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Identity3 #10
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| # Identity3 | ||
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| | Designers | Implemented | GitHub Links | | ||
| |------------------------------------------------------|-------------|--------------| | ||
| | Misandry | :x: Lmao | 2030 | | ||
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| # Existing issue | ||
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| Identity system is old - it has been virtually untouched since [2022](https://github.com/space-wizards/space-station-14/pull/9612) when Kara/mirrorcult and Moony had implemented it. | ||
| The only update since then has been hiding your character’s name if you have no ID and no visible face. | ||
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| However, this never solved the core problem of "everyone knows everyone": for example, hearing "Commander Zeta" over the radio or recognizing "Agent Kilo" by face. | ||
| Not only is this illogical, but it also contradicts a fundamental design principle of roleplay, since everyone knowing everyone else encourages metagaming. | ||
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| This proposed rework aims to fix these issues by simulating how an average person naturally identifies others. | ||
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| # Terminology | ||
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| ID Card - your standard issue ID card with a name on it. | ||
| Descriptor - a description of the character, e.g. old man, young moth woman, etc. | ||
| Voice - heard **clear** speech coming from a mob | ||
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| # Core Tenet | ||
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| **No-one knows anyone anymore**, within reason. | ||
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| Identification revolves around ID cards — what’s on the card is recognized as belonging to the person wearing it. | ||
| If you hear someone with a visible ID reading "Rango Chains," you **might** recognize their voice later. | ||
| If you see someone with a clear face and the same ID, you **might** visually recognize them afterward. | ||
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| You don’t always notice every small detail in the moment, so you aren’t guaranteed to remember someone’s information perfectly. | ||
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| # Basic Setup | ||
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| **Examining people defaults to a descriptor** | ||
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| Player characters start with knowledge of their department’s coworkers and any relevant members, for example: | ||
| * Engineers know other engineers and the Chief Engineer. Security officers know other security officers. | ||
| * The Chief Engineer knows both other engineers **and** Command staff. | ||
| * Scientists **do not** know anyone from Cargo or Medical, as they belong to different departments. | ||
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| There are some special cases: | ||
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Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Some more thoughts:
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Only BSO/Cap, the rp lion does not concern itself with the opinion of the crew.
Essential for performing job duties unless someone finally pivots BSO to just being NTR's stand.
Outside of obvious Bartender-Chef, Chef-Botanist, Mime-Clown I don't really see anything else here.
Borgs should know everyone crew, and ignore memory-related systems. They should function as it is currently with Identity2.
Them not being anonymous already is questionable |
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| * The Captain knows other Command staff, but not members of other departments. | ||
| * The Head of Personnel knows **everyone’s** identity at the start of the round. | ||
| * Atmospheric technicians know every engineer, but engineers don’t know atmospheric technicians — to reinforce the atmos elitism. | ||
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Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Could be chance based to know people above you that are not your head of staff.
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I'm assuming this means "people already high in the hierarchy have a higher chance to recognize people above them", in which case yeah, I agree. |
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| * Passengers don’t know **anyone**, and no one knows passengers. | ||
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Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. If you wanted to give them a bone (probably not) you can have them know other tiders with an RNG chance. That's especially since they're assistants, not passengers.
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. One gimmick they can have is recognizing completely random people, round-wide. So they may out of nowhere, for no reason, recognize nuclear operatives or some other bullshit |
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| * Security Cadets don’t recognize Command characters; Security Officers do. | ||
| * ~~Virologists don’t know anyone~~ | ||
| * Latejoins, while announced, are not immediately recognized by anyone. | ||
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Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Few minutes of grace period for "roundstart latejoins". It might not matter much for say, med where everyone is constantly in medbay together, but it would be pretty painful for like sec. |
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| # The Woven Web of Relations | ||
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| **The ID card is now an item slot on the jumpsuit.** | ||
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| As established earlier, to remember someone’s identity you need a reference (face and/or voice) plus identifying information — their name. | ||
| Every overheard or observed interaction involving a visible ID card with information gives a chance to remember that person. | ||
| Being physically closer increases that chance, and it’s higher if you see their face rather than just hearing their voice. | ||
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| If someone is not recognized, their name is read from their ID card. If you hear their voice, the name from the ID card is used if it has been seen or remembered; otherwise, a descriptor (e.g. young woman, old moth) is used. | ||
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Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Oh yeah this will kill usability of common chat
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Maybe unless you can use your character name in your message over radio to let others know who you are (higher values with comm console)
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This probably goes back to color coding. We can probably use dimmed random colors to differentiate unknown speakers. Common being semi-anonymous is the point since I am moderlling after a typical polish CB radio near wroclaw I was listening to. |
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| If someone has no ID card and neither their face nor voice is recognized, only a descriptor is given. | ||
| Someone without identification cannot be remembered by any means, so they are never associated or recognized mechanically. | ||
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| An ID card **cannot be read** if it's in the PDA slot. | ||
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| # Implications, Complications | ||
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| **Identity blocking masks will NOT always be a requirement to have your identity obscured.** | ||
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| The metagame shifts from "pressing your examine keybind and screaming their name on comms" to remembering how the adversary looked 80% of the time. If you didn't know their name as they were beating you - you at least should remember how they looked. | ||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Examine prints out the output in chat rn. Needs to be changed for it to work at all. |
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| Syndicate communication and other clandestine channels can be used more freely with lesser risk of being recognized by any eavesdroppers. | ||
| **Voice mask is largely nerfed**, you should be able to mimic voice only of people *you* know. To conceal yourself a voice modulator mask from /tg/ can be of better use, which will force a descriptor no matter what. | ||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. It already exists and is in fact craftable for basically free, it's a gas mask, voice trigger (printable roundstart at autolathe) and 5 lv iirc |
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| Kill and protect objectives immediately provide all required information about their target. | ||
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| Should there be a conflict between what you see and what you know - its stated as such, for example: | ||
| * A character you recognize as "Major Duhk", but carrying an ID of "Urist McHands" - Major Duhk (as Urist McHands) | ||
| * A character you don't recognize, see carrying an ID of "Urist McScales", but don't recognize them as "Urist McScales" - Unknown (as Urist McScales) | ||
| * A character you don't recognize by voice, but recognize by face as "Jack Pierson" - Jack Pierson. | ||
| * * Also, higher chance to recognize their identity by their face in addition to voice. | ||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. How would this stuff work with changelings? They technically (should) change everything about themselves, despite whatever the supercode might be doing rn.
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Same way identity works right now
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Station records console needs to be updated with visual data, or at least needs to refer to it somehow. Or should it? Not sure. Letting sec print out posters with likeness of someone and their name sounds neat, same with "do you know this person?" shows picture
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Yeah, we have data for "default" appearances so we can pull a "wanted" poster thing. |
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| * * Works the other way too. | ||
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| # Social memory | ||
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| **One person can only remember so many faces in a short timespan** | ||
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| Did you ever remember everyone in a group from just one 5-minute session of who's who? | ||
| Neither did anyone, really. | ||
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| Depending on their job or role, characters have a limited number of additional identities they can remember. | ||
| An engineer may have the capacity to remember, for example, 10 other characters outside his default known co-workers. | ||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I'd say that this should scale with server/map size, and also things like passive forgetting rate and how much you need to perma know someone should also depend on job.
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. There is no timer to passively forgetting people, instead any old remembered identities are forgotten when new ones are added to the stack. |
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| This works in a stack-type system - "Social memory", where any new or **refreshed** identity is put at the top of the stack, the last item of the stack is removed if the amount of relationships exceeds the limit. | ||
| This allows for people being interacted the most to be continuously remembered, while those remembered in a one-off interaction are quickly forgotten. | ||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This would need a lot of tweaking, especially since station size plays a huge role here. A round on Marathon on Sigma will end up with you constantly cycling through the entire memory stack, and it could be potentially impossible to know one person permanently. Meanwhile a round on saltern on alpha might see you learning everyone's ID within 15 minutes.
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. You don't really need to remember more than 30 people to my knowledge. |
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| An identity is refreshed and moved to the top of the stack whenever you interact with a recognized individual. | ||
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| An identity can be "permanently" remembered if an excessive amount of interactions is done - in which case it's added to the "default" list and stops participating in the social memory stack. | ||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Is this stored in the database? Or is it just permanent in-round? If its the former, also seems like a good way to single out metafrienders with receipts over time.
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This is the latter. Permanent means it cannot be forgotten during the round.
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Is this a passive knowledge btw, or can you go back and recall the appearance of someone when asked about it? Maybe talk about them to someone else to let them know a bit about that person? Also how does it work with fake identities?
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more.
Id3 should store immediate short-term knowledge. Forcing the player to scroll the chatlog simulates thinking about it so it somewhat becomes rp.
See conflicts part. Fake identities might be taken for real ones ICly, maybe even permanently. |
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I'm assuming that this puts it as a more MRP mechanic, that can possibly be put in LRP. It should work pretty well in MRP so I'll skew LRP in review.