Existing players used to logging in with their character name and moo password must signup for a website account.
- Crooknose 1s
- Fay 9m
- SmokePotion 21s Right or wrong, I'm getting high.
- Yizhi 22s
- Sivartas 1h
- BlackSoul 1m
- Rillem 1m Make it personal.
- hex 6m
- xXShadowSlayerXx 10m
And 19 more hiding and/or disguised
Connect to Sindome @ moo.sindome.org:5555 or just Play Now

Players Trivializing Bombs
Its just a 2 minute cleanup choom!

Having had exstensive experience on both ends of this, being bombed and bombing others. I have seen the same thing over and over again ;

People dont take bombs seriously at all. They dont even make an effort to see it seriously.

Sure, mechnically. The worst thing that happens to you is your clothes get burned. Maybe a very, very slight HP reduction. And then you have to repair some damage which literally takes 30 seconds.

But just because it's mechnically easy to do so, that means people begin treating this unrealistically too. It's still a molotov, or ethicol, or pipe bomb going off. This has consequences, i.e if you run a business or are apart of a corp this is a major attack that demands a very serious response. It's not just something you should scoff and ignore because mechanically the consequences are minimal.

It's frustrating to take the time to roleplay a characters response to what should obviously be a major threat and issue ICLY, only for others characters to just shrug it off and ignore because its so easy to do so.

If you run an event and it gets bombed, people just scoff it off and continue with their day. Nobody cares. People just forget about it and move on with their day.

In my opinion this can be solved by greatly increasing the damage bombs do, as well as making it cost chyen to repair damages. Maybe WCS can be reimbursed for damage costs for this, and maybe it can also be a way for them to embezzle abit of money.

I recently saw a place get bombed and a player just laugh it off and claim all that the bomber did was waste ten minutes of their time cleaning it up. I've started calling it "The sindome shrug". The players don't agree with their events or place of business being bombed so they pay the effort the bare minimal of lip service and then go right back to what they were doing. If they had limbs flying off or traumatic brain injuries or chemical burns or their building had damage that needed professional help I'm sure they would then be forced to address the issue with some more effort.
I can see where you're coming from OP, but when pretty much every other Mix event's getting bombed, it seems a little unrealistic that people who regularly attend these events would still be freaking out about it. You either become a paranoid shut-in or you disassociate hard enough that you "don't really care".

(Edited by Baguette at 6:39 am on 7/11/2026)

I don't believe every mix event gets bombed.

Also, given the right combinations and amount and variety of bombs, you CAN kill someone or force them to acknowledge the effects by damaging things inside of them. It's just not really with the explosives that directly impact health.
It's a balancing act code / harm wise. We make it easy enough to survive and fix the damage because it needs to be easy enough with the right skill and parts to make one of these things icly.

I've never felt we quite got the impact right, but at the same time the levers we can pull (more hp damage, actually destroying things, taking longer to repair things) seem like more of an OOC punishment than an IC one for the players on the receiving end.

Some bombings create a lot of RP and intrigue and some do not.

At the same time, players have the congnitive dissonance of, if this happened in real life I would stop risking life and limb going to big parties, but ICly that is boring so I have to go.

If we made them truly dangerous then people would gather less and the meta would likely move from combat to blowing people up which isn't the direction we want to go.

There does seem to need to be some changes here, both on the player side and the code side.

- characters need to take it seriously when it happens even if their memory for it is short term such that they don't become shutins
- an explosive going off needs to have longer term impacts
- we need to find ways to make these impacts generate rp

One impact could be in a businesses ambient profits. A bombing could reduce those profits for the month. But not a huge amount. Repeated bombing reduces it further. This generates rp for the people doing the bombing and those countering the threat but it also provides another incentive to bomb your enemies business which just further reinforces the loop we already have which isn't working.

Another could be the damage takes longer to repair but we make that more interesting some how (not sure how).

Another could be we increase the HP damage it gives or increase the chance of it killing someone (not sure how I feel about this).

Some of these changes would need to be balanced on the bomb creation side by making parts more expensive, take more time to create, or have a higher likelihood of blowing up while being made and harming or killing the person making them (even IRL bomb makers are missing fingers or hands right?).

I've thought about this for years and don't have any good solutions that don't feel punitive in some regards. I'm open to hearing ideas on other things we might do, change, implement. Maybe that will spark a solution we can try.

(Edited by Slither at 8:41 am on 7/11/2026)

(Edited by Slither at 8:41 am on 7/11/2026)

i think that explosives might do the amount of damage they do currently for game balance reasons, but i do agree that it might be worth upping the time for or requiring more player cooperation to clear away bomb debris or fire damage to turn them into something that can better 'leave a message'. let there be a little period of time the fire damage automatically lasts for before you can clean it up where people can accidentally stumble in and go "oh damn, what happened here"
I see explosives as a support PVP tool. To draw attention, force a reaction, or soften up a target before real combat occurs. If you’re using it to stop events or close down shops that’s not the best utilization of the skill. People treat it like a joke because they don’t want a shrouded average playa just throwing bombs into a club with zero RP involved to ruin everyone’s fun. But if you use it as part of a larger strategy they can be really powerful.
I think it is unfair and incorrect to say that someone throwing a bomb into a crowded room is doing it to ruin everyone's fun with no RP. That is the kind of thinking that leads to players down playing the seriousness of what has happened.

I would challenge you to rethink the viewpoint as it is counter productive.

Instead ask yourself, what was the person trying to accomplish? Some of the time it might indeed be disruption, but even that, is a vehicle for generating rp, as characters can ask the question: why would someone want to disrupt this? Who benefits? Who is harmed? Who has the motivation? What do I want to do about it.
I think people too often negate the RP on the side of the people who are seriously bombing events to shut them down or disrupt them. The RP heavily OOCLY favors the event organizer and people just seem to want a PvP free zone while the event is conducted.

Bombings do create RP if the sindome shrug is not enacted. The system as is could be fine if the victim didn't just shrug it off and laugh, because doing that negates it for both sides and just makes people want every pipe bomb to contain the power of Hydrogen bomb because their valid RP efforts are just finger wagged at as wrong or annoying.
I think the question I have here is how do you WANT people to respond? Do you just want them to go home? I'm not being snarky, real question. We can't even treat burn wounds IC, which forever will be a complaint of mine for many reasons, but something not going to change. So you don't even get medical rp out of it most times. Many people don't even call for medics during mollies because we all know the doctor is just going to say 'looks like you just need to wait it out'.

Mollies/bombings (most kinds) take very little preparation. Shroud up, light thing, throw thing to direction, go e e e e, laugh from your locked pad full of cams.

I'm not saying that's what happened in any recent event (I haven't been around lately), but I have seen this be a common method in the past. I don't think the ideal response is to fold entirely and stop an event that is bringing roleplay to dozens. I have found myself in bombings unsure how to best respond for the sake of RP.

Like Villa, I read bombing an event as just a threat of some larger action that may swoop in? Like - creating opportunity for kidnapping or stealing in the chaos, forcing the event to move or some people to side eye why more sec wasn't hired, making a concurrent event that is similar that doesn't result in disaster to show the people you're better.

You can't just expect to [destroy thing] without giving us something to replace it I guess? You're just frustrating the roleplay for people in a way that is like okay, well I guess I won't go out. Yes, that's on us to not to respond that way, but I think it's just something to consider.

I just don't think bomb event should equal "win", but I do agree we should all work to roleplay around it happening.
"I think the question I have here is how do you WANT people to respond?"

I don't think how me or a bomber wants you to respond is really as important as a response of anything but the sindome shrug. I am not trying to dictate behavior aside from just taking it seriously.

"Mollies/bombings (most kinds) take very little preparation. Shroud up, light thing, throw thing to direction, go e e e e, laugh from your locked pad full of cams."

It's hard to argue against this because it is just not a serious point and another example of the sindome shrug. To generalize everyone who bombs something as just trolling and returning to a hypothetical command bunker is just bad faith.

"I just don't think bomb event should equal "win", but I do agree we should all work to roleplay around it happening."

I am not sure where "Bomb event should equal win" has been mentioned in this discussion. Winning or losing is not what is important. The important thing is people just shrugging it off like it is not a big deal.

Just because you didn't see people planning it out should not undermine coordinated efforts. Event Organizers also learn from these things, some of which you mentioned.

Again, it is not about "I bombed you, kneel and cry out in pain." I also see the value in the bomber making getting bombed meaningful, but to accomplish that the person or persons getting bombed have to also make it meaningful. I would also refrain from pretending that every venue is totally safe for any event every time. Violence can happen anywhere in the game at any time. Using that as an excuse to never leave your apartment is not really a compelling one.
People thinking that any venue is safe isn't an experience I've had. Used to be every time you went to an event, you could guarantee it was going to get firebombed, which I assume is why it became such a "shruggable" thing. Id argue instead of shrugging, people are just not sure how they should rp it because its confusing and frustrating to know how to act.

Firebombing in particular is relatively low cost and low risk and meant to provide widespread instant result, so it has been "balanced" to have minimal effects. It just wouldn't be right for it to produce more severe effects. We're also meant to treat it like what it is. RPing that is a serious challenge.

Codedly, our clothes get holes and we get a little burn on our nakeds that can't be treated. The most rp that results from the coded aftermath is that you need to rehire your already overtapped tailor. OOCly we know that we're supposed to rp this is more severe, but the game isn't able to help coach us through how to do that. That's why I asked how we ought to respond - preferrably there would be an opportunity created elsewhere to shift roleplay effort rather than feeling like we should just fuck off.

I would, ideally, like for burns to carry a chance of infection if you don't bother getting them treated, but I also think its way too easy to bomb to be able inflict so much impact on so many people instantly. Disguise further compounds the problem, which is a whole can of worms too.

There doesn't seem to be many positives for impactful roleplay that come from most bombings and often the bombing itself is treated as the final statement, a thing that people will hope shuts down things in favor of a very few at expense of many. Thats why I think the solution is to use them as distractions instead or ways of introducing something bigger instead of event go boom, now you have to all go home.

I don't know how you could complicate the act of bombing any further to balance making it more severe. Upping the cost of materials isnt it. You cant make throwing take longer because that doesnt make sense. You could potentially have ambpop aggro, but that gets out of hand quick too.
I honestly question why bombs exist if they can't do actual damage and have a real threat of killing someone; it's unthemely, creates this cognitive dissonance and makes the skill essentially a novelty when it should be as legit a combat skill as any other. I'd maybe increase cost in materials, or risk in creation, but they should definitely be buffed up. The choices shouldn't be 'bombs are a joke' and 'no one leaves their pad', it should be the very natural escalation between two forces trying to effect one another.

Got bombs going off at events or your place of biz? Hire security. Leave traces for forensics specialists to track bombers down. Create more accessible tech like long range bomb sniffers or quick disarming kits. We've had robot accessories for this purpose for a while that doesn't work.
I haven't read everything so sorry if this was already suggested (yall type so much!) but I think it would be a good idea to change explosion/fire damage so it requires multiple people in order to completely repair it.

Maybe a bomb blows up a corporate lobby, so their janitor does some repairs, and it's left partially fixed until another person comes along and does some more repairs. Probably like 3 people would be ideal for this I think.

This would make explosions more impactful, and would also give more people things to do to fix it, without making it seem like one janitor is slacking off or something.
Risk in creation in exchange for upping the impact is an interesting idea. Bomb making shouldn't be risk free. I'd totally play (will play right now) an unhinged bomb maker that risked their life/wellness to create a bomb, that's cool and actually creates space for roleplay.

Not sure how to do this with mollies though. Skillchecks are a bit of a bummer since if youre high enough you just pass everything every time. I don't know how to solve this. GDI am I asking for quicktime events? xD Ugh.

(Edited by Papertiger at 8:08 pm on 7/11/2026)

I'm sorry but if I've put hours of my life into preparing an event, you throwing a grenade into it isn't going to take the whole thing off the rails. For those of us who play performers or event promoters, it's a cliche that your event is going to get bombed, usually because some tangental figure like the venue owner has enemies. And while I'm not saying things shouldn't be bombed, I will say that I'm not going to let that rain on my parade for something I put a ton of work into.

Go try to run an event yourself and see how you feel when someone throws a molotov into it.
+1 to this also emphasizing the need for security/defusal hires, too. there are some event venues that are inherently going to be more easily attacked/less secure than others (lack of an initial extra 'entry room', no initial weapons-checks, etc.) and if you notice this about your venue / planned event it's a perfect initiative to hire a meatshield to go grab that grenade and run into the next room with it, etcetera. defusal hires also can give explosives experts a job to do other than blowing your stuff up

i understand that event-bombings /are/ a bit commonplace in withmore, but early on in my time on sindome i attended an event where multiple people died to a high-grade explosive and i'll always remember seeing everyone laughing it off and continuing to party as incredibly jarring.