- Joined
- Sep 17, 2019
- Messages
- 583
- Thread Author
- #1
I'm sure we've all been in our fair share of "Everybody huddle in the apartments and stay on the wall" followed by 10-15 minutes of just sitting on a wall. It isn't really efficient when it comes to searching and keeping people orderly, doesn't result in much RP because you can't move and the chat is being flooded, and it's often just a waste of time for everyone. Sure, it can rally the players together (OOC wise) to make forming a new RP easier, but there are better, more effective ways to do this.
Checkpoint Usage
If contraband is expected to be rampant through a scene, or a massive amount of people need to be searched, don't order "Inspection Positions". They suck for reasons I explained above. Instead, enter a period of time with Civil Protection where checkpoints go up (fields are activated) and random searches are done in the checkpoint. This increases the atmosphere by amping up the fear and tension of "What if I get searched?" as well as police presence, while carrying out the same goal. Citizens feel like they are being interacted with personally instead of just part of some obligatory mundane search task being done on everybody as well. Meanwhile, because other paths may be blocked off, characters have to either risk it, or stay behind. One option creates POTENTIAL conflict if they are carrying contraband (and smart workarounds) while the other allows characters who'd often slink away to god knows where to remain temporarily, or try and seek out people to help them smuggle something past the checkpoint.
Essentially, it presents an obstacle, instead of forcing roleplay onto others since "Inspection Positions" usually results in CP just roaming around and forcing anyone they find into a room.
Localized Issue Resolvement
Of course, sometimes you can't just do things slowly. If a lot of people need to be searched at once- an inspection shouldn't be called where people have to huddle in somewhere. Instead, handle the issue where it started. Have Civil Protection secure the area, search the people who were involved in the scene, and then release them when the force is done with them. If they need to be questioned, do it there, or perhaps move them into the Nexus for interrogations.
Cool!!!!!!!!!!!!!!!!!!!!!!!!!
Checkpoint Usage
If contraband is expected to be rampant through a scene, or a massive amount of people need to be searched, don't order "Inspection Positions". They suck for reasons I explained above. Instead, enter a period of time with Civil Protection where checkpoints go up (fields are activated) and random searches are done in the checkpoint. This increases the atmosphere by amping up the fear and tension of "What if I get searched?" as well as police presence, while carrying out the same goal. Citizens feel like they are being interacted with personally instead of just part of some obligatory mundane search task being done on everybody as well. Meanwhile, because other paths may be blocked off, characters have to either risk it, or stay behind. One option creates POTENTIAL conflict if they are carrying contraband (and smart workarounds) while the other allows characters who'd often slink away to god knows where to remain temporarily, or try and seek out people to help them smuggle something past the checkpoint.
Essentially, it presents an obstacle, instead of forcing roleplay onto others since "Inspection Positions" usually results in CP just roaming around and forcing anyone they find into a room.
Localized Issue Resolvement
Of course, sometimes you can't just do things slowly. If a lot of people need to be searched at once- an inspection shouldn't be called where people have to huddle in somewhere. Instead, handle the issue where it started. Have Civil Protection secure the area, search the people who were involved in the scene, and then release them when the force is done with them. If they need to be questioned, do it there, or perhaps move them into the Nexus for interrogations.
Cool!!!!!!!!!!!!!!!!!!!!!!!!!
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