same way identity works right now
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| An identity is refreshed and moved to the top of the stack whenever you interact with a recognized individual. | ||
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| An identity can be "permanently" remembered if an excessive amount of interactions is done - in which case it's added to the "default" list and stops participating in the social memory stack. No newline at end of file |
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Is this stored in the database? Or is it just permanent in-round?
If its the former, also seems like a good way to single out metafrienders with receipts over time.
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Is this stored in the database? Or is it just permanent in-round?
If its the former, also seems like a good way to single out metafrienders with receipts over time.
This is the latter. Permanent means it cannot be forgotten during the round.
| However, this never solved the core problem of "everyone knows everyone": for example, hearing "Commander Zeta" over the radio or recognizing "Agent Kilo" by face. | ||
| Not only is this illogical, but it also contradicts a fundamental design principle of roleplay, since everyone knowing everyone else encourages metagaming. |
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I'm assuming that this puts it as a more MRP mechanic, that can possibly be put in LRP. It should work pretty well in MRP so I'll skew LRP in review.
| * Passengers don’t know **anyone**, and no one knows passengers. | ||
| * Security Cadets don’t recognize Command characters; Security Officers do. | ||
| * ~~Virologists don’t know anyone~~ | ||
| * Latejoins, while announced, are not immediately recognized by anyone. |
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Few minutes of grace period for "roundstart latejoins". It might not matter much for say, med where everyone is constantly in medbay together, but it would be pretty painful for like sec.
To expand on that, while (any) latejoins might not have full department knowledge or vice versa, they should be able to achieve "perfect recall" of all of their usually guaranteed contacts. This could be either done by decreasing the knowledge loss on in-department workers, or by increasing its gain to make it easier to keep it topped off.
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| * The Captain knows other Command staff, but not members of other departments. | ||
| * The Head of Personnel knows **everyone’s** identity at the start of the round. | ||
| * Atmospheric technicians know every engineer, but engineers don’t know atmospheric technicians — to reinforce the atmos elitism. |
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Could be chance based to know people above you that are not your head of staff.
This would grant higher "level" roles an innate advantage over regular roles, and regular over learner roles.
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I'm assuming this means "people already high in the hierarchy have a higher chance to recognize people above them", in which case yeah, I agree.
| * The Chief Engineer knows both other engineers **and** Command staff. | ||
| * Scientists **do not** know anyone from Cargo or Medical, as they belong to different departments. | ||
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| There are some special cases: |
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Some more thoughts:
NTR could know only BSO/Cap, or only command
BSO only knows NTR and command
Service department contains many often unrelated jobs - while it'd be cool to have them know each other on a case to case basis, it'd be even nicer for everyone in service to know each other like any other department. This would reinforce a higher level of service cooperation, which is basically nonexistent rn - service radio usually stays silent for the entire round.
All borgs know each other, in general binary chat functions as a pre-change chat.
Most collective mind chats should be fully anonymous, only exception being things like leader of cosmic cult in their collective mind chat.
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NTR could know only BSO/Cap, or only command
Only BSO/Cap, the rp lion does not concern itself with the opinion of the crew.
BSO only knows NTR and command
Essential for performing job duties unless someone finally pivots BSO to just being NTR's stand.
Service department contains many often unrelated jobs - while it'd be cool to have them know each other on a case to case basis, it'd be even nicer for everyone in service to know each other like any other department. This would reinforce a higher level of service cooperation, which is basically nonexistent rn - service radio usually stays silent for the entire round.
Outside of obvious Bartender-Chef, Chef-Botanist, Mime-Clown I don't really see anything else here.
Librarian for example probably only knows HoP.
All borgs know each other
Borgs should know everyone crew, and ignore memory-related systems. They should function as it is currently with Identity2.
Most collective mind chats should be fully anonymous, only exception being things like leader of cosmic cult in their collective mind chat.
Them not being anonymous already is questionable
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| **Identity blocking masks will NOT always be a requirement to have your identity obscured.** | ||
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| The metagame shifts from "pressing your examine keybind and screaming their name on comms" to remembering how the adversary looked 80% of the time. If you didn't know their name as they were beating you - you at least should remember how they looked. |
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Examine prints out the output in chat rn. Needs to be changed for it to work at all.
| Every overheard or observed interaction involving a visible ID card with information gives a chance to remember that person. | ||
| Being physically closer increases that chance, and it’s higher if you see their face rather than just hearing their voice. | ||
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| If someone is not recognized, their name is read from their ID card. If you hear their voice, the name from the ID card is used if it has been seen or remembered; otherwise, a descriptor (e.g. young woman, old moth) is used. |
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Oh yeah this will kill usability of common chat
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Maybe unless you can use your character name in your message over radio to let others know who you are (higher values with comm console)
This obviously could be used to lie, and will probably be hell to work with if you can lie.
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This probably goes back to color coding. We can probably use dimmed random colors to differentiate unknown speakers.
Common being semi-anonymous is the point since I am moderlling after a typical polish CB radio near wroclaw I was listening to.
| * The Captain knows other Command staff, but not members of other departments. | ||
| * The Head of Personnel knows **everyone’s** identity at the start of the round. | ||
| * Atmospheric technicians know every engineer, but engineers don’t know atmospheric technicians — to reinforce the atmos elitism. | ||
| * Passengers don’t know **anyone**, and no one knows passengers. |
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If you wanted to give them a bone (probably not) you can have them know other tiders with an RNG chance. That's especially since they're assistants, not passengers.
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One gimmick they can have is recognizing completely random people, round-wide. So they may out of nowhere, for no reason, recognize nuclear operatives or some other bullshit
| Neither did anyone, really. | ||
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| Depending on their job or role, characters have a limited number of additional identities they can remember. | ||
| An engineer may have the capacity to remember, for example, 10 other characters outside his default known co-workers. |
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I'd say that this should scale with server/map size, and also things like passive forgetting rate and how much you need to perma know someone should also depend on job.
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There is no timer to passively forgetting people, instead any old remembered identities are forgotten when new ones are added to the stack.
| * A character you recognize as "Major Duhk", but carrying an ID of "Urist McHands" - Major Duhk (as Urist McHands) | ||
| * A character you don't recognize, see carrying an ID of "Urist McScales", but don't recognize them as "Urist McScales" - Unknown (as Urist McScales) | ||
| * A character you don't recognize by voice, but recognize by face as "Jack Pierson" - Jack Pierson. | ||
| * * Also, higher chance to recognize their identity by their face in addition to voice. |
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Station records console needs to be updated with visual data, or at least needs to refer to it somehow. Or should it? Not sure. Letting sec print out posters with likeness of someone and their name sounds neat, same with "do you know this person?" shows picture
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Yeah, we have data for "default" appearances so we can pull a "wanted" poster thing.
But this is out of scope for this proposal
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| An identity is refreshed and moved to the top of the stack whenever you interact with a recognized individual. | ||
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| An identity can be "permanently" remembered if an excessive amount of interactions is done - in which case it's added to the "default" list and stops participating in the social memory stack. No newline at end of file |
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Is this a passive knowledge btw, or can you go back and recall the appearance of someone when asked about it? Maybe talk about them to someone else to let them know a bit about that person?
Also how does it work with fake identities?
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Is this a passive knowledge btw, or can you go back and recall the appearance of someone when asked about it?
Id3 should store immediate short-term knowledge. Forcing the player to scroll the chatlog simulates thinking about it so it somewhat becomes rp.
Also how does it work with fake identities?
See conflicts part. Fake identities might be taken for real ones ICly, maybe even permanently.
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| The metagame shifts from "pressing your examine keybind and screaming their name on comms" to remembering how the adversary looked 80% of the time. If you didn't know their name as they were beating you - you at least should remember how they looked. | ||
| Syndicate communication and other clandestine channels can be used more freely with lesser risk of being recognized by any eavesdroppers. | ||
| **Voice mask is largely nerfed**, you should be able to mimic voice only of people *you* know. To conceal yourself a voice modulator mask from /tg/ can be of better use, which will force a descriptor no matter what. |
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It already exists and is in fact craftable for basically free, it's a gas mask, voice trigger (printable roundstart at autolathe) and 5 lv iirc
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Main question - how it'll work with metagame rule on LRP? For example: I'm the only person on server (honestly, didn't see another one that use this haircut type) that use red Comet haircut, so most players can recognize my character just by looking on it. How it'll work if someone will scream on radio: "Bombaleila Smith killed janitor!" just because they meta know my character. Like, it's 100% against the rule, but it's kinda stupid to play with it on LRP, because you'll must to pretend that you don't know characters real name. Another question - won't it make generic appearance too winning in RP game where you expect too see various characters appeareances. This will also need rework of barber scissors and station records console to know people appearance and prevent fast change of appearance (you can't change your hair color and grow more hairs that fast) Summarizing, i think it's too much for LRP, but i'd like to see voice recognition rework. |
This is how it works now when you know all identities on station. |
Not protected, nonissue
People playing this game are too prideful to do that
No, hitman gameplay is encouraged by this.
What is LRP |
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derelict |




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