Powergaming is a problem everyone always complains about in MRP when they lose in a fight or don’t have something they want.
Powergaming is when you seek out shit like guns and armor for no reason as non-sec, and similar reasons.
Due to the nature of the server, being run on /TG/based code, and MRP, it’s a fairly heavy action server, whereas HRP servers tend to have very little action.
Due to the nature of SS13, the various threats faced, and the pace of it, it shouldn’t be unreasonable for normal crew to have self-defense items or weaponry. Having full on security weaponry, fireaxes, death nettles, et cetera is obviously unreasonable.
However, things like sunglasses, flashes, fire extinguishers - I feel like having small items usable in combat is fine, especially given how traitors and IAAs have access to things like energy swords, bombs, armblades, resonant screech… The list goes on.
While security exists to deal with these threats, they’re not always… good at it, willing, or even there to begin with. Given how the rules currently are, it’s trying to be HRP. Crew are currently forced to be easy prey for antagonists, and antagonists can usually kill crew if they have no means of defending themselves extremely easily, without having to worry about any consequences, such as them being able to flee or call for help. If crew are actually given a chance to fight back, they might be able to call for help before being killed, decapitated, cremated, gibbed, et cetera, or simply make their attacker flee and lick their wounds. The goal isn’t for normal crew to be able to kill every antagonist that attacks them, the goal is for crew to not be so defenseless as to make it so antagonists can slaughter the crew with minimal difficulty.
I’m not asking for a weapons rework, I’m asking for a rules rework. At the very minimum, crew should be allowed to carry small self-defense items such as fire extinguishers on blue alert, since there is a credible threat to the station, and thus, crew. Security won’t always be there to stop the crew from being murdered, i.e a traitor hacks into atmos and kills their target atmos tech inside with an energy sword - nobody will be looking there or near enough there to hear it happen. However, if the atmos tech has, say, a fire extinguisher or flash, they can flash their attacker, steal their weapon, and flee, or if they have flash protection, whack the assailaint a few times, potentially disorient them, and run off or get enough distance to call for help. Even so, that gives the attacker a good amount of time to decapitate their target and run off, but it’s much better than someone being silently murdered.
- The rules need a rework
- The rules are fine as they are