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EVE-Online RP Discussion and Resources => Player Driven Content => Topic started by: Vikarion on 07 Jun 2010, 22:55

Title: New Sansha capture mechanic
Post by: Vikarion on 07 Jun 2010, 22:55
Aria Jenneth has come up with an idea that I think could be a lot of fun, regarding converting people to Sansha. So, here's the link:

http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1332389 (http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1332389)

The gist of it is the idea that participants can affect the RP of another via an agreed upon process. I'd re-post it, but it's not mine to do. In any case, what do you think?
Title: Re: New Sansha capture mechanic
Post by: Mizhara on 07 Jun 2010, 22:59
Eh... no thanks. Awesome effort, but I'd never agree to any process that might end up with Miz as Sanshatard. I'm sorry, I mean Sanshatwa... that's no better. Sansharatar... damnit, it keeps sneaking up on me.

You know what I mean.

Edit: And personally, I'm not too fond of the current Sansha bandwagon. I'll stick to the Eve RP my characters are involved with. Suddenly being thrown into this dime a dozen RP you see wherever you stick your head... well, I'm over it already.
Title: Re: New Sansha capture mechanic
Post by: Vikarion on 07 Jun 2010, 23:04
Oh, I have every intention of avoiding this fate. But I like the danger.  :D
Title: Re: New Sansha capture mechanic
Post by: Mizhara on 07 Jun 2010, 23:09
Oh I really do love the danger aspect... but it'd throw monkeys in the wrench of several angles of RP I'm currently working on. Sorry, no dice. Completely destroying all chances of getting these arcs done with, in favor of suddenly being on a completely different plot which I have no real interest in? Meh.
Title: Re: New Sansha capture mechanic
Post by: Chell Charon on 08 Jun 2010, 05:49
Yeah, Nation doesn't get enough press about implanting people just yet?  :bash:

Not like some of us are trying to be more than BORG DORP clones?  :bash:

"Let's play a game where you reinforce the stereotype!"  :bash:

No.
Hell no.

But easy enough to fix,
1. Place Amarr tech in there instead of Nation tech.
2. Go wild with the Slaver/slave shit.

Meanwhile, Chell here is trying to rebuild a civilization and he could deal with little less meta gaming wankery.

Yeah, might be a bit flamy but I see an OOC attempt at IC goals.

Hence the rage.

Option two, for some reason Aria doesn't see any IC effects on Nation when some of my Citizen peers join in the fun?

Fuck no.
Title: Re: New Sansha capture mechanic
Post by: Arvo Katsuya on 08 Jun 2010, 07:55
Hey, you saw I threw in my two ISK about the whole thing.

Don't know what else I can comment about it, but I do see what you all are trying to do.
Title: Re: New Sansha capture mechanic
Post by: Lillith Blackheart on 08 Jun 2010, 12:21
I replied to the thread.

Also:

Quote
And personally, I'm not too fond of the current Sansha bandwagon.

Tbh? So am I. It's rather difficult trying to sift through the bandwagoners for the people who are actually interested in sticking with it for recruiting.
Title: Re: New Sansha capture mechanic
Post by: Goshien on 08 Jun 2010, 17:31
Yeah, Nation doesn't get enough press about implanting people just yet?  :bash:

Not like some of us are trying to be more than BORG DORP clones?  :bash:

"Let's play a game where you reinforce the stereotype!"  :bash:

No.
Hell no.

But easy enough to fix,
1. Place Amarr tech in there instead of Nation tech.
2. Go wild with the Slaver/slave shit.

Meanwhile, Chell here is trying to rebuild a civilization and he could deal with little less meta gaming wankery.

Yeah, might be a bit flamy but I see an OOC attempt at IC goals.

Hence the rage.

Option two, for some reason Aria doesn't see any IC effects on Nation when some of my Citizen peers join in the fun?

Fuck no.

Stereotypes are a part of life. Always were always will be, and any game that has any sort of roleplay is going to have them. And frankly, given recent events, Sansha stereotype of implanting people all borg like is well and deserved. And seemingly a big part of their goals. I see an OOC attempt at negotiating a new risk into player interaction.

Interesting yes. Realistic to expect it to work? Not really, as it goes outside game mechanics. Worthy of this kind of rant? No.
Title: Re: New Sansha capture mechanic
Post by: IzzyChan on 08 Jun 2010, 17:36
I don't like it.   I also don't like the fact that everyone treats Sansha different from any other faction.   
Title: Re: New Sansha capture mechanic
Post by: Casiella on 08 Jun 2010, 17:42
I don't like it.   I also don't like the fact that everyone treats Sansha different from any other faction.   

I see lots of parallels between how players treat the Sansha and the Amarr, to be honest. Note, I'm not saying that the two factions actually have major similarity beyond the superficial question of "slaves", but in many cases the IC invective against one could be replaced with the other and it would read exactly the same.

I do think that people tend to treat them differently than the other pirate factions, but other than the Blooders, the others probably sort of meld together in a lot of people's minds.
Title: Re: New Sansha capture mechanic
Post by: Vieve on 08 Jun 2010, 17:45
I don't like it.   I also don't like the fact that everyone treats Sansha different from any other faction.   

Hey, I think people'd be doing similar if Blood Raiders started random mass involuntary blood drives on inhabited planets.  :P
Title: Re: New Sansha capture mechanic
Post by: Kaleigh Doyle on 08 Jun 2010, 17:47
Funny a non sansha player proposed this. Are there any sansha players that actually want to zombify people?
Title: Re: New Sansha capture mechanic
Post by: Vikarion on 08 Jun 2010, 18:26
I like it because it proposes a rule system for a possible change to my RP, that I do not completely control. (I mean, I do, ultimately, but you understand, I hope.) I'm not trying to jump on the Sansha bandwagon, already been there and done that, but it injects a bit of a thrill into the whole thing: Vikarion left the Nation, and he's rather afraid they might manage to get him back.

Title: Re: New Sansha capture mechanic
Post by: Chell Charon on 09 Jun 2010, 10:39
Yeah, Nation doesn't get enough press about implanting people just yet?  :bash:

Not like some of us are trying to be more than BORG DORP clones?  :bash:

"Let's play a game where you reinforce the stereotype!"  :bash:

No.
Hell no.

But easy enough to fix,
1. Place Amarr tech in there instead of Nation tech.
2. Go wild with the Slaver/slave shit.

Meanwhile, Chell here is trying to rebuild a civilization and he could deal with little less meta gaming wankery.

Yeah, might be a bit flamy but I see an OOC attempt at IC goals.

Hence the rage.

Option two, for some reason Aria doesn't see any IC effects on Nation when some of my Citizen peers join in the fun?

Fuck no.

Stereotypes are a part of life. Always were always will be, and any game that has any sort of roleplay is going to have them. And frankly, given recent events, Sansha stereotype of implanting people all borg like is well and deserved. And seemingly a big part of their goals. I see an OOC attempt at negotiating a new risk into player interaction.

Interesting yes. Realistic to expect it to work? Not really, as it goes outside game mechanics. Worthy of this kind of rant? No.

Let's see. I wonder how many of our Amarr players would agree to this suggestion were the "Sansha" replaced with "Imperial" and "Implants" with "Vitoc" ?

Would the UK use a Shamanistic herbs to convince Amarrians to change sides? One with excactly the same effects as Vitoc treatments?

Would it be fair representation? Would it effect views if the one suggesting the idea were playing Gallante?

How about it? Sound like something Amarr/Minmatar players would like to use?
Title: Re: New Sansha capture mechanic
Post by: Mizhara on 09 Jun 2010, 10:43
How about it? Sound like something Amarr/Minmatar players would like to use?

Gnergh...
Title: Re: New Sansha capture mechanic
Post by: IzzyChan on 09 Jun 2010, 10:56
Funny a non sansha player proposed this. Are there any sansha players that actually want to zombify people?

No, we aren't the borg.   
Title: Re: New Sansha capture mechanic
Post by: Goshien on 09 Jun 2010, 11:55

Let's see. I wonder how many of our Amarr players would agree to this suggestion were the "Sansha" replaced with "Imperial" and "Implants" with "Vitoc" ?

Would the UK use a Shamanistic herbs to convince Amarrians to change sides? One with excactly the same effects as Vitoc treatments?

Would it be fair representation? Would it effect views if the one suggesting the idea were playing Gallante?

How about it? Sound like something Amarr/Minmatar players would like to use?

I didn't say anything about people agreeing to it. Realistically it just doesn't work out. But don't just slap aside ideas because you think it misrepresents your view of the sansha. You may not like it but I recall CCP spending a good week pulling a borg. what actually happened? I don't know, but most people in the game know less then I do, and the few that know more probally aren't talking. So I'd get used to people thinking that the Sansha want to zombiefy people because the evidence is there to support the stereotype.
Title: Re: New Sansha capture mechanic
Post by: Chell Charon on 09 Jun 2010, 12:25
Goshien. That is in In Character all fine and dandy, firebrands gogo.

In Out Of Character  it is not so fine and dandy, because I would imagine the Player to know their character might not have the whole story. (I know I ain't have it either mind)

Especially when those within the faction disagree OOC.

Can I put this any clearer?

In Character spew your characters opinions all you want, based on what he/she knows and/or believes.

All free and fair game.

Out Of Character however..
Title: Re: New Sansha capture mechanic
Post by: Casiella on 09 Jun 2010, 12:42
I'm genuinely and sincerely confused (not that this is a new state for me).

Okay, so we can dispense with the IC opinions and such, since we all agree that those will probably not change due to OOC discussion, barring somebody realizing that they really truly misunderstood things. And I think none of us really have a problem with this part, anyway, from what I read.

But what OOC issues have arisen here with Aria's suggestion? I hear some of the Sansha players expressing some frustration, of course. Why do you not like the impression people have (OOC) of the Sansha? What should change?

This should stay separate from discussion of the design of the mechanic itself. Rather, I want to focus on the underlying assumptions about the lore and IC stuff.

Help! :)
Title: Re: New Sansha capture mechanic
Post by: Morwen Lagann on 15 Jun 2010, 00:46
[mod]Thread split. Please continue the discussion about Aria's proposed "capture mechanic" here, and the discussion about Unity in the new one (http://backstage.eve-inspiracy.com/index.php?topic=658.0).[/mod]
Title: Re: New Sansha capture mechanic
Post by: Aria Jenneth on 16 Jun 2010, 16:07
So. Hi.

Folks, let me explain, very simply and concretely, what I suggested a system for.

I suggested a system by which non-Nation characters might be implanted, and de-implanted. I suggested a system by which un-implanted Nation characters might have their human rights similarly violated: a bit of gray matter scrubby-scrubby.

That was all. That was it.

Did I tell you how to play your character?

Did I tell you what your character's view of the Nation was?

Did I tell you what your character had to think of True Slaves?

Did I tell you that your character had to participate?

Did I tell you that your character had to cooperate with people who did?

Did I, indeed, tell you anything at all that isn't a perfectly fair interpretation of the PF-- that is to say, sometimes the Nation implants people?

I certainly hope not, because that's by no means what I set out to do.

Maybe this will make it a little clearer:

I hate pre-scripted plots. I loathe them with a burning passion, possibly because I used to be the kind of gamemaster who would try to ram them down people's throats willy-nilly. Happily, my players wouldn't stand for it-- they'd stick around, but they'd by no means stick to what I had planned for them. They'd come up with their own solutions, ignore story hooks entirely, and go shooting merrily off on their own, forcing me to improvise.

And you know what? It made for a hell of a lot better game. Eventually, I stopped dropping virtually all attempt at linear plotting and started just creating a sort of storyline ecosystem: a world for my players to bounce around in.

The best story, from where I stand, is the one that allows anything that can happen within the setting, not the system, to happen.

So you can imagine my frustration when I started gaming online (Neverwinter Nights) and found fantastic roleplaying settings where nobody ever really died or even lost all their gear. That was one kind of problem. So, I left, and signed up for a setting where actions had genuine consequences. That would be Eve.

Eve's great. You can lose everything just by being dumb and loading everything you own into a single poorly-defended hauler, then flying through a gatecamp. I love it.

Only, you can't get out of your ship. Not really. And with the relative shortage of GM interaction, interaction with anything that doesn't somehow involve flying a ship is either highly abstracted (markets) or non-existent without player the player deciding that it happened (getting drunk, separated from your security detail, and waylaid in an alley).

Outside of "professional" activities, it's very difficult for anything unplanned to happen to an Eve PC. To some degree, that's just the way the game is-- but there are ways we could do better.

Now, just for example: Aria, personally, is in a bit of a pickle. She's beholden to the Angel Cartel for some sins I won't get into, stuck in a couple deep holes psychologically, and generally doing a fine job of driving herself towards what might be either enlightenment or just a deep, dark hole.

And ya know, I'd kind of like someone to be able to jerk her out of some or all of that by doing something I don't expect, not necessarily limited to blowing her up or talking to her.

For instance, Aria could make a very interesting Nation character. But, she'd never do it voluntarily and I'd never do it to her involuntarily by sticking up some sort of storyline down her neck.

If I want that, I'll go write a novel, thanks.

I'd like that to be possible. Or for Aria to go rescue Kostantin Mort, if he happens to return to play (he gave me and Celes Tenebrae the right to determine what happens to his character before he retired, as I believe he will confirm if asked, but, again, static storylines don't sit well with me).

That's pretty much all there is to it.

-------

So-- as for my views on the Nation?

1. Yes, I think elements of the Nation are, quite simply, probably abducting and implanting people. I explained my reasoning in my reply to Lillith in the IGS topic, so I won't repeat it all here.

2. It does seem to me as though the majority of Nation, including Sansha Kuvakei and the current ongoing plot, are involved up to their eyeballs in a pattern of violent abduction, involuntary implantation, and other activities generally considered unsavory. Does this make them cookie-cutter villains? God, I hope not: the key to my heart is not the fact of their actions, but the motives behind them.

However, what might surprise a few of you (Chell....):

3. I love the idea of the "pre-fall idealists." Love it. Guys, if you want to play Nation idealists out to restore the Nation to its former glory without packing implants into people's heads, please do! Silver Night and company did loads for Nation PR, and as Aria I found that a really challenging approach to argue against. It's fun. It's interesting. It's a lovely shade of gray, from where I sit.

However, I would ask that you not deny the other possible side of Nation roleplay, which isn't exactly the Borg (as Cosmo has pointed out elsewhere), but is doing what most people would probably consider some pretty sinister stuff.

If they are, how does that diminish what you guys are doing? How does that detract from it in any way, excepting that you have forces within your own faction tending to undermine your PR efforts?

Well? So do the Amarr. So do the Minmatar. One of these days, the Gallente and Caldari are going to start taking turns conducting massacres. I'm sure you guys didn't sign up to redeem not only the Nation, but its PF as well.

So, you're going to have to put up, not only with die-hard Nation-haters like Aria, but also with the less-picturesque bits of your own faction.

Expecting that of you doesn't seem the slightest bit unfair to me.

So, with all that said, what I offered was a tool-- not a demand, "THOU SHALT USE THIS AND BE ALL BORG AND STUFF!!"-- just a tool. For those of you, if any, who want to go around implanting people, you can.

And for those of you who don't? You can stay out of it-- or try to stop the would-be implanters-- or take part just for the sake of making your character a possible target for unethical Empire loyalists.

There's no rule that only Nation can victimize people.

It's all up to you. If Nation's not actually so unified as all that? Great. If it is? Great.

That's your business.

You want to know what side I'm on in all of this? Some folks seem to think Eve is a story of heroes and villains; I'm not one of them. I'm with M. Cromwell, from the chronicle "Taught Thoughts":

"People are people, with good and bad sides. Good people can do terrible things; bad people can perform wonders."

That's where I, the player, stand. Make of it what you like.
Title: Re: New Sansha capture mechanic
Post by: Arvo Katsuya on 16 Jun 2010, 17:15
Aria, I never completely denounced this idea the first time I read it, and put my thoughts out it. I would love the 'Dynamic' aspect to roleplay as opposed to 'Static' or 'Scripted'. I would wish more people as a whole were more perceptive of this varient of roleplay, and capitalize on another's motives or feelings that could change them, with the other party being more receptive to those implications and the enviroment as a whole.

Simply put, 'Scripted' roleplay doesn't act like RL. You pretty much set in your mind what is the conclusion to the chapter of a character's development, and say 'screw you' to everyone else should anything dare compromise that. :( (Note: To those few roleplaying with me now lately, as I have discussed things OOC about my character, I only state greatest possible outcomes. *wink*)

Unfortunately, while Dynamic roleplay is overall a greater experiance (because you don't know what will happen for one)... its like building a utopia via Nation for it to work... without the implants. For it to work, just about everyone participating has to keep an open mind with their character, and trust everyone else with it. To not outright screw it over for the sake of screwing it over because of a petty fight the players had the other day, or general asshatery by someone just wanting to be a troll. That they'll honor the rules governing a Dynamic roleplay system, should they fall unfavorably on them when they are on the recieving end of something. It only takes a single bad apple to sour everyone else's outlook on it, and encourage similar behavior after starting the project.

I would participate in this, if it can be done right. Or any other way to encourage dynamic roleplay. But I'm somewhat cautious on the players controlling the characters.

Title: Re: New Sansha capture mechanic
Post by: Aria Jenneth on 16 Jun 2010, 18:15
God, I really need to get to my essays (not the ones here), but ...

Unfortunately, while Dynamic roleplay is overall a greater experiance (because you don't know what will happen for one)... its like building a utopia via Nation for it to work... without the implants.

Well, maybe, maybe not. It's an experiment. If it doesn't work, folks walk off disgruntled and somebody writes a short story about how their character got turned back from being New Eden's first human lint roller.

If it works (and until it fails) we have a blast.

Quote
For it to work, just about everyone participating has to keep an open mind with their character, and trust everyone else with it.

That's pretty much part and parcel of it, yes.

Quote
To not outright screw it over for the sake of screwing it over because of a petty fight the players had the other day, or general asshatery by someone just wanting to be a troll.

Also part and parcel, but maybe not as difficult as you'd think. People interested in this sort of thing tend to come into it with good faith; if we get an invasion of former Goonswarm, we can deal with it when it happens. While there's presently no provision for this, there should be a method for excluding people who get involved just to ruin things for others.

Quote
That they'll honor the rules governing a Dynamic roleplay system, should they fall unfavorably on them when they are on the recieving end of something.

Hm. We've already had at least two people sign up specifically for the thrill of risking the receiving end (Vikarion and me). When you're invited to do something like this, there's a certain inherent pressure to play by the rules and be a good sport ...

Quote
It only takes a single bad apple to sour everyone else's outlook on it, and encourage similar behavior after starting the project.

In my experience it takes several. There's a certain camaraderie to these things, so the "good apples" will tend to close ranks against those who break the rules.

Bad apple one pops up, gets the boot. Bad apple two pops up, also gets the boot. A whole clutch of bad apples turns up, there's a brief fit of vicious drama, and ultimately they get the boot as well. The point where you're typically screwed is the point where the people "running the show" turn out, or are widely thought, to be bad apples (one reason I take umbrage to the implications made about my motives lately).

Poor sports are usually recognized for what they are, and blame usually falls where it should. And hey, even if it all falls apart, it's fun while it lasts.

Quote
I would participate in this, if it can be done right. Or any other way to encourage dynamic roleplay. But I'm somewhat cautious on the players controlling the characters.

With good reason, I'll admit: this is Eve. "Ethics: Strictly Optional," as the Desusig goes.

But this is the sort of utterly "geeky" RP that people like Goonswarm don't even usually bother to mock. As for our fellow roleplayers, breaking faith on something like this strikes me as a good way to get your name as a roleplayer badly blackened, on par with godmoding (which is, come to think of it, what it would be).

Go through with it, and have a blast (albeit at the expense of your character's IC suffering), or don't, miss out, and lose roleplayer cred, just so your character "wins" this round?

Maybe it's not as obvious a choice for everyone, but....
Title: Re: New Sansha capture mechanic
Post by: Arvo Katsuya on 16 Jun 2010, 18:41
Alright, I'm sold.

Count me in. Even though the liklihood of this happening to me is incredibly low, I'll accept it should it happen. :P
Title: Re: New Sansha capture mechanic
Post by: Lillith Blackheart on 16 Jun 2010, 19:11
Thing about it, Aria, we never implied any other Nation-friendly RPers couldn't do it, we just stated we had no interest and why we had no interest.
Title: Re: New Sansha capture mechanic
Post by: Arvo Katsuya on 16 Jun 2010, 19:29
The way I'm reading it now, Aria is just proposing a mechanic for Sansha roleplayers to utilize. How you use it, would rest on you. I mentioned before on the EVE Fiction thread, I agree that it would be not in a few character's motives to do it. The PR ramifications would be stacked against you (when they haven't already enough when there's a ton of True Slave actors and no True Citizen ones to act as a balancing point, going around planet to planet and abducting people all over the place). However, you can look at it this way.   

Focus on the most hostile threats that openly oppose Nation, and explain it in such a way that you are only defending Nation's interests or security by said selective forced implantation... then you have a save.  :P

I see a Myxx and Aria who as players, are inviting themselves to join Nation when their characters cannot willingly as they are strongly anti-Nation by means of this mechanic... and a Vikarion who is ex-Sansha, who jumped on this so far. All viable targets.
Title: Re: New Sansha capture mechanic
Post by: Aria Jenneth on 16 Jun 2010, 22:27
Thanks, Arvo. That means a lot, under the circumstances.

Please remember to sign on the dotted line when you get the chance. It's important we keep track of who all has signed up.  ;)


Lillith:

Quote
... we never implied any other Nation-friendly RPers couldn't do it ...

If you'll look back over your own and others' posts, both in this topic and in its IGS counterpart, I think you'll find that you (collectively) actually kinda did. You may feel I'm reading too broadly, but claiming that my understanding of the Nation's modern doings is based on weak research also implicitly asserts that those who play in accordance with my understanding are guilty of the same thing. Similarly, proclaiming "We are not Borg," as a reason not to use these mechanics proclaims by implication that any Nation loyalist who makes use of these mechanics is playing Borg.

And then there's Chell.

Yeah. ... you may have to excuse me; I've had my research, good faith, and IC/OOC divide all impugned over this, so perhaps I'm feeling less forgiving than I otherwise might.

I would, however, consider it a kindness if, instead of explaining repeatedly in great detail why you are not interested, you might consider pointing us to anyone who might be interested, or else pointing those same people to us.

All that said, Arvo's absolutely right: if you should happen to join in, and catch Aria, yeah, you'd have my voice. RP fanatic's honor. Whether you care, well, that's up to you.
Title: Re: New Sansha capture mechanic
Post by: Lillith Blackheart on 17 Jun 2010, 00:02
Quote
You may feel I'm reading too broadly

I do. I don't imply things, I just say them fairly flat out, had I intended to say "This is something no Sansha RPer will do!" then that is what I'd say. It would also be a ridiculous thing to say, since I can't say what someone else is going to do.

I just stated that I was not interested, and proceeded to explain why I was not interested. Anything you read beyond that was not written there.
Title: Re: New Sansha capture mechanic
Post by: Aria Jenneth on 17 Jun 2010, 00:16
Quote
Anything you read beyond that was not written there.

Must be nice, never producing a sentence that contains what you didn't intend it to. Or rather, says more than you meant it to say.

But let's move on, shall we?

One major thing the group seems to be missing at the moment is a single Nation player, which kind of defeats the purpose. If you've got thoughts, I'd like to hear them.
Title: Re: New Sansha capture mechanic
Post by: Arvo Katsuya on 17 Jun 2010, 00:30
Don't worry. I'm playing the mediary here.

Here are some of the points being made that I talked to in private with Lillith and Chell.

While she (I know the player is a he, but who cares as that's the avatar :P) will not engage it herself nor Chell, as it is not in their character's motives, it can be for those may fit the bill. I could see selective implantation coming from Ghost. Despite the fact the majority of the outspoken Nation roleplayers would be in their nature to do this, they didn't discredit the mechanic itself. I think that was the misconception here. For the groups this does apply to, I feel this sort of mechanic would make for something good to have on the table.

The 'trust' issue is also not so much the problem either. This can simply being solved by guaging the integrity of the player who is participating. Much like standard corp recruiting, where you need to look into API measures and other procedures, the integrity of the player would also have to be put into account. If the player in question participating isn't very trustworthy, chances are good they won't be recruited. There's always going to be a risk involved no matter what precautions you make regardless, mechanic or not.

However, there's kinks that need to be worked out for this to work.

First, there's the [IMPLANTED] tag. Also, sadly, even the url to the game itself and participating. Why do these need to become removed, you ask? The metagame.

Say someone from Corp A decides they want to play. The roleplayer is completely trustworthy and would make a great addition. They get implanted and now they have to wear the tag on their profile. The CEO of Corp A didn't decide to join the game themselves and sees the tag (or the url to the game). This is going to prompt a scan or other nasty thing where there was no justification IC for it to take place.

If the system revolving around this mechanic is based on trust, then it would be in the implanted player's responsibility to drop hints in changes of behavior and the like if they are still among their original corporation. Just as it is the responsibility of the CEO to look after its corp and be cautious of these things and be aware of the risk of each character in their corp has. Because like it or not, the implanted player is playing the game as they want to, wheter the CEO is taking part of  the mechanic or not.

Simply put, if this is going to be about dynamic RP, the whole thing should be RP'd out. It should really come down to the players to track down and transmit to the others as to who is implanted, like anything else documented. Then it becomes more fair on the Nation-side of the game field.

While this goes into the grayer areas of valid roleplay, Sansha's Nation has always been about the 'spy game'. And on this playing field, I would imagine they would have the advantage. To a non-Sansha player, they would have to go through a procedure to see if the person is implanted. However, to someone who has been reversed of this condition, the Nation side would recognize this right away as they wouldn't 'sense' them as part of the collective network they are a part of.

Yes, there's alot of trust involved, and also a sense of professionalism involved into the parties not involved into the game themselves and hope there won't be any potential OOC grudges over IC actions. However, again... I can look at it if the person disrespects the rules, they put themselves at risk as being a pariah of the roleplaying community. ;)
Title: Re: New Sansha capture mechanic
Post by: Aria Jenneth on 17 Jun 2010, 01:02
Don't worry. I'm playing the mediary here.

Lovely. Thank you, Arvo; now's probably a good time for one of those. You seem to have a talent for posting something soothing about the time I'm about to lose it; one quality I share with Aria is a tendency to hold people's debating tactics against them. 

You raise a lot of solid points. I should probably explain that the "tags" of one sort and another are partly there as a "trust" issue of another sort. I've had my RP habits looked on as a security risk before, particularly the point that it's the character's trustworthiness, not mine, that dictates her actions vis-a-vis such things as corp theft or sabotage.

What worries me is that people who get a little deeper into the "OOC friends" side of corp life than I do often don't get this attitude at all. I was once asked to surrender my controlling interest in a corporation for this reason. It's also gotten me called "sociopathic."

... And taking part in this game pretty much requires that a player be trustworthy in exactly the same way as their character. Hence the "tags."

The [IMPLANTED] tag and URL are partly there so that we don't all end up blacklisted by less-understanding "light" roleplay corporations. The idea was to make sure that people don't start checking that topic for a signature to see whether that promising new recruit might actually switch sides without notice. It's a politeness and a courtesy, an admitted nod to the "metagame" and the fear a lot of people have about anything that smacks of untrustworthiness.

It was meant, in short, as a way that uninvolved superiors and coworkers could monitor a player's status to see whether anything had changed. A little nod to metagame paranoia-- a little concession to prevent a purge.

But ... if we wanted to change the scenario a bit ... and make it even more immersive ...

I'd want entire corporations for that, ideally. Not just individuals. I discounted the idea because I didn't think people would go for it, but if you think you can convince them....

I can't really concentrate on this right now, since I'm trying to study for the freaking bar exam and am up way later than I should be, typing this. You seem to have an interest in, and a gift for, playing diplomat, Arvo; if you can put together a proposal that balances or dodges the various concerns, and which has some broad backing, that would be great.

If you're willing to take it on, of course. It sounds like discussions are already well underway.
Title: Re: New Sansha capture mechanic
Post by: Graanvlokkie on 17 Jun 2010, 07:30
As a Sansha RP'er I first shared the views expressed by fellow RP'ers but I have found myself intrigued at the possible in character applications.

A few questions though.

Quote
When a signatory player's ship is destroyed and the pod is tackled, opposing signatories may choose to try and capture the enemy pilot instead of destroying the pod. This is done by approaching the pod with a salvager-equipped ship before the pod can self-destruct. A bump will be adequate to simulate pod capture.
 

First, my experience is that pods are almost impossible to tackle except in 0.0 sec bubbles or using interdictors. This makes capturing your target in high or low sec extremely difficult, if not impossible, barring any errors from the unsuspecting pilot.

Second, is “the hunter” and “the hunted” supposed to sign up for the mechanics? I’m asking because if I sign up as a hunter I will be immediately added to watch lists and even if not there will be some uneasy feelings if I show up in local with a group of corp mates. Personally I think it would work better if only “the hunted” sign up with the hunters free to use subterfuge and deceit. Of course you will not trust Graanvlokkie who has declared support of the Nation publically, but can I use “Agent X” to lure a victim into a trap, kill and tackle the POD for me, only for me to enter the system and warp in for the capture?

Third, I understand the underlying reasons for detecting the implants, but it seems too easy. If I were to convince people to participate it would be for intelligence. “Yes, it will take us 2 weeks to find out where Pilot X lives, track his times when he is in space, infiltrate his alliances space/travel to his home system and wait for him to be vulnerable, but once accomplished we can implant him and have him go about his daily tasks only sending vital information about project Y and/or troop movements to us occasionally. It will be long and hard, require planning, but in the end we will know the enemies movements”.

After all that effort it seems like opening the character BIO to check for implants is just a bit too easy, especially because I wouldn’t alter anything about a character’s behaviour other than turn him into a nice source of information.
Title: Re: New Sansha capture mechanic
Post by: Aria Jenneth on 17 Jun 2010, 09:04
As a Sansha RP'er I first shared the views expressed by fellow RP'ers but I have found myself intrigued at the possible in character applications.

Lovely!

Quote
A few questions though.

I won't be able to do this sort of thing much for the next few weeks, but I've got a few minutes, so I'll try my best to answer.

Quote
First, my experience is that pods are almost impossible to tackle except in 0.0 sec bubbles or using interdictors. This makes capturing your target in high or low sec extremely difficult, if not impossible, barring any errors from the unsuspecting pilot.

If your target knows her stuff, it's hard, yeah. You get improved odds with a sensor-boosted interceptor and good reflexes (Insta-lock versus Insta-warp! FIGHT!), but this is not meant to be an "easy" catch.

Quote
Second, is “the hunter” and “the hunted” supposed to sign up for the mechanics? I’m asking because if I sign up as a hunter I will be immediately added to watch lists and even if not there will be some uneasy feelings if I show up in local with a group of corp mates. Personally I think it would work better if only “the hunted” sign up with the hunters free to use subterfuge and deceit. Of course you will not trust Graanvlokkie who has declared support of the Nation publically, but can I use “Agent X” to lure a victim into a trap, kill and tackle the POD for me, only for me to enter the system and warp in for the capture?

Speaking from experience as an old, if often not very active, pirate, showing up all shiny in Local is a problem, but by no means an insurmountable one. "While distracted" is a good time to turn up, and planetary interaction's providing some really good "distracted" moments, from what I hear.

And then there are missions ... exploration sites ... there are lots of things people are reluctant to leave, even if there's someone dangerous in-system.

And then, also, even those of us who signed up out of an odd sort of masochism aren't necessarily "down" with being caught if we can't return the favor at another time. Fair's fair, and all that.

So, the hunter is, currently, supposed to sign up, yes. Additionally, the final blow must be from a signatory. The reason for this is to prevent, say, Julianus Soter (non-signatory) from tackling your pod and calling for Aria, who's maybe a system away, to come and get it.

'Course, we could change that and just say that if you can't hit the self-destruct in time, that's your own problem. But then there's also the problem of having HUGE hunting gangs with maybe just one or two signatories.

Then again, maybe you guys don't see that as a problem. If not, hey, let's do it.

Quote
Third, I understand the underlying reasons for detecting the implants, but it seems too easy. If I were to convince people to participate it would be for intelligence. “Yes, it will take us 2 weeks to find out where Pilot X lives, track his times when he is in space, infiltrate his alliances space/travel to his home system and wait for him to be vulnerable, but once accomplished we can implant him and have him go about his daily tasks only sending vital information about project Y and/or troop movements to us occasionally. It will be long and hard, require planning, but in the end we will know the enemies movements”.

Yeeeeah, that's exactly why my inclination has been to flag the character: so people don't start assuming we're all spais. Don't get me wrong: I like the idea a lot. I'm just not sure the RP community (most of which is of the "RP lite" school) won't respond by throwing us all out on our collective ear.

Mind you, we could set things up to allow for that: have a couple of mirror-image corporations specifically dedicated to solid RP combined with this sort of cloak-and-dagger play. But that, too, seems kinda artificial.

The best of all possible is probably just as you suggest-- IF we (well, you; I don't have any) can keep our corpmates from from freaking out at the idea that you could switch sides without notice.

Quote
After all that effort it seems like opening the character BIO to check for implants is just a bit too easy, especially because I wouldn’t alter anything about a character’s behaviour other than turn him into a nice source of information.

Agreed. But, yeah, the potential to harm non-participants is the heart of the reason for doing it: so they don't get all preemptive on us.
Title: Re: New Sansha capture mechanic
Post by: Lillith Blackheart on 17 Jun 2010, 09:34
The thing about the tag, that I stressed before, is it makes it incredibly one-sided. What you effectively end up with is a game like Shadows Over Camelot (a boardgame), where the Traitor is required to tell everyone beforehand that he is the traitor. If dynamic RP is the goal, why remove the RP from it by inserting the metagame?
Title: Re: New Sansha capture mechanic
Post by: Aria Jenneth on 17 Jun 2010, 13:52
The thing about the tag, that I stressed before, is it makes it incredibly one-sided. What you effectively end up with is a game like Shadows Over Camelot (a boardgame), where the Traitor is required to tell everyone beforehand that he is the traitor. If dynamic RP is the goal, why remove the RP from it by inserting the metagame?

Yeah, you did mention that before. You had a point then, and have a point now, but it also changes, fundamentally, the function of the mechanic.

What I planned on having was a situation where you could have Really Bad Things if your CEO gets implanted, but ultimately all implant victims ended up switching sides outright, rather than playing the espionage game.

But, it seems like a lot of people are very interested in the espionage thing. And one important point to take into account is that a capture victim is only going to be practically usable for espionage if they can be caught in isolation and taken down silently. Otherwise, they get to scream bloody murder in every channel they have access to, right up until the pod is captured (and thus disabled).

If they can be caught quietly, therefore, you've got your spy. Otherwise, they can blow their own cover unless and until taken. That provides an element of "intel" balance I hadn't really considered before (presuming, as always, good faith on all sides).

It also means that the capsuleer is most in danger of being downed silently when in precisely the logical situation: one-shotted from ambush in a fragile ship, allowing little opportunity for either warp-out or alert. Slam, bam, you're ours.

That ... could work. Hm. And the difficulty of pulling it off would likely keep participants from getting blacklisted (though I'm starting to wonder whether I was projecting too much from my own experience about that, anyway).

All right. If anyone's got comments to make, please do; otherwise, I'll see about amending the rules later on.
Title: Re: New Sansha capture mechanic
Post by: Julianus Soter on 17 Jun 2010, 19:56
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1338324

There we go.
Title: Re: New Sansha capture mechanic
Post by: Silver Night on 19 Jun 2010, 22:23
Would you like to explain how that is relevant to the thread, Julianus?

I'm afraid it isn't immediately apparent.  :)
Title: Re: New Sansha capture mechanic
Post by: Ghost Hunter on 19 Jun 2010, 23:11
I believe he means to imply using TCMC's as part of this capture system's mechanics for "implantation"?
Title: Re: New Sansha capture mechanic
Post by: Aria Jenneth on 21 Jun 2010, 20:13
All right, definitely some major changes going in as soon as I can spare the time.

That might be a bit. RP is a siren call I can't afford to fill my ears with just now; letting myself get pulled into this site last week was a major mistake.

See you all in ... five and a half weeks?  :(

Hopefully I'll be able to get this taken care of sooner than that. I owe it to you guys not to just leave you hanging.
Title: Re: New Sansha capture mechanic
Post by: Julianus Soter on 21 Jun 2010, 21:51
-_-

The thread is to discuss sansha capture mechanics, yes?

Sansha compromise the TCMC firmware to make users susceptible to nation commands. nation appears in system. "calls" to it's "children". People walk out of their offices, factories, homes, schools, stand in pre-arranged drop zones, scooped up, dropships flee.

Explains the ease of capture, etc.
Title: Re: New Sansha capture mechanic
Post by: Silver Night on 21 Jun 2010, 22:11
-_-

The thread is to discuss sansha capture mechanics, yes?

Sansha compromise the TCMC firmware to make users susceptible to nation commands. nation appears in system. "calls" to it's "children". People walk out of their offices, factories, homes, schools, stand in pre-arranged drop zones, scooped up, dropships flee.

Explains the ease of capture, etc.

I believe this thread is discussing Aria's player capture mechanic idea (http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1332389) specifically. You might check out the rest of the thread, and that link (same one as in the OP) to catch up on the issues that this thread actually addresses. You may, of course, begin your own thread regarding your TCMC ideas as well.  :D

Hope that clears up the confusion.
Title: Re: New Sansha capture mechanic
Post by: Julianus Soter on 21 Jun 2010, 22:19
wasn't there a discussion thread somewhere with this exact same name? Wondering how they did it?
Title: Re: New Sansha capture mechanic
Post by: Mebrithiel on 11 Jul 2010, 21:03
Hey, I think people'd be doing similar if Blood Raiders started random mass involuntary blood drives on inhabited planets.  :P

Wait.

When did we stop?
 
Title: Re: New Sansha capture mechanic
Post by: Vieve on 12 Jul 2010, 04:59
Hey, I think people'd be doing similar if Blood Raiders started random mass involuntary blood drives on inhabited planets.  :P

Wait.

When did we stop?
 

I haven't noticed any recently.  Then again, I've been dead for tax purposes ... or something like that.
Title: Re: New Sansha capture mechanic
Post by: Arnulf Ogunkoya on 18 Jul 2010, 19:15
Hey, I think people'd be doing similar if Blood Raiders started random mass involuntary blood drives on inhabited planets.  :P

Wait.

When did we stop?
 

I get the impression that most raids by any group looking to carry off captives are on deep space habitats.

But, no, the covenant never stopped. It's why, personally on an IC level,  I find them much more satisfying to blow up than Angels any day of the week.