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Revisit SCF for alternative sentences.
From townhall.

"Fengshui says loudly, "Funishments are usually only fun if there are other players or NPCs to interact with. Banishment can be great fun but essentially requires a dedicated GM."

Fengshui says loudly, "That's why we have to be very careful about how we dole out the more interesting punishments. Because they can be very intensive from a GM perspective."

Johnny asks loudly, "maybe we do something where the Judges are trained to send them to prison anytime they bust more than one person?"

Mono says loudly, "Also, we GMs usually use clone death as a punishment only as a last resort, and even then we don't generally steal bodies, so people can try to revive or corpse clone."

Johnny says loudly, "we can always put a suicide booth in the prison to give folks a way out too."

Fengshui says loudly, "Prison sounds boring, unless there are a bunch of people in there."

Fengshui asks loudly, "The majority of interactions would have to be with NPCs, and what do you do when there isn't a GM around?"

Fengshui says loudly, "And you run out of private SIC credit""

The speaking queue is closed and I know at least svetlana and myself wanted to add thoughts.

You could circumvent some of this by creating a linked up security camera system between the Hall and the prison so Hall employees can watch and an intercom system can address prisoners.

You could allow TERRA more free access with checkpoints to part of SCF to interact with prisoners (opening up lots of plot ideas)

You could open up SCF prison guards again.

You could merge TERRA and SCF into a joint operation with different career paths.

You could allow non-contraband goods be slipped into prison and delivered to a central room or rented as day long locker to a person who could pick up a wallet, drawing from the horrific ideas of real life prison capitalism and preying on people in poverty. Allowing characters to buy overpriced sic credit or progia credit. Maybe a way to work in the old progia-3 models, self-destruct after a day or a minute limit.

These are just starter ideas without revealing too much IC information.

Love these ideas. In all honesty, many people spend a lot of time RPing over sic from their apartments anyways. In terms of player enjoyment, spending a few days in the SCF (maybe no longer than a week?) with access to SIC, similarly to WJF lockup, sounds like lots of fun and not too different from most people's current RP setup. It would also give TERRA characters more things to do, more power to throw around. All the aspects of captivity that corpsec-mixer play sometimes entails, i.e. interrogations, mistreatment, inimidation, could be done by regular TERRA characters with an easier 'in' to this sort of intrigue.
I didn't get to post this during the Town Hall itself due to time but yes, PLEASE.

Each time the concept of imprisonment comes up it's brushed aside as being too boring and therefore not a viable punishment, but I think that is entirely up to the player to decide. I can think of several ways in which I would find this kind of consequence enjoyable, immersive and have long-lasting effects on my character. And I say this entirely without expecting anyone to puppet guards or otherwise pander to me during the course of my stay, at least from a glance there seems to be a means for your chums to come and visit you while you're in the clink so it isn't as though you'd have no interaction with the outside world.

I absolutely love your ideas crashdown and agree 100%, there's so much to work with here and I think it could overall create a much more engaging crime and punishment system. Ultimately I think giving players the option to CHOOSE this or the alternative is key.

I honestly believe that clone death should not be a punishment in of itself. It should be a choice to the character, like 'two years community service or clone death' 'constant reports to WJF or clone death' '100k or clone death'

Options should be given, and if you REALLY want to give someone clone death just place an option that clone death seems preferable. And those of us that like the funishment RP can engage with it.

I think additionally, vatting someone as a form of wiping IC memory from an interview etc. Can the WJF not have some tech that does that? Like a memory scrambler, maybe it is even worse than vatting out when it comes to dealing with having an hour of your memories utterly scrambled.

This certainly seems like a great idea and would open up a lot of avenues to follow through. Incarceration for a small period of time for smaller crimes would give TERRA something more to do and increase their interaction with several other elements. It would also promote a whole new environment.

I believe some main points would be: Access to SIC and maybe a factory-like mundane activity that grants the character a tiny amount of chyen or something. Give gang members some NPCs on the inside that provide them with a little bit of extra, because it makes sense to have someone on the inside at that point.

A lot of people stay locked up as is inside of their apartments, why not let them experience the inside of a cell or common room? Let the WJF overlook from their cushy little booster seats in the Hall and bang, fun for all sides.

Plus, if you're given the option between a 5k fine and two days in a prison, wouldn't you rather take the latter considering 5k is more than you make in a week at your job, chummer?

@fopsy I love the memory scrambler idea! Basically like the neurolyzer from MiB. Alternatively, some kid of drug that erases memory would be equally as useful and interesting for roleplay.
I like this memory scrambler idea. Maybe it could just work for one- or two-hour periods. I wonder if you could pick and choose what memories it erases. If you kidnap someone and threaten them, but you don't want them to remember that you were involved...
Memory erasure was used and it was horrible and caused huge drama and alienated a lot of players. I'm frankly baffled to read players opposing punishments that can be bounced back from in 30 minutes in favor of ones that could impact their characters for days or weeks or years afterwards.
We're talking memory erasure of one-hour periods of time, not a person's entire life.
I personally wouldn't even open that door a little bit, the spectre of whiteout looms large.

Dying is not really a big deal, so I don't see the issue with it to begin with, but I know from experience that kidnapping and captivity and messing with player identities as punishment has created untold amounts of drama and hurt feelings so I wouldn't really view any of those as more humane alternatives. Dying is... easy, it's quick and it's done and you're back to the game in no time with something like a fresh start.

I would never encourage messing with character identities as a punishment, this is in fact what I am wanting the game to move away from. I see your point, 0x1mm, maybe it's best we don't open this pandora's box.
The big deal is that dying is boring, can be costly, and involves very little roleplay in and of itself. I've never understood the concept of 'getting back to the game' as a supportive point for clone death. How is losing time a different way working against getting back to the game? More importantly, how is it worse than losing whatever may have been inside your previous sleeve that you now have to spend x amount of time reacquiring instead of roleplaying or doing something that's actually fun?
@0x1mm

As I said it should be a choice. Those players that want to interact with punishments that want to affect their characters meaningfully for days, weeks, months can have that option and those that don't can go for clone death.

There are clearly players that want that long term challenge for their character to overcome and RP now. The idea of a memory scramble is to move away from being vatted out after interigation as a default 'clean up the mess'. The result is the same, from the interigators view "They won't remember the interview" but the player who was interigated has the option to die or to be mind screwed for the duration of the interview and take that RP in a direction they might like.

It is opening up RP rather than shutting it down, and granting OOC autonomy to it.

Having been vatted A LOT I really really would adore an alternative.

1) If you have to start earning back everything you lost from scratch, you were carrying too much hardware to begin with and dying is a teaching moment.

2) Being killed and dying takes about 30 minutes of a player's time. Do you know they have the two hours or two days to play audience to your elaborate bespoke punishment? Are you entertaining them or yourself? Are they quietly praying for the sweet release of death so this conversation is finally over?

Killing someone is the most respectful serious consequence a player can experience. It's clean and tidy and meaningful, it's cool and unemotional and not hateful, nor even final. It's so often the roleplay which really upsets players, the dying is just where they lose their gear so it becomes the moment of hate.

Prison is an interesting idea conceptually but if you look at the limitations around kidnapping and imprisonment you may have some inkling as to the huge problems and sheer quantity of bad feelings that have arisen from it. It's tricky for me to imagine confining a character and it not being an exercise in entertaining them rather than punishing them.

@0x1mm

I cannot disagree with you more. But I think we will have to agree to disagree on this one.

I don't know where you're getting the idea that this would be something that takes hours or days. Scramble memory/administer forget-y drug, usher them along. Done.

Clone death is not meaningful, or at the very least that is an incredibly subjective opinion and not shared between every player.

As Fopsy has already reiterated, having some agency to choose is an important disclaimer for these ideas.

This could also encourage the use of that E-note cyberware. Take notes during your interrogation and smuggle it out even after your memory is erased.
The concept of very elaborate bespoke punishments to me feel like players asking someone else to reward them out of obligation, while being kind of judgey about what they may have had time for or what was actually a reasonable response. In many cases when a player dies it was because they lost, it might be reasonable to have it be a silver-lined loss like a victory coded as defeat but equally it might not be.

This is sort of what I mean when I said players shouldn't be feel conditioned to see death as a taboo and something negative to happen to them, because it's not. People don't die nearly enough, or kill nearly enough.

Players should not be expecting a gentle and cushioned outcome as a rule, nor should they be demanding of it, or be demanding of how they get talked to afterwards, or whether their gear is returned to them and all the other things so many call for... someone might do that, and they might offer a really cool custom roleplaying experience in lieu of a simpler and easier response, but that is a commendable extra and shouldn't feel expected or something players are entitled to.

Where has anyone been asking for elaborate or bespoke punishments? My take on this has been the suggestion of implementing more existing and established OPTIONS for players to CHOOSE from, not have them decide their own custom tailored consequence.

This is also about SCF and the kind of punishments that get doled out by PCs in law-enforcing positions who usually have the time and ability to offer different outcomes because they aren't under threat of having their mark run or being dogpiled by the person's backup. I don't want to come across as combative here but I'm having a very difficult time understanding your perspective on this and the adamance that having some options is worse than keeping death as the default go-to. If you prefer your character to die then that is your choice.

I've always found the struggle with SCF is actually populating it with enough players for it to be interesting, and not detract from the IC game-world. If the outcome of a major crime put 7-10 players in SCF for two weeks, I think it would be a fun little cluster of RP but it certainly has ramifications elsewhere.

I'm interested in hearing more about how people think imprisonment should function.

Imprisoning a character requires them to be roleplayed with every hour, and it cannot extend past 24 hours with GM monitoring. Like believe me when I say imprisonment didn't get brushed aside as boring without that, those rules weren't always there.

Unless there is a major overhaul in the kidnapping and imprisonment rules, you're basically asking for a GM or player to babysit your character for hours, days, or weeks.

Like you can probably OOCly volunteer for longer term imprisonment as a vacation or break because there are sometimes punishments that suit a player's own needs, but regular reintroduction of prison seems like a lot of time and effort for a small audience.

I'm imagining it being possible to visit your chums in jail. To have people run pizzas to you in jail. TERRA characters or even SCF guard PCs getting something of substance to do. Even TERRA characters having the ability to detain people in jail arbitrarily just because fuck you, that's all.

How many people actually leave their apartments during a typical RP day if they have sicnal? I don't get why you're being all preachy here. I think prison would be perfect for the theme. Maybe there can be plea deals or compromises one can make in order to get out a day or two earlier.

I agree 100%, 0x1mm. I think it would have to be a slow burn of a few distinct caveats.

* Some insane, and capable oldbie needs to sit in SCF for like a 3-6 months turn. They need to be provided the same sort of resources as a syndicate member, and transform SCF into their base of operation.

* SCF needs to hire-on employees who would be the grey area of enablers and watchers.

* SCF needs a rotation of regular players serving out sentences to create a sphere of interaction.

And even with all that, I'm really not sure it would work.

Yeah I think it goes without saying that this is being proposed as separate from the kidnapping rules and anyone opting into it would do so with realistic expectations. There have also been several ideas proposed that would mitigate the worry of a lack of interaction between the imprisoned character and the rest of the world.

Completely agree with Svetlana that this is virtually no different from apartment RP, would NOT require GM babysitting, has plenty of potential for interaction, and most importantly can be a fun story/character experience for later.

Reefer knows how to stealth sell me on ideas.
In terms of function, I believe the best way would be to have short time spans, the kind where a person can weigh in on "is it better to pay X amount of money, really?"

It should not be a location you are going to be with a lot of people, but instead sort of a place where you go on a short cooldown for your little criminal self. You've got SIC, maybe some other activity and some NPCs, beyond TERRA and maybe the Hall to interact with.

In my opinion, it would segregate the community too much to do sentences that are too long. Instead, it's a small space you can access, maybe even with special smuggling routes or anything like that. Taking a player from the rota of characters to rub shoulders with for a few days isn't exactly bad, doing so for a few weeks + is.

I think it could work this way:

>You fucked up somehow, congratulations.

>You got a fine.

>Now you get a choice: Show up for voluntary detention or wait for it to expire and end up tagged for capture.

>If the capture part fails, you're now going down the usual route of fucking up to pay a fine.

This way, we're expanding the line of regular punishments available and possibly creating a location that will be visited by criminal-types.

This would require an exception to the imprisonment / kidnapping rules, but it's ultimately an option someone *could* pick.

But isn't this just what TiDi is now, except you would have to literally idle your sentence away at your screen? Won't people just stop playing until their sentence is done? It seems counter-productive to keeping people engaged and actually playing.

Like there is nothing to do in SCF. It's ninety percent locked doors and half of it doesn't get signal. I struggle to see the appeal except for the scenario Reefer outline.

Again, it'd be a choice. If people want to, then one can conclude that they understand the circumstances and to them it would be fun in some capacity.

I'm capable of making my own fun if what's going on around me is immersive, and that kind of experience is a hundred times moreso to me than clone death. People log on and idle in their apartments often enough that your point seems pretty moot, the difference is getting to hang out someplace with a story and experience attached to talk about later.

0x1mm It is not like that. The point of this is to not be like that. This idea is only two or three days of your character's time. It does not erase your character's identity. Just because you don't think the idea sounds fun doesn't mean you have to campaign against it to such an extent.
Well I am sure you can get locked up voluntarily with special arrangements, it certainly has happened before but I really doubt it would operate as a habitual thing. If there was more than three players who enjoyed being locked up I would be shocked, given the bloody murder that players so often scream when they're imprisoned now.

Characters already can get TiDi, already be banished, all of which are vastly more engaging and active than anything in SCF would be, and players showed very little enthusiasm for those options in practice. I just find the desire for actual, literal isolated imprisonment actively experienced by a player as being kind of strange.

@0x1mm

You have 3 players in this thread who are expressing an interest in that RP. I am not sure I think it is fair to dictate anyone RP within the realms of the community guidelines as 'kind of strange'.

And you say TiDi, banishment and so on. But there has been I think on character in the last year who has received such a thing. (happy to be corrected)

Maybe we want a consequence that is not a completely nuclear option, 0x1mm. Maybe we want to RP being in a prison for a few days and use SIC as our main means of communication. Just like many people do who stay in their apartments. I genuinely do not understand why you are so fervently against even trying this idea.
It's not a question of trying. They're not untested ideas, characters have been locked up, have had memories erased in various ways. I felt like these all led to pretty poor outcomes sometimes, and that the current punishments are actually pretty excellent in promoting theme and teaching about the game world without really impacting players negatively

Fines have the advantage of teaching players that chyen is everything, there is no amorality there is only expenses, and when you have money you can do anything.

Corporate servitude teaches that the corporates own everyone, and everything, your value is how much you can contribute to them, the only true crime is not being productive.

Executions teach that death is not the nuclear option, that death is Tuesday. They normalize the brutal uncaring setting that doesn't value life because life is just a fee at Sense/Net.

I feel about imprisonment more or less how I feel about banishment, it can make sense realistically but in practice it tends to be a big headache for everyone involved. This is not to say there isn't a way to make it work in a way that creates even better outcomes than what is available now, but I pretty strongly disagree with the underlying idea that imprisonment would be a better alternative to the punishments characters face now.

I'm going to take my admin hat off and speak as a player here for a bit.

I've been imprisoned, with SIC, in the WJF, for two weeks, on multiple occasions. I managed to make it fun, and the GMs threw me some RP. But I was itching to get out after the first day. It was boring most of the time, and with limited SIC creds, it was tough to have meaningful RP. If I was on a bunch of SIC encrypts and I could have interacted with people more that way, maybe it would have been better, but there is no guarantee that a player would be in that position and no way to generate an encrypt and get it out to someone while inside.

I've also been banished, multiple times. This was at a time when there wasn't as much out in the badlands, but I was out there with two other players and we were there for several months. Why so long? Because if you can get back into the city 3 days later, it's not actually a punishment. It's a joke. So you really gotta be out there a while. Why? Because if you're getting banished you're a pretty big criminal and probably weren't easy to catch. A lot of work went into it and that means if you just get back in right away the people who spent a lot of time catching you have their victory minimized because you're right back to it a few days later.

Why would you want to get back in so fast? Because RPing in a small group is boring after a day or two. You have no goals, nothing to go after, except getting back in. And that requires GM support in almost all cases. And the GMs can't the sole providers of fun for a small set of players with such a large game to GM for.

I've also been kidnapped and held for multiple days at a time. It was fun for a bit, but eventually I wanted to be back out in the IC world interacting with people -on my terms-. And not getting RP only when my schedule lined up with whoever had captured me.

So, how does this translate to prison? Let me put my GM hat back on. On the surface I like what is being proposed, and I'm happy to hear there are people who would be interested in doing some of this type of RP, and rolling with the punches and letting it impact their character in an interesting way.

However, I strongly feel, based on my own experiences, and the numerous times I've seen this kind of solo / constrained RP play out on both sides (player and GM) that people would very, very, rapidly tire of it.

So, I could be wrong, sure, why not try it? Well, I'm not convinced because there is a LOT of effort that would need to go into setting up and then maintaining SCF as a place to send people.

- builders would need to remake the place to support it

- jobs would need to be created to support the rp

- players would need to opt in to working there

- players would need to be trained on how to make the job fun for people in prison

- Judges would need training on when and how to send people there

- The entire place would need code support for allowing people to be dumped in, their sentence entered, and then being able to automatically leave when done

- The ability to interact with people would need to be built in via some kind of visiting center / see through glass

- NPCs would need to be created for prisoners (descs, histories, personalities)

- Some way of generating chyen, like the 'work' command at SHI/PRI, possibly related to reducing time off your sentence.

- Interesting RP opportunities would need to be created and some automated for people to interact with inside

- A way to pay your SIC would probably need to be added

And all that is before anyone actually enters. And then when they do, what I suspect will happen, is people will walk around a bit, interact as much as they can, not have anyone to RP with, and disconnect until their sentence is up.

Why do I think that? Because we saw people doing that when we had drug withdrawals that inflicted a medium amount of forced RP on players such as telling people they were jonesing for a fix, or pissing in a corner because they were so messed up on withdrawals, or begging people for drugs. People preferred to just... wait it out.

And that isn't good for RP. The people who are getting caught for crimes and judged, are in that position because they've created RP. The last thing I want us doing is taking the people creating RP and removing them from the general populace. That doesn't just impact the player, it impacts all players, because there is one less person creating RP.

That's why something like prison doesn't work at a small scale in a game like this. Being in prison would have to be a game unto itself and we are not a large enough player base or staff to support something like that.

And automating the process too much takes all the fun out of it. It becomes a thing you have to just grind through by typing 'work' until you work off your fine-- because that's kinda how we'd have to do it to ensure people didn't just idle in their cells or not login for 2 days while their character served their term.

I'm open to hearing more ideas, but right now, this sounds like 100+ hours of work for multiple admin to just set up-- and I'm not convinced anyone will enjoy engaging with it more than a single time ever (just to have had the experience).

Thank you so much for the well thought out answer, Slither. When you put it like that, it makes a lot of sense, and I really appreciate you giving this idea some thought and ultimately keeping the health of the game and its players in mind.
An interesting outcome to Slither and another players banishment for such an extended time was that I as a brand new player had zero awareness of this. So, after months of playing and hearing whispers of these banished people - they returned!

Thematically, it felt really cool. Gameplay experience-wise seems like it was not so much.

While I understand most of the other points and Banishment once working this way, truthfully Banished people these days now return to the city within a day if not hours if they decide. And more often than not it's treated like a joke.

Which is why I think it's important to explore alternative punishments which have consequences and that players will take seriously.

I get the fears about coded additions and people growing tired of being imprisoned in SCF very quickly, those are all quite possible. But on the matter of training - modern WJF is trained enough on imprisonment and punishment to both know when to send people to SCF and for how long, how to maintain interaction with those WJF people who are trained could in turn train TERRA (or a merged TERRA-SCF type of operation).

Not enough to alleviate the entire sum of concerns and see the changes implemented, but maybe a bit to feel less worried about some of the ones listed.

I think step one if we were to do this is to overhaul SCF. It's really difficult to understand the layout of the place. I avoid it because it's confusing. As a coder I had trouble figuring out how to even get inside ICly with a PC. It needs to be rebuilt similar to CGH, where it makes sense to walk around it. It was originally a very in-depth build, and that's cool, but it is also confusing. So we need to streamline it and make it easier to access / get around. That needs to happen either way, and when it's done it may be easier to imagine a world where we send players there.
I'd like to see it redesigned as well. It's a very intricate and complex place, unique and fun to explore. But it's also time-intensive and confusing. It's built for a larger purpose and more people being housed there, I think.

I'd also like to see it utilized more as a Red sector base for implementation/carryouts of higher end sentences. There is currently one which nearly always (though not all the time) done in SCF. But moving multiples of those there of the higher end could open up more opportunities for Red sector intervention and sabotage attempts. But that works better if there's an ovehaul of the area and going back to hiring SCF people/biringing TERRA into the fold of the prison more.

I can't speak for the building part but I do think I can say with the playerbase we have now, it may be tough to find players who are willing to support this in the Mix. It would be a job requiring a lot of activity and presence as you'd be pretty much solely responsible for the fun of those locked up.

Are there enough players interested in doing this Mix side? Another thing to consider is that if SCF is overhauled to be something more, like Reefer said, it might require higher UE PCs to manage the risk/threat factor. I do not think TERRA (which is usually for lower end characters) will be able to handle every, nor SCF guards. There'll be oversight required for sure akin to syndicates.

Not to bang the same drum I always am, again, but this type of overhaul and change of direction would mean dedicating even more of the player base to the Crime and Punishment side of things, with a particular emphasis on the punishment. A lot of game and player resources already goes into this. Could we not try to have more real crime to begin with before thinking of all the ways we can shut it down?

Major factions that I would consider vital to the existence of the game are left mostly empty, and something new like this feels like it would involve player participation on the scale of WCS. Unless the game attracts more people, those future megaprison staffers are coming from somewhere else and it would seem like anathema to the Mix to have even more of it dedicated to the administration and enforcement of law and order.

Appreciate your input, Slither! The concerns are valid and this does warrant more discussion for long-term viability, I just think there's a lot of untapped potential with something like this.

To 0x1mm's most recent point; this idea and the one regarding memory wiping after interrogation came about from a desire to bring back interesting consequences, to provide more incentive for people to take risks and do those crimes. The two kind of go hand in hand. If you know the punishment will be unsatisfying, on top of taking the L and losing your stuff, why would you bother? Isn't there more roleplay to be had for all parties involved if alternatives are used instead? That's been my standpoint on all this and why I feel like it's important to explore these options.

Well I think even just necessarily structuring the conceptual concept of crime around what your punishment is inevitably going to be, points to an illness in the cultural and functional basis of the game world. This is not how it should be. Cyberpunk is not about the bad guys getting caught by the cops and how long they spent in prison, or how bad or good or memorable their punishments were for getting caught by the police. That this has become such a major focus of player time and investment is entirely down to a shift in what players and staff are doing, and what roles they are taking, but has in my opinion been wrong for the game and strangled and sanitized conflict in the Mix, as well as topside.

To throw out some rough numbers to illustrate my concerns:

In 2018-2019, at what I would consider the highest point for the Mix since I've played, the Syndicates alone between members and primary associates had 11 or 12 veteran players active in them. Plus about eight junior criminal allies, plus six active gangers.

Then in 2022 at their lowest there was 4-5 players total between all the street gangs and Syndicates combined, while there was about 17 active players between police and security roles in comparison.

The IC and OOC is going to be shaped by the roles people play, I really think having even more based around legal enforcement and stopping the bad guys is the wrong way to go and will move us further from the central themes of cyberpunk. The idea that so much thought would be put into what happens when people are regularly and inevitably caught by the police, would have been laughable five years ago. Criminality was the rule, and it ruled over the outcomes that players had. Breaking the rules of criminality then would involve being dragged into a basement and being hacked apart by axes, not being awkwardly conversed with by your 4000c a week prison guard.

So there's absolutely nothing wrong with more creative or elaborate or interesting punishments where player efforts and time allow for it, but there is in my opinion a lot wrong with building more of the game around law enforcement administration of it.

Speaking purely for myself, part of the fun of playing a criminal or someone committing crimes is the prospect of the chase and even the consequences if they come. The concept of memorable fates as a result of one's actions may not be in line with what you or others consider the cyberpunk theme, and that is a fair point, but this is a roleplay game where fun and immersion are the priorities. Given the input of a few players in this thread, we can at least conclude that a portion of the community find the current routine of clone death a bland experience at best. I don't think this is about stopping the bad guys either, only expanding on what to do with them after. Community service was a huge step forward, for example.

I understand where you're coming from about spreading people too thin, and maybe the ideas for SCF are too big a leap to take for the game in its current state, but I don't understand the resistance against Fopsy's idea about memory wipes in lieu of murder and at least exploring other options. Ultimately, one way or another, the goal is to encourage more crime. Hot take; making TERRA agents a more influential (and CORRUPTIBLE) force in the Mix, having a faction like SCF that dissidents can rally against without concern of Judges or corpsec jumping on them in two seconds, might actually encourage more mixside chaos, but that's probably a topic for a separate thread.

Much like the Code, there is a reason why TERRA is protected. These are lower-UE jobs which are rather PvP intensive and without some kind of safety net for a higher authority to step in if things get out of hand, there'd be no players willing to torment themselves in that way (and if they did, they'd probably end up perming eventually).

I do agree with 0x1mm here that introducing SCF as an alternate career isn't the right path. It's complicated and as I've said would need players that are absolutely dedicated to the role, and it would be a role that would be highly specific (requiring criminals, requiring Judges to judge said criminals with the SCF). This can be solved somewhat by mixing TERRA in, sure, but the problem still stands that it will need a lot of dedication from said players to ensure the people in there get the RP and interaction they need. Although the idea might be nice at first, I have a feeling most players will just want to get out of prison after a few times due to the lack of freedom.

You also have to bear in mind there might be scheduling conflicts where the players who can give you RP or permit others to give you RP might not be around at the same time as you, and so on. The playerbase isn't large enough that we could have a Mix faction with 24/7 oversight of SCF. Maybe if you allowed the Judges to participate (since the faction is plenty active at this time in terms of timezone coverage), but that's another can of worms entirely and I don't think it's a good idea to introduce Judges to the Mix either.

I do however agree that Judges exercising more creative punishments (dependant on the circumstances) is a good thing and I'll think on this to post my thoughts on the other thread.

...but I don't understand the resistance against Fopsy's idea about memory wipes in lieu of murder and at least exploring other options.

As far as memory wipes, I'm opposed to it because we've been here before (and even had this same discussion before). From the 2021 Town Hall:

Creux says, "To comment on potential punishments. On the top end I'd like to look at things BEYOND banishment. And below fines. I think there should be an option to essentially run crates at the WJF. I like community service for below fines or in accompaniment with fines. I like the idea of Whiteout in situations where banishment isn't sticking. One of the problems with Banishment is that it seems like it's a final nuclear option. Make it clear that the hall does have options beyond it. And that they do use it. Prison time is a good idea. As is bail. I also like the idea of using the psychward as a spillover."

Creux says, "And finally, I view topside crime as any crime off red that might warrant the dispatch of judges."

Celestial says loudly, "I am completely opposed to Whiteout."

Celestial says loudly, "For good reason. :)"

Ramrod says loudly, "No whiteout. "

Now memory wiping isn't necessarily tantamount to the whiteout, but I really have to stress how bad that was for players and what a bad impact it had on the game. Forcing players to erase parts of their history, that often might cease to exist entirely, had a lot of negative impacts that weren't necessarily foreseen at the time even though everyone who got whiteout did agree to it, or at least everyone I know about.

I feel like memory alteration has had bad outcomes, imprisonment and isolation have had bad outcomes, and law authorities and enforcement have had bad outcomes, so my arguments here are pretty on-brand for my overall historical stance on things.

I remember speaking to some staff members about the SCF in the past. A lot of ideas were bounced around. Effort from staff vs activity for people involved. As many have laid out, it's complicated and would, in my opinion, 100% require build effort before it's even an option. My thoughts:

Get rid of this traditional prison idea. It is too resource intensive and confusing. I'd suggest going more towards the 'pit prison' idea like Batman and Guardians of the Galaxy. It's a huge communal area. Rooms you can claim but no locks. A few areas like a yard, a work room, some kind of food dispenser. Not much else. All prisoners are together and require no PC or GM effort to RP with each other.

Create a system for getting people into prison. Maybe a room in the Hall that, when activated, opens the floor and drops the prisoner into a waiting areo that then drops them into the pit of the prison. Most of this can be automated like a lev ride. It is possible to get them there other ways if GMs/PCs have the time and will to do it but this is the basic go straight to jail option.

The work room doesn't have to make money. Maybe just have work done add SIC credits. I think the simpler the better. It can always be adjusted over time but mostly it should just be crazy simple to start with just the essential points addressed.

What Johnny said. Tell GMs and PC Judges to use prison only when you will end up with more than one prisoner. Being solo for short periods is okay but generally save it for those who WANT the option or when you you can ensure more than one will be in there at a time.

In all I would adjust the SCF to have sleeper cells, TERRA, short term holding cells if appropriate for TERRA and then 'prison pits'. Only one needs to be fleshed out and used but maybe call it Pit C to suggest there are others. The Pit has the basics I described above and is a communal area.

Fancy extras:

To give it more bite, maybe have the pit vented with a gas that knocks PCs out. While out they get a message that time seems to extend and they awake feeling like they spent a month navigating nightmares made real. ICly the venting can be random but maybe have it occur X to XX minutes after a PC connects to the game and wakes up in the pit. This way most every prisoner will get misted. It's just a minute or two in real time but pushes the PC to talk about the horrid months or years spend in living nightmares during their sentance.

Also, maybe have a couple NPC prisoners in there full time. One who is a fixer asking for specific items. Give PCs a reason to try and smuggle things in. Maybe chums on the outside brave the walls and throw things into the pits, trying not to be killed or fall in. Another NPC who is in the 'chatter' system but also has some persistent, GM generated chatter about lore and crime stuff.

Visiting area. Keep it hands off. PC on the outside can enter visiting room on their own, paying a nice fee. Once paid the visiting room closes for X minutes and the window between the outside visitor room and inside visitor room opens for X minutes. While open they can talk and see each other. The prisoners can always go into the pit side of the visitor room. It's just an open room like all others in the pit. To see a visitor, just go in when the visitor pays to open the window.

Surveillance. Add cameras to the rooms of the pit and have them linked to a monitoring room with a 'dispense gas button' and maybe an intercom that broadcasts across the whole pit. I like the idea of doubling up SCF and TERRA so just let Agents sit in there if they want to to monitor prisoners if they want.

Okay. Another long for essay from Grey0! Just my ideas on how this COULD work. I hope that some of it might inspire and be useful to staff!

That just seems like Banishment in a Box to me.

Like the whole Badlands has an enormous amount of content and mechanical depth compared to anything the prison could be, a whole ecosystem of factions and goods, and methods of survival and profit... and players still don't like being banished there. Banishment is even better because it makes a character forever dependent on the criminal ecosystem and ensures their participation in it.

I just really think players need to get past this idea of looking for alternatives to dying. Dying is a fine, coded in violent terms. It is like the minimum meaningful action that player factions can administer as a punishment and be taken seriously, but it's a fine.

I realize this is getting further afield from 'use the prison more' but I really think players dying more solves a lot of perennial complaints they often have. Characters are less likely to age into antiquity when death is more common, goods and chyen are less likely to be hoarded when death is more common, conflicts that fester and turn into community problems are less likely when death is more common.

So many players I know would be so much happier with the game and what they were doing if they had just died that one time (or twice in quick permanent succession).

I am 100% against any idea of temporary imprisonment for a few reasons. The amount of work it'd take for the premise to -not- break any rules of help kidnapping would be quite a lot for something that would be used sparingly. There'd also have to be an IC reworking of TERRA, and its relationship with SCF. Using SCF as an alternative to clone death also assumes that clone death penalties are handed out often. This is not true, epecially lately, and you are far more likely to die by the hands of other PCs. And currently, right now, the Mix doesn't have the population to even begin to do this.

A little off topic, but related I'm very pro-death, but I'm very anti how Sindome has done death, especially recently. Without getting into too much detail, I've died quite a lot in my four, almost five years of playing here. I don't mind the financial losses. In some ways, the financial losses provide avenues of RP and also show me how much better my character has become at flexing their connections than the previous few deaths. What I do mind is how death has been 'given.'

Out of the myriad times I've died in Sindome, I've only been given RP by my murderer twice. Other than that, there's been no engagement. Shroud killed, stuff taken, chrome ripped, and wake up in the vat. Rinse and repeat. There are some ways, of course, for the victim to take initiative and find out who killed them, but those often require access to parts of the game that are highly dependent on whoever is active in the Mix.

In the spirit of cooperative competition, I feel like it is necessary to provide a smidge of RP concerning the hows and whys by the attacker, whether it be a mysterious phone call, a private SIC, or an immy runner that you send with a message, or, hell, meeting the person at the bar and they act a little sly about what happened. Because as of now, killing someone is less about RP PVP and more about just PVP. I'd strongly encourage a rule or at least some encouragement in a help file that says that murder should not -end- RP. Because if killing is meant to 'teach someone a lesson' or 'end conflict,' how would someone know what lesson or what conflict if they have zero clue who killed them.

I acknowledge this might not be everyone's experience in Sindome, so feel free to correct me or tell me to politely shut the fuck up.

That is pretty much why I am opposed to telling players (or suggesting to players) that there should be a lot of roleplaying around their deaths. There absolutely can be, sometimes, but not always and players who expect every death to involve a story are going to be let down and left feeling like they're getting the short end of the stick. Sindome is a PvP game, and someone can die, randomly or for no reason at all. It's better to appreciate the memorable ones when they do happen, because they may not be the norm. I don't really see this changing entirely out of cultural pressures, due to how difficult it can be to pull off at all without bringing the law or other authorities down on oneself.

I don't know the specific circumstance here but there are times when in-world mechanics around identification and the difficulty of committing lesser crimes anonymously means killing someone was pretty much necessary for a plot to happen, and not knowing why is necessary for it to go undiscovered. There can also be any number of contributing factors, like harming a TERRA agent being an automatic clone death if discovered. It could have involved a character majorly punching up against a powerful faction and needing the veil of anonymity to survive. It can be a hit where the organizing player figured it was the assassin's job to entertain the target. It can be a random gear or chrome theft because someone looked rich. It can be someone in the wrong place and the wrong time.

There's also a lot of times in my experience when there was a lot of roleplaying around a character's death, the player just never noticed or attributed it because they only expected it in the form of a post-vat phone call giving them an explanation and their gear back.

I agree it's in the spirit of cooperative competition to have some kind of roleplaying around a death (though it might not be the roleplaying they want, or appreciate getting), however it is not required so it's better to view it as a sometimes treat while mechanics and atmosphere remain what they are. However I would be thrilled to support changes that made killing people openly far easier, with flair and storytelling dramatism for the public to see. Because that would be far more cyberpunk to me, and more fun for everyone else (mostly).

I will say that I find the game just fine without imprisonment. I don't mind clone death as a punishment. I don't even care that much if the character receiving clone death has a clone - that's on them, not the Judge in my opinion. I don't care much for DCD but there's something for everyone.

At the same time I can appreciate that not everyone wants to play how I want to play. Or how you want to play (I mean each of you). In some cases staff will decide that an element of play is required or not permitted but, outside of that, I am not going to try and force everyone to play how I like best and how I think is best for the game.

I don't want to force archetypes, histories, personalities and the like on other players. If it's not breaking the rules and in the ballpark of cyberpunk theme, I'll deal with it even if I find it personally distasteful. I feel the same about imprisonment. I'm not going to tell anyone they are wrong for wanting to enjoy that particular role play experience. Or that they are wrong about preferring death. I prefer RP and ramping up and the like, but if you aren't breaking rules, go for it! Kill and get killed.

My post above is about this: If staff decides to remodel the prison and add another avenue for IC punishment and RP, then they will. I am simply trying to present ideas on how to structure it in a way that reduces the work required from GMs and PC Judges/Agents/Guards. I don't have to think something is necessary or optimal to help by presenting what I think are good ways to do it.

Do I think this should be the first thing staff works on? Probably not. It's not that high on MY priority list. But if there's a member of staff who would just love to work on it and they all agree on making prison playable, then I say go for it. Staff, in my experience, frequently grows the game via passion projects and I think that's an awesome thing for volunteers.