Why do fools powergame?

Okay. That sounds justifiable to those with high enough clearance. But how is that compatible regarding Rule 1.8 for average station employees?

"Most shifts (aka "rounds" out-of-character) are "normal" for your character. Rounds are typically non-canon, and only the current shift is abnormal/crazy/etc.

Basically, don't act like it's normal for cultists/nukies/wizard/etc to happen to the station, or for things to generally devolve into chaos.

Security and command should have to brief the crew extensively given all that, right? If a crew member cries cult over comms it’s powergaming for average crew to know exactly what to do and how to identify cultists to the letter isn’t it? If command and security have to detail all that it buys precious minutes for the cult to actually provide an interesting hurdle for the rest of the players.

Explain the satanic pentagram that appears on head of everyone with blood red eyes, clearly, it’s aurora borealis entirely localized within a drifting space station, right?

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Okay. That sounds justifiable to those with high enough clearance. But how is that compatible regarding Rule 1.8 for average station employees?

Because NanoTrasen freely distributes information about defeating said cult as part of their efforts to suppress it. The in-game newscaster openly reports about the cult being crushed.

The cult is well known enough to have a drink themed around them available in official NT bars. The cult is mentioned in NanoTrasen’s official laws, available in-game as a book. There is even replica cult equipment for sale.

You might have a point when it comes to the specifics of all cult equipment, but the average station employee will absolutely, through a combination of official training and rumour from those rare crewmembers that have faced down a cult before, know at least the basics of how a cult works and how to recognise it

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HAHAHAHA

That was super smart of you, clearly, you are still wrong and he is right. How else would he express frustration of getting found out too early because he fucked up?

At this point average Joe crewmember should have IQ of a Genetics Monkey and pace aimlessly around halls or follow the manual of their job for 3 hours until they depart.

Bee already has a text for Blood Red Hardsuit, “crew are trained to recognize and report any sightings of people wearing it” do you really need that text for every single traitor gear?

Crew are taught as much about their threats as an average officer, they just aren’t given combat training.

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I mean, according to admins you are supposed to be as non interfering and as adrenaline deprived (unless you are security) to not even attempt to shove someone whos eswording someone else next to you cause you may be banned for validhunting if admin reads logs incorrectly, so I guess yeah, you should have an IQ of a monkey cause otherwise you may be accused of metagaming/powergaming/gaming or similar).

ALSO: there should be no aimless wandering, you either do your job or, as an assistant, assist. Otherwise you may expect a ban for bad rp (or not, depends if/any admins are present and if they feel cute).

What? No? In the case you’re referring to the crew member chased a guy across the station screaming “traitor traitor kill him” and attacking him for having a hardsuit and then used the fact that the guy threatened him with a DEsword afterwards to get him to piss off as an excuse to beat him to death on the spot in “self-defence”. If a traitor is attacking you or someone nearby, there is absolutely nothing wrong with fighting him. What is an issue is charging around the station trying to find antagonists to fight.

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I’m talking about everything but halo stage being recognized by people who shouldn’t be going to every shift fearing that a cult will present itself this shift, as per the rules.

You’re trained on exit procedure when a fire alarm goes off. Doesn’t mean you remember exactly where the nearest assembly point is when one actually goes off.

On a server that advertises itself as roleplay, that’s the general idea. For the sake of roleplay being facilitated in an entertaining way something small is supposed to be shrugged off. It’s more entertaining having a chance to try and roleplay an explanation out for an incriminating situation than it is to just have someone be sentenced with no due process three seconds after being spotted.

actually, yes, I do, or at least remember the nearest map that indicates where those might be.

Good for you. Most people don’t.

actually, most people do know where to at least look for a fire exit/fire info in case of an emergency because we’re all trained for it at an early age

your lack of competency to figure out that maps of the building with assembly points indicated are located almost everywhere in well kept and maintained buildings is your own fault, not everyone else’s

same applies here, if you can’t figure out that the guy in cult robes, sword out, bola, with a giant pentagram dripping red blood above his head and unnaturally bright red eyes is a cultist, then you probably deserve to be slashed to death by them

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But I’m not talking about halo stage.

then do you mean the stage where you find a base full of them with ritual daggers out, possibly one or two glowing hands with unnatural light and symbols drawn in blood on the floor that you swear is actually blood despite all the weird colors it takes?

Or do you mean the stage where your coworker you havent seen for a fair bit arrives to you and now has impressively unnatural red eyes that glow and spook the shit out of you, before you instantly remember all the training you’ve went through to spot common NT station threats?

The latter obviously. Someone you suspect as just acting weird should be allowed to cause further incidents of suspicion while evidence is collected, else all it turns cult rounds into is who is more agressive in attacking the other side from the start. That’s not roleplay from either side.

Bruh you never said suspected you specified “glowing eyes shouldn’t be recognized as cult”, plus you literally can’t suspect people for being cult without red eyes.

Groups of people walking together? Might be BB, friends, traitors etc. You wont know.

People going in maints too often? People do that anyway without being traitorous so thats nothing suspicious too.

Unless a guy holds or wears cult stuff or has glowing eyes you wont know they are cult, plus if you would see someone with eyes glowing and bloodshot you wouldn’t think that to be a disease or something now would you?

Cult in itself isnt a roleplay heavy or focused game mode, if you dont want to be cult ask for perma cultist ban, if you want cult removed or reworked to be more RP you should retitle this thread.

(Pretty sure that what you are whining about isn’t even called powergame, it’s metagame)

Semantics aside (Powergame can technically be a form of metagaming), Cult is one of the modes that needs to be taken out back, beat to death, and chucked into the rework grinder, but it’s body is already 90% mincemeat since it’s been through said grinder about 15 times.

The problem is that a lot of our game design is centered around the idea of ‘hard tells’ which pretty much forces you to have to internalize that ‘Yes this person is 100% an antag’ but at the same time not being able to act on that information. (Personally that’s not a very hard thing to do, but I have a nonzero background in that sort of stuff.)

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Compared to other servers where you don’t get glowing red eyes the pattern of person yelling “Cult!” over comms three minutes into the round and every single cult-countermeasure being deployed posthate because by a cult round’s nature you can’t waste time because it’s not roleplayed very well. Having only word of mouth and not a lot more and going by the numbers to prevent an antag win is powergaming based off meta-knowledge.

I will ask for a perma cultist ban probably.

Exactly. If the server wants to brand itself as a roleplay server it should be nudged toward rewarding not acting on that information so the people with little experience on putting aside hard tells can have the perspective of how that benefits the round fostered.