GopnikPizzafox
Active member
- Joined
- Jun 25, 2022
- Messages
- 104
As a CP player myself, I have to agree with some of the points made by other players around here, namely the fact that the faction in general tends to be too trigger-happy when it comes to handing out punishments and often tend to go for the stricter punishments as opposed to the less strict ones. Back in District 43, I remember reading in guides about how you should often pick the lesser punishment in a situation where the verdict isn't entirely clear rather than the stricter one precisely because of situations like these where it tends to stifle other people's RP in various ways. Used to be we were more strict about when a 505 verdict would be applied to someone running away from us too compared to now. Also, the fact that there isn't much for us to be doing in the downtime between anything major going on in the city, which motivates CPs to go out and harass citizens randomly due to the way we set up the rules for this map (I was against the idea of enforcing verbal transgression violations for talking outside even before we made the map switch, and the way it's been enforced so far is just confirming my fears for it stifling citizen RP). I do know that the prison camp in the Outlands we're setting up should serve as a way to offer players more alternatives to getting amputated, which is good, because the less reasons we have to PK people over various crimes, the better.
I understand that there are IC reasons for why the faction is meant to be more strict in this district compared to the previous map, and I'm willing to make less of an effort to fraternize with citizens than I would've on the old map for these reasons (even if I preferred being able to interact with civilians in non-hostile ways more often), but I'm personally of the opinion that leaning too hard into the dystopian roleplay aspects just makes it harder for people to do much of anything, which serves to stifle RP in the city not just for the citizens, but for CP players too. On that note, I'm interested in finding ways to make the oppression more of a dynamic thing, with suggestions like what RedHotGinger said about the socio-status being more of an active thing rather than just dipping below yellow once in a blue moon, though I understand changes like these would be hard to implement and would likely require a lot of consultation with staff and the CT to see how it could work, if at all.
Another way that I think the issue of Civil Protection being too punitive could be fixed, is to apply this idea of picking the less punitive options for various transgressions to the way Dispatch works too, since I've noticed a lot of the newer Dispatch players tend to be more strict with how they have functionaries enforce verdicts and also more strict with how they punish functionaries for not doing their jobs, to the point where they sometimes don't even give the CP players a verbal warning to do their job before punishing them with a STC deduction or a 99 charge or other stuff like that.
As for another issue that some people mentioned, namely the issue of the reliance on S2K binds and such, I think that the bigger burden for roleplay should be on Civil Protection players in these situations. That is to say, I think that the CP players should always make an effort to initiate S2RP in the vast majority of situations and only go to S2K if the citizen/rebel players in that situation would prefer doing S2K to S2RP (either stating that they want it in looc or something, or shooting at us first without relying on /me's or something), even in places where citizens would automatically get amputated for tresspassing like in the QZ (though I understand there are IC reasons for why we have to amputate everyone who was caught in the QZ specifically).
Ultimately, I think some of these issues will likely be addressed soon, since, as I mentioned before, I do think that the prison camp in the Outlands will provide a good way for people to avoid amputation even for red+ violations and to be provided with more unique RP opportunities within the prison camp, so long as it's handled well. Given the way it is currently, I think it's on the right track, but we'll wait and see how it plays out still. Aside from that, some of these other issues will likely need to be addressed in different ways, assuming some of them can even be addressed in any meaningful way in the first place ( I leave that to the faction leads to decide with staff and the CT, though).
I understand that there are IC reasons for why the faction is meant to be more strict in this district compared to the previous map, and I'm willing to make less of an effort to fraternize with citizens than I would've on the old map for these reasons (even if I preferred being able to interact with civilians in non-hostile ways more often), but I'm personally of the opinion that leaning too hard into the dystopian roleplay aspects just makes it harder for people to do much of anything, which serves to stifle RP in the city not just for the citizens, but for CP players too. On that note, I'm interested in finding ways to make the oppression more of a dynamic thing, with suggestions like what RedHotGinger said about the socio-status being more of an active thing rather than just dipping below yellow once in a blue moon, though I understand changes like these would be hard to implement and would likely require a lot of consultation with staff and the CT to see how it could work, if at all.
Another way that I think the issue of Civil Protection being too punitive could be fixed, is to apply this idea of picking the less punitive options for various transgressions to the way Dispatch works too, since I've noticed a lot of the newer Dispatch players tend to be more strict with how they have functionaries enforce verdicts and also more strict with how they punish functionaries for not doing their jobs, to the point where they sometimes don't even give the CP players a verbal warning to do their job before punishing them with a STC deduction or a 99 charge or other stuff like that.
As for another issue that some people mentioned, namely the issue of the reliance on S2K binds and such, I think that the bigger burden for roleplay should be on Civil Protection players in these situations. That is to say, I think that the CP players should always make an effort to initiate S2RP in the vast majority of situations and only go to S2K if the citizen/rebel players in that situation would prefer doing S2K to S2RP (either stating that they want it in looc or something, or shooting at us first without relying on /me's or something), even in places where citizens would automatically get amputated for tresspassing like in the QZ (though I understand there are IC reasons for why we have to amputate everyone who was caught in the QZ specifically).
Ultimately, I think some of these issues will likely be addressed soon, since, as I mentioned before, I do think that the prison camp in the Outlands will provide a good way for people to avoid amputation even for red+ violations and to be provided with more unique RP opportunities within the prison camp, so long as it's handled well. Given the way it is currently, I think it's on the right track, but we'll wait and see how it plays out still. Aside from that, some of these other issues will likely need to be addressed in different ways, assuming some of them can even be addressed in any meaningful way in the first place ( I leave that to the faction leads to decide with staff and the CT, though).
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