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And 25 more hiding and/or disguised

Making Sound Changes for (some) sec cams
For outside cameras, let's utilize some current code.

So I think one of the mid-area unspoken issues where we all have to sort of police ourselves when watching security cameras is - is it logical and realistic that our characters would hear everything said by someone they're watching on a camera? maybe for inside cameras. And definitely ones in non-crowded inside, private (non-club) rooms.

But what about cameras out in the streets?

So my proposal is we use the code that's currently implemented for overhearing whispers and murmurs/mumbles, and apply that specifically to feeds from security/ICU cameras placed in CROWDED OUTSIDE rooms within the city's limits (So Red/Gold/Green/Blue).

This way people with cameras in those areas can still see people, and will catch some words. But not all. This allows a bit more dynamic gameplay and for people watching not have to make situational decisions on what they may have heard and for people out in the streets to feel comfortable their conversations in presumably excessively crowded streets packed with thousand of people aren't being heard word-for-word by a camera.

Might also increase usage on surveillance microphones and give them extra value in crowded outside rooms.

These are great ideas.

I have some additional thoughts around technical eavesdropping in noisy public places.

Reality check first. My understanding of the rules about 4 years ago was that characters were expected to install cameras and microphones if they wanted to ICly See and Hear what is happening in a room.

At that time cameras transmitted spoken words. Staff expected players to self police and ignore what their characters Heard through a camera if there was not a corresponding mic.

At some point between then and now staff decided that cameras could do both audio and video. Because of that, mics saw a lot less use.

Based on that understanding, @crashdown's Idea of tying tech surveillance and the mutter code together is awesome. Even as proposed, if implemented without any adjustments, it would be an improvement.

If the underlying code issue that made having cams and mics in the same room has been fixed, finding a way to give them a cumulative effect would be epic.

To put some numbers behind it to make it easier to discuss, let's consider

A cam by itself has a chance to pick up 25% of what is spoken.

A microphone has a chance to pick up 50% of what is spoken.

A cam + mic has a chance to pick up >50% of what is spoken.

On a related tangent, there are systems in the game that allow better perception of mutters. A mic equivalent of that would be super cool. Upgrade per mic, and make individual devices more valuable? Upgrade per hub, removing the hassle of database bloat and managing each device? Balance the risk of loss with price? Device mods cost less than hub mods?

On a parallel train of thought existing game systems could be applied to cameras in a similar manner.