Powergaming needs to be added back as a rule

Straight cut and simple.
Anyone who frequents the discord often knows of that one picture of the HOP with galoshes, a web vest, a shotgun strapped to their back, etcetera.
This used to be against the rules, because frankly, that’s ridiculous, right?
After the rule overhaul, this was removed. Everyone is free to rush the fun gamer loot. Captain can wear galoshes. Stuff like that.

It’s not fun.
It doesn’t promote good play.
All that runs through the minds of these people is “I must win.” It is incredibly prevalent throughout all LRP servers, even Hopper. I’m seeing this shit on MRP too which is, frankly, disappointing.
If not LRP servers, make it a MRP rule amendment.

I’ll probably add more thoughts here once I’m awake enough…

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hardest “this tbh” in my life

Couldn’t agree more, too add on, there seems to be a lot of other people that want power gaming rules or SOP back

(I think there are atleast one or two more form posts about it, but I cant easily find them)

I could see this being implemented in the form of “You should only seek to utilize equipment available to your job roundstart”, or phrased something similar.

Want HoP/Cap to have Secglasses? Map them in their offices then (or make Command Glasses that are tinted yellow and map that).

Space law and server rules don’t cover magboots, insuls, galoshes and secglasses (and the maps at have them in cap’s office should remove those secglasses) and command/sec mains are abusing that loophole for powergame without consequences.

I think the main reason a blanket “powergaming” ban isn’t in place is that its a very difficult rule to actively enforce (a captain might have insuls so they can powergame, or it might be the tesloose that a skeleton unleashed. A HoP might be wearing galoshes to cheese lube, or it might be because the only janitor cryo’d and they need to clean up said lube.)

Well then the only people who’d gather tools and insuls and stuff would be the traitors/thieves/revs and it’d be too easy for security to notice them.

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Captain already starts with insuls, they do not need them from engi.

I feel like the main thing that would mitigate that problem is having players actually ahelp it. Sure admins are able to find the obvious power gamers (hop takeing the deckard round start, or captain hiding his spare ids on other heads), but they don’t have the full context for the smaller things that players might have.
(This feels like what I said is written weirdly, but I hope my point comes across)

Yeah usually catching a smart power/metagamer once is not enough, you have to ahelp them multiple times (i think around 3-5 times, depends of how much proof the replays give to the admins) for give the admins enough evidence for roleban/ban the player. My honest recommendation with rulebreakers in general is ahelping on sight, even if you are wrong the admins will simply do nothing or inform you at you are wrong and it will end there.

pd: I may add at cap DOESN’T start with insuls and doesn’t need them (most of the time). The only non command item they sometimes get in they office are secglasses (They used to be sunglasses but got swapped when secglasses got added) and these shouldn’t be there.

yes they do.

I stand corrected… and imo they shouldn’t be insulated. Cap doesn’t really need it neither for they “work” or for defending themselves (excluding teslaloose but in that case literally everyone needs insuls).

Yes they should, or Captains would rush insuls.

There are cases more than just hacking doors where insuls are important. Exposed HV grilles would be one, not to mention that the Captain is expected to fill in any department that is currently lacking, of which Engineering is by far the most important if empty.

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BEEEP, false. This works exactly like combat gloves. AND CAPTAIN IS EXPECTED TO DEFEND HIMSELF AGAINST THREAT TO PROTECT DAT DISK.

Additionally, I see way less and less people playing captain when it’s needed. This mentality is just gonna give more pressure towards command role, which of course, they have a standard to uphold, but equally they MUST have a perk as command.

Part of me does wish that it would be added back. It’s pretty annoying to find every door bolted round start that you probably need to enter because of metknowledge.

Apparently Ninja is not metashielded.
As a captain if you know someone who can teleport to your room at any given moment and steal your ID or hack your door to steal your ID, do you:

  • Leave the door unbolted and leave the shutter open, letting them in
  • Bolt doors and close line of sight to your room

See how it’s also an issue? A ninja effortlessly getting AA?

what about early game antags just trying to do a quick in and out though? The frustration usually comes if power is out and no way to unbolt it.

Do you see the issue? Both party have an interest to have it bolt or unbolt. Is command a really disposable role now, where antags is prioritized?

Is command a cannon fodder for other people to have fun? Or should there be something to even both party’s level of playing game? It’s frustration on all side.

Command have to both guard objective and not die and keep the station running.

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I don’t see a path forward with command in this debate either way. They’re always at the disadvantage no matter what you do.

I’ll just jump in and say most of the time Command is carrying the objective on them either way for 75% of the time, so the frustration when the item is not where you expect it to be will be even higher for you. CMO with the Crew monitor will have the monitor on the paramedic, QM is carrying the requi-board, etc etc, especially Captain carrying the spare ID for emergencies to give to other command in a quick manner.