Handheld radios operate as a separate, more physical communication channel for players to use with certain quirks and mechanics that provide a chance for interesting interactions. However, in their current state all communication that uses a handheld radio gets lumped into a single channel, making it difficult to filter out people you don’t want to communicate with. (This issue has presented itself when I have tried to use radios to communicate as a member of salvage)
Goals:
- Allow players to separate their handheld radio comms into separate frequencies
- Expand on the more ‘physical’ limitations and capabilities of handheld radios
- Provide security with the means to deal with unauthorized/antagonist comms
- Create interesting emergent gameplay for roleplay
Changes:
- New Radio Controls:
- Frequency Selection: in order to use a radio, a frequency must be selected. Radios will only transmit and receive between similar frequencies with a small bleedover range (this is more realistic to how radios function irl, bleed could be simulated via the usual whisper obfuscation)
- Volume Selection: changing a radio’s volume increases/decreases the range it can be heard from, allowing multiple people to listen in from a single device (this would switch from whisper to normal talking volume)
- Speaker/Microphone Toggles: toggling the speaker or mic allows players to make a radio dedicated to only sending or receiving communications (this creates opportunities for players to listen in without sending their own voice, or to create ‘bugs’ that quietly transmit any conversations they pick up. this could be done with buttons or with a specific wirecutting mechanic) - New Radio Limitations:
- Range: radios now only are able to communicate within a certain meter range and only between radios on the same map (previously radios were able to communicate over any range and even to salvagers on an expedition. this introduces more downsides that players will have to consider and work around when using handheld radios) - New Items:
- Frequency Scanner: a detective item that allows players to listen in to or communicate on radio frequencies at a larger distance than regular radios (this could utilize a spectrogram-like menu, where communications create a ‘spike’ in activity at the frequency they are on. I also just enjoy the noir style aesthetic of a detective using a police scanner)
- Tape Recorder: a detective/reporter item that when turned on allows players to record and play back any conversations that it picks up (this would create a text log for however long it is active for, separated out by times. could be used as a ‘wiretap’ of sorts when placed next to a radio: giving a detective a passive means of gathering information or simply allowing them to share private conversations with other players after they occurred)
- Syndicate Bug: a cheap but niche uplink item that records and transmits any conversation it picks up to an operative once placed (this would serve as a much more discrete alternative to placing a full handheld radio in a room and would need to be actively searched for to detect)