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Implemented Liquor store employee roleplay (counterfeit ID system)

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HanSolo1519

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Oct 13, 2021
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What good is the stereotypical underground resistance, underdogs specializing in espionage and subterfuge, without a little bit of forgery?


Locked behind high crafting skill and expensive components, rebels could create an ID laminator. This device turns plastic and printer ink into fake CID cards, identical to the real thing except for all the mechanical aspects of a CID (workshift terminals, CID terminals, ration dispensers, and Peice-Of-Shit devices would all give an annoying error response when you try to shove what is essentially a library card into them). Aspiring fabricators can edit all parts of the CID (CID number, name, genetic information, etc), because counterfeit cards don't magically create new CID data sheets, the impersonater would need to settle for someone with a similar genetic description.

Currently, names and their attached CID numbers are public knowledge, visible with the CID terminal mail system, but genetic information and things only visable in the CID terminal would need to be learned through IC means. Ideally, the impersonater would find someone with similar genetic information, learn their name, use their name to get their CID number and create a card that way.
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Since this is entirely a roleplay tool, there's no fear of lolwebels creating one and beelining it into the CWU's script hoard. This, instead, provides what are essentially fake shackles for BOLs. Rebels can claim they are someone else, with that claim standing up to an inventory search.

Pros:
  1. Opens up impersonation rp while still relying heavily on actual roleplay. (Could be easily combined with the fake name system)
  2. Fairly balanced, the identity fraud victim is in no danger of having all their credits siphoned as the fake card simply doesn't work. CP's would need to ask the CID holder questions found in the datasheet (Their apartment, SC count or job) or match the genetic information to confirm the card's legitimacy.
  3. Lets BOL's actually roleplay in the city. (Fixes the issue of "hiding in the sewers is bad for rp, you gotta roleplay in the city. If you're arrested on sight in the city, guess it sucks to suck.")
  4. The card literally cannot be used to cheese the mechanics, it does nothing except look like a card.
Cons:
  1. CPs could use mechanics to powergame the cards (Ask a citizen to perform a test POS transaction or use a CID terminal to prove it works)
  2. Aspect has to take a break from shitposting and do code monkey stuff.
 
  1. Lets BOL's actually roleplay in the city. (Fixes the issue of "hiding in the sewers is bad for rp, you gotta roleplay in the city. If you're arrested on sight in the city guess it sucks to suck.")
Doesn't the Human Index work on facial detection and recognition? This would still cause the cameras to flag them
 
I like this suggestion, to a certain extent.

You see, once you add too many options for BOL'd individuals to practically escape their BOL status, you nullify the effects of getting caught as a rebel. The effects of which should be consequential. You messed up in the end. Besides, I do not think catering to an absolutely tiny portion of the playerbase is a good use of development time.
 
Doesn't the Human Index work on facial detection and recognition? This would still cause the cameras to flag them
Honestly, I have no clue. Same with forcefields, they'd both need edits for his to work. I came up with this idea at midnight shortly after taking some sleeping meds, so it's not entirely the most polished suggestion.
I do not think catering to an absolutely tiny portion of the playerbase is a good use of development time.
The concept sprouted from the idea of a rebel sneaking their way into a loyalist convention, think the undercover segment in cod:ww2. The BOLs were an afterthought of what could be done with a roleplay tool.
This whole thing is just an entity that makes an item that looks like an ID and says whatever the creator wanted it to say. Someone could make fake IDs that say Bob Sanders#69420 and get promptly arrested, it's just a tool to open up RP. Even then, BOLs who use these are already cut out of rations, union stores, apartments and whatever other systems that work with civilian rp.
 
I believe forcefields allow ACs to pass through them still if they have a CID. For cameras, it will detect the person as their true identity.
 
Absolutely love the idea, this is something that I've wanted in an HL2RP server for many many years. One reason I enjoyed this server so much was because of all the inventive scams you could play on people. Something like this would be awesome
 
I like this suggestion, to a certain extent.

You see, once you add too many options for BOL'd individuals to practically escape their BOL status, you nullify the effects of getting caught as a rebel. The effects of which should be consequential. You messed up in the end. Besides, I do not think catering to an absolutely tiny portion of the playerbase is a good use of development time.
I think you fail to realize. If you cater to this small portion. It gets bigger because it becomes more appealing to play that way. Its basic social conditioning. Make something rewarding/plentiful and fun? More people do it. Simple honestly. Right now? Server caters to MMO players because of the grind in rebel rp. Making it cater to more rp oriented people would increase those that rp properly in theory.
 
I think you fail to realize. If you cater to this small portion. It gets bigger because it becomes more appealing to play that way. Its basic social conditioning. Make something rewarding/plentiful and fun? More people do it. Simple honestly. Right now? Server caters to MMO players because of the grind in rebel rp. Making it cater to more rp oriented people would increase those that rp properly in theory.
It's not meant to be appealing to be a BOL rebel. The entire BOL system serves to discourage people from getting caught. I don't see why we would encourage playing dumb and getting caught for it. Sure. Some changes such as this one could be nice if it was balanced.

As for the sewers. Yes, it does cater to MMO players (and vortigaunts) to a certain extent. It's designed that way to discourage rebels camping in a base away from the rest of the server. These issues occured in Willard Networks V1 and the solution was implementing gas zones. Sewers is meant to be something you dive in quickly, get some loot, and get out of quickly. Under no circumstances do I ever support long-term RP in the sewers. It's not designed for it.
 
It's not meant to be appealing to be a BOL rebel. The entire BOL system serves to discourage people from getting caught. I don't see why we would encourage playing dumb and getting caught for it. Sure. Some changes such as this one could be nice if it was balanced.

As for the sewers. Yes, it does cater to MMO players (and vortigaunts) to a certain extent. It's designed that way to discourage rebels camping in a base away from the rest of the server. These issues occured in Willard Networks V1 and the solution was implementing gas zones. Sewers is meant to be something you dive in quickly, get some loot, and get out of quickly. Under no circumstances do I ever support long-term RP in the sewers. It's not designed for it.
Loot in the sewers suck, 90% of the time it's nothing, no danger, no loot. hopefully that will change.
Anyways I agree, being a BOL'd should not be easily avoidable. Fake ID cards to trick CPs is fine imo.
 
It's not meant to be appealing to be a BOL rebel. The entire BOL system serves to discourage people from getting caught. I don't see why we would encourage playing dumb and getting caught for it. Sure. Some changes such as this one could be nice if it was balanced.

As for the sewers. Yes, it does cater to MMO players (and vortigaunts) to a certain extent. It's designed that way to discourage rebels camping in a base away from the rest of the server. These issues occured in Willard Networks V1 and the solution was implementing gas zones. Sewers is meant to be something you dive in quickly, get some loot, and get out of quickly. Under no circumstances do I ever support long-term RP in the sewers. It's not designed for it.
Personally and quite plainly i can see the biggest flaws with that, yes the gas system encourages players to not camp the sewers but the main problem with it is what has killed rebel rp multiple times in the past 4 months. Rebels have very few places to organize. But Its chocked mostly up to people being dumb, i admit i had a small point of dumb when i got caught. But it is understandable, this can be balanced. Like still registering BOLS on cams and such but thats for the dev team to discuss if it ever comes to fruition.
 
Loot in the sewers suck, 90% of the time it's nothing, no danger, no loot. hopefully that will change.
Anyways I agree, being a BOL'd should not be easily avoidable. Fake ID cards to trick CPs is fine imo.
the lack of danger is because most of the time rebels clean the sewers out or the admins just dont bother unless they are in a PK mood.
 
sewers should be super dangerous 100% of the time
As said, admins dont spawn stuff unless in a PK mood, because of 2 reasons 1, people just cheese the NPCs by jumping on their head. Bullsquids ignore TBC. 2. Rebels usually clear shit out to make a path for others to the smugglers. And its common cause i did this several times, went down with a group to clean the sewers up of NPCs Cause some dude wanted to get to the smugglers.
 
As said, admins dont spawn stuff unless in a PK mood, because of 2 reasons 1, people just cheese the NPCs by jumping on their head. Bullsquids ignore TBC. 2. Rebels usually clear shit out to make a path for others to the smugglers. And its common cause i did this several times, went down with a group to clean the sewers up of NPCs Cause some dude wanted to get to the smugglers.

I know I tend to scatter some NPC's; Headcrabs & Zombies specifically before I log out. They'll be gone by morning typically. I wish we had automated systems that respawned them every once in a while. AFAIK we do not have them, or I have never seen them used. So the "danger" in the sewers is completely dependant on staff and some have differing opinions on what is considered too strong.
 
I don't like spawning anything in sewers because the reward isn't worth the danger if I spawn stuff.

Ive also stated that its a catch 22; to get the goods you need to survive the NPC's in sewers... you need to go into sewers to get trash.

Maybe if there was a system that provided a LOT better loot (such as a better trash bag with higher and more frequent loot tables as well as outright giving items like pipe pistols or the rare makarov OR guaranteed resource nodes) in Sewers, but in return there was automatic NPC spawners then id be down for Sewers to be "dangerous". Till then, Sewers is just a place to admin abuse occasionally or use for events / looting, as well as the place the vort tribe mainly stays.

As for this suggestion, I don't mind this as it requires CP's to put an effort. If a CP doesn't care or doesn't investigate, you get off scott free with the ability to infiltrate Plaza if you are BOL.

Only issue I see is you will get automatically tagged by cameras since they work off facial recognition, not CID card recognition, so a CP will just ask you to step infront of a camera if they suspect you and its game over.
 
To the discussion of this script being useless in main plaza, that's kinda fine. I think the point is to remedy lolwebuls who are incognito hanging out in indigent, getting caught in a sweep, and being killed because they failed their identity skillcheck
 
sounds super stupid. If your character wishes to do that they should steal an ID. A rebel laminating CID's simply sounds rather stupid seeing how the actual transactions done from a CID are electronic/ with a chip (idk what its called). Fake IDs in real life are just IDs. Hence why credit card numbers get stolen because its easier to do that then replicate the chip/steal the card.
 
sounds super stupid. If your character wishes to do that they should steal an ID. A rebel laminating CID's simply sounds rather stupid seeing how the actual transactions done from a CID are electronic/ with a chip (idk what its called). Fake IDs in real life are just IDs. Hence why credit card numbers get stolen because its easier to do that then replicate the chip/steal the card.
The proposal isn't allowing rebels to create their own real IDs. The fake item isn't an actual ID card, it just looks like one. Mechanically, you might as well be holding an empty bean can.

Everything you just said is part of the suggestion, the technology inside the real cards that work with the machines aren't included in the fake ones. You can't collect rations, transfer credits, or even use the terminals in the street with a fake card. All it can do is fool cps into thinking you are who you say you are, as they manually type the ID number into their tablets. It opens up roleplay interactions but doesn't change anything mechanically.
 
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The proposal isn't allowing rebels to create their own real IDs. The fake item isn't an actual ID card, it just looks like one. Mechanically, you might as well be holding an empty bean can.

Everything you just said is part of the suggestion, the technology inside the real cards that work with the machines aren't included in the fake ones. You can't collect rations, transfer credits, or even use the terminals in the street with a fake card. All it can do is fool cps into thinking you are who you say you are, as they manually type the ID number into their tablets. It opens up roleplay interactions but doesn't change anything mechanically.
Thats stupid you could just RP it
 
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