I recently came across this forum thread: Put shuttlebombing under the “Not Allowed Things to Do as Antag” rule.
This post aims to propose a potential solution to the concerns raised in the discussion.
I noticed that Space Station 13 had employer policies that outlined the ethical standards and guidelines agents were supposed to follow while carrying out their objectives. These policies established a sense of structure, even for rogue agents working on behalf of rival corporations.
I believe there’s an in-lore way we could address and punish reckless actions (both canonically and mechanically) that would align with the expectations of the SS14 player base.
For example, rival corporations could enforce their own internal accountability systems. These could take the form of disciplinary measures for agents whose actions are deemed excessively reckless or counterproductive to corporate goals.
Canonically, this might involve corporations “reprimanding” their rogue agents by demoting them, blacklisting them, or even marking them as expendable assets in future missions. Mechanically, we could incorporate systems like:
• Corporate Reputation Tracking: A reputation meter that rises or falls based on how closely agents adhere to their objectives versus causing unnecessary destruction. Reckless agents might face debuffs or restrictions in subsequent rounds. Such restrictions could range up to being temporarily blacklisted. (Jobbans already exist, while it may be possible to permanently and automatically blacklist a player, such severe punishments should be done manually. So, for now, this system should use an expiration system)
• Targeted Bounties: Rival corporations could place bounties on rogue agents whose actions disrupt their interests, creating a dynamic incentive for other players to intervene.
• Resource Penalties: Agents who waste corporate resources (e.g., bombing a shuttle without clear strategic value) could start future missions with fewer tools or support.
This approach keeps the chaos and unpredictability of rogue agents intact while introducing a layer of accountability that feels natural to the game’s lore and mechanics.
A more simple explanation would be the karma system used in barotrauma, but it would apply across subsequent rounds.
Additionally, when an agent is reckless, admins should be notified in the same way that explosions are reported. And corporate penalties should be logged in a similar (but different sense) of automated admin remarks, however only applicable for antag rounds.
For positive reinforcement, corporations could introduce systems to reward agents who perform well and align their actions with corporate objectives. These could include promotions, special titles, exclusive contracts, enhanced gear, corporate support (access to reinforcements), and reputation bonuses.
Additionally, an admin COULD play as a representative of a rival, with access to manually edit reputation and such, for admeme events and such.
Reputation COULD also influence antag rolls positively.
By introducing both consequences for reckless behavior and meaningful rewards for skilled and strategic play, we can create a system that improves the player experience, aligns with the game’s lore, and encourages players to explore new ways of fulfilling their role based on the corporation they work with. As each rival corporation could have their own policies.