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- Rillem 8m Make it personal.
- Mikael 28s A soul cant be cut.
- Pladdicus 2m uh
- Acupa 28m
- Sivartas 12m
- Hivemind 2m
- Bruhlicious 27m Deine Mutter stinkt nach Erbrochenem und Bier.
- Ameliorative 5s
- Fay 16h
And 12 more hiding and/or disguised

The Missing Piece in Corpsec Discussion
Perfect Crimes Are Boring Crimes

We keep discussing how to improve corpsec, but we're missing the key ingredient: criminals who want to create stories, not just rack up successful hits.

THE CURRENT PROBLEM:
It's entirely possible to commit "perfect" topside crimes - no clues, no narrative, just success. Plan ahead, stay quiet, don't brag, don't connect it to any movement or agenda. Technically impressive, but narratively empty.

This creates an unsolvable problem for corpsec: no narrative thread to follow, no movement to infiltrate, no agenda to counter or negotiate with. You either smallworld your way to a solution or abandon the case entirely. Neither is fun.

WHY THIS HURTS THE GAME:
When crime has no narrative stakes beyond "corpie bad, murder," there's no story for anyone to build on. Corpsec gets all the burden (isolation, reputation hits, resource investment) with none of the payoff (interesting investigation, narrative resolution, factional conflict).

THE SOLUTION:
Stand for something. Loudly.

Murder someone? Own it. Explain why. Connect it to your faction, your ideology, your movement. Leave your mark. Show up in public and defend your action instead of hiding shrouded or cubeside bragging where corpsec can't engage.

Yes, this means higher risk of getting caught. That's the trade - you're choosing narrative impact over perfect operational security. But it creates stories that involve more people and gives your actions weight beyond the kill count. Just like people expect agents to walk around on gold, react to things, and be big walking targets to be killed for gear and chrome, not hiding who they are at all.

THE RECIPROCITY POINT:
Criminals expect their victims to accept death as "part of Sindome." Fair enough. But corpsec also needs something to work with beyond cleanup duty. If you want corpsec to be a compelling adversary rather than just a target to hit up for gear, give them something to oppose beyond untraceable perfect crimes. Playing corpsec comes with insane limitations and annoyances, the upside is the intrigue and dealing with crime. It's also how corpsec can ICly make most chy, time of peace or crimes with nothing to follow leave you with extremely limited ways to earn.

When there's a movement to disrupt, an agenda to counter, or a public figure to target - THEN "go to the Mix and handle X" becomes a worthwhile risk, because there's actually something to find and someone to catch. Do it often enough, it may become worth it to even setup mix bases and other longer term investments, as there will be a possible payout for all this work.

I think this might be a -general- issue with murderings at the moment.Noone wants to be caught because consequences. Disguise up, hide and you can get away with whatever your capable of without fear of repercussion. You just get to feel like you're 'winning'.
I think both of you are completely correct.

What people seem to be forgetting is we aren't playing to win, we're playing to tell interesting stories.
Sometimes, loss can be even more fun than winning.

I agree that players should choose narrative and prepare to lose for furthering the story

But even if corporates coming out on top in the end is the theme, sindome is a PVP game.

If you want crimes or awesome stuff to happen more often topside, you need to give players chances to escape or get away with it. While there may be more opportunities in the mix, there isn’t a safety net and megacorp reimbursing your gear and chrome when you vat out as a mixer criminal. It can take quite abit of time for some players to back up to be competitive again in terms of gear, at least from my experience and what I have seen it’s like for criminal mixers.

You also don’t have to be caught to further the story. A corporate dying topside, the resolution to that RP isn’t always catching the criminal or identifying them. Neither is it that themely imo.

From posts i have seen in the past and my own experience, it seems people should be encouraged to take more risks. This is also why gear prices and such were lowered.

You wrongly assume that just because you won't commit a perfect crime, that means you will just get killed and ruined. Stand loudly for something and see what happens, you may be positively surprised, including that mix side forces to be may notice and help you out too with recovery as may be needed.

But if people put nothing in, they tend to just get the same no effort out. If you did not take some risks to drive a narrative, why should anyone give you anything else but a no-talk vat and no gear sell back at very fair price?

It's a two way street. Just like people expect corpies to be known and vulnerable, so do have to be people attacking them, just in a different ways. Or it gets boring fast.

Also, for some plot lines it would make sense the players would try their hardest to not get caught both icly and oocly?

What happens to that topside serial killer who works a HR job by morning and kills other copies at nights? Or that Merc hired to kill a rival corporate member, trying his best not to get caught because the other side employs him as well. Or that criminal service mixer etc etc etc.

There’s lots to lose for these characters, you can’t expect people to icly play to lose like that when it won’t make sense for their character.

Also takes away lots of detective rp

There'll always be people who don't want to be caught. Or just want to murder. But to foster an environment where criminals don't want to create the perfect crime, they'll need to feel the people they might end up engaging with along the way are going to give them a good story right back.

Here's some ways that Judges, CorpSec and their proxies can help create a great environment for criminal stories:

1. Death as a consequence is one of many options. Non-violent criminals will tend to avoid criminally engaging with people (whether one individual or individuals currently making up any faction) that have a tendency to default to heavy handed on punishments, regardless of the action type.

2. If a criminal can't be found, that doesn't mean they're a cuboid or an apartment ninja. But if they're consistently called this by people looking for them, they're going to take this heavily OOC loaded term to heart and feel disheartened.

3. If threats to perm people or relentlessly kill people over and over are loosely thrown around, criminals are going to look for the perfect crime or avoid interacting with groups tossing those out.

4. Just because CorpSec or a Judge can't find someone, that doesn't mean that person is hiding or quiet. It might mean those individuals need to look in unexpected areas, at unexpected people, or play a very long con of finding someone. Sometimes that might take half a year or more.

5. If a criminal feels CorpSec or Judges are consistently sticking their noses into criminal activity that isn't even related to their corporation/WJF, they'll feel less inclined to engage with CorpSec/Judges. This isn't only manifested in the dreaded Judge + multiple CorpSec response on Gold/Green streets that happens, it also is about SIC, active investigations, and so on. Letting other engagements and stories breathe from a distance is a good key to keeping the fires going.

6. Smallworlding and metaing to immediately zero in one a potential criminal is a killer of stories and future engagement. When this happens, all a criminal sees is a mirror of the complaint of a perfect crime: a CorpSec/Judge who wants to win no matter the cost.

7. If a criminal knows CorpSec/a Judge will help their story move along and help them be remembered? They'll play with and give those CorpSec/Judges chances to catch them. But if a player thinks another player is in it for themselves alone? That's a hard reputation for CorpSec/Judges to kill. So if the goal is to draw back on perfect crimes and to help create stories, make sure people know they'll get that help and not just be mocked, stomped on, tossed away and forgotten.

The detective rp only works if there's things to be investigating.

Coming up empty every time because the crime was perfect is boring for everyone involved.

Sure some things have to be quiet, but OOCly you should want to drive story with your actions. So if you notice that the story around the quiet thing you did isn't progressing, let something slip. Hop aliases and taunt someone. Heck, hop aliases and pretend to be an outraged citizen talking about how the crime is unsolved openly.

Crashdown makes some excellent points, it really is a two-way street.

There's also something to be said for the potential unthemelyness for a corp to care about an attack that wasn't even on their people or their property.
Of course there are circumstances where this does make sense, and those are incredibly themely, leverage, make the other corp look incompetent, etc.

I firmly believe that unless you’re actively trying to be caught for the sake of being remembered or make a kill public, trying to send a message prehand, like crashdown said etc, players shouldn’t be discouraged from not limiting themselves.

You should only be encouraged to limit yourself or make mistakes if you’re punching down, and you don’t really do that when you’re up against a megacorp which holds your life, your chooms and aces lives too in their hands.

And nobody is perfect, there are always things you can do and ways to prepare against a shrouded killer. Make your juniors more paranoid etc, callouts and protocols. Maybe set up a trap so they target again.

And the point of "make your kills about something bigger, part of the narrative that's bigger than a person" flew off immediately. When you do that, death becomes just a cog, as it's expected of topside players.

But I feel I am howling into the wilderness here.

The junior paranoia I don't disagree with, but currently that paranoia is just over random no-narrative vattings and those lead really nowhere.

There are ways to make it lead somewhere for sure, but the likelyhood that those ways will actually involve the person who did it getting any rp is slim.

I agree it can be frustrating when it seems you get out of the vats and you seemingly died for no reason, but you never know what is going on behind the scenes. Just because someone didn’t spend ten minutes rping with you before going to the kill doesn’t make it a zero narrative vat

It could be that a rival corp hired that person to kill you, maybe it was a ganger getting even for stuff you did as a mixer. Etc etc etc. You never know what goes behind the scenes and layers and layers to the story. Maybe it was your junior hiring that person to relentlessly kill you to bully you out of topside or your job or embarrass you.

I don't know why do you think is about you Mikael and not about bigger patterns observed, but that's fine, because clearly you know about everything behind the scenes right? And what you say is true?

This was a topic to engage with bigger issue that was also pointed out at the town hall as a problem, not aimed at anyone.

CorpSec ain't the Justice League, they aren't going to setup a base in the middle of Red to fight crime. That said, it's what you make it like anything else in the game. If it feels like a burden, that is more of a player/character problem. Successful agents don't need criminals to stand loud and proud behind the crimes they have committed, they need contacts and snitches among the criminals that respect them enough to do their bidding in Red and feed them data whether you are a dick swinging corpie or a subtle shadow fucker. If criminals ain't giving you shit to work off, you gotta be creative and find other ways to get at them. Target people, their networks, spread chaos among them and use the budgets that are provided to you. Pay more than the competitors/mixers are. Show them that working for a corp/ie will actually be fun and engaging in the long run.

INFILTRATE THE DEALERS. FIND THE SUPPLIERS.

eggsaresides' suggestions are good ones, and I think we could all probably take something from them, corpsec or not.

The biggest one that stands out really is make it fun.

That is what we're all here for, after all.

When the odds are so stacked against you (Judges with the best gear and infinite money, corps with infinite money and solos) it only makes sense to try to not get caught. Death is brutal in Sindome and recouping from losses is disheartening. I do not blame anyone for going the extra mile to ensure they're not caught.

Most likely as well, there is someone who knows something, the data is there to be found. Think about it, the criminal has a friend who they've been bragging to, someone who knows someone, the criminal needs a fixer to offload their gear, etc etc. Of course, it's easier to just tell criminals to "fuck up and make my job easier for the sake of plot" than to actually try to infiltrate mix ranks and try to find them via proper detective or investigative work. Getting away with things is also a story as much as getting caught for things.

I think eggs hit the nail on the coffin on this one.

This is such an important discussion. I believe that a death without a meaningful message behind it, especially when it comes to the mix-corp conflict, makes for a boring story and leads to burnout of good storytellers. This goes for both sides of the conflict. At least have a reason ready for why somebody was killed other than "corpie bad" or "they dated someone I hate". This doesn't mean you have to claim credit for the crime or get caught on purpose. Blame it on another corp, blame it on someone else's movement, blame it on a false-flag operation. At least have some greater story behind it and you may get a story back.
You are also weird to assume these 'No evidence hits' aren't part of a group effort to hit topsiders.

Gonna be real here. the vast majority of the 'corpie bad' kills I know of, have real reasoning behind them.

It's weird how many people talk shit ICly, or fuck people over. Then when they die, pretend to be completely innocent oocly and complain on the BGBB or elsewhere.

Not every group is loud.

IMO, making mistakes or getting things "wrong" can be fun (and create some interesting stories!) from a CorpSec position, too. I think it goes both ways.

Something happens to your corp, or one of your co-workers, and it's done by a person who you can't trace – someone you can only speculate about, with barely any evidence. Maybe there's no real way to find out who actually committed the crime, especially when they're one out of a hundred-million people... but if a Mixer was chirping away on public SIC at the time, or laughing to their chums at the bar/posting on the Grid about what happened (because fuck those corpies, right?), or a corp needs to demonstrate that there are still consequences to crimes they can't solve? Someone needs to be made an example of, even if there's nobody everyone can directly point a finger to.

Getting things wrong during an investigation *will* make people angry. It also gives people who were already angry something to direct those emotions towards, functions as a way to send a message to anyone else trying to fuck with your corp... and if there really isn't a criminal to be found, maybe it's a convenient excuse to make a pre-existing target into one!

(This is coming from someone who also thinks that making mistakes during topside crime + fucking up or providing clues is also really fun, and loves a good investigation! I just think there's also some really cool ways to use even 'unsolvable' crimes for rp besides letting them fade into obscurity/go without punishment.)

When in doubt, make up evidence.
Just want to add some nuance…

A lot of the action and murder that happen are part of player GMs trying to buy people, build trust, farm out work, garner influence, etc. Good players try to create conflict or RP that will involve a lot of people and give them stuff to do. Unfortunately, someone usually ends up being the victim in such plots, and I don't know that there's always much story connected to it.

The "story" might be between the people ordering and doing the murder rather than the murderer and the victim. In a situation like that, the victim could just be an unfortunate prop who happened to make a misstep somewhere to justify someone thinking "Hmm, I can bring X closer to me if I hire them to kill Y."

There's also a lot of crime where the main factor is greed. Maybe I'm not killing you for some greater purpose, maybe I just want to steal your shit, you know? That happens a lot too.

I'm not saying we shouldn't try to craft conflict in such a way that it's interesting, but in a lot of cases, it really is just about money and influence. Player GMs need money to do all kinds of schemes. How they get it may or may not be pretty. I think we have a tendency to think "oh, this person isn't leaving me any clues, they just pull off perfect crime and then sit in their apartments counting flash" but it really isn't like that.

Tl;dr sometimes conflict is a means to an end that has nothing really to do with the victim.

@crooknose, that's… Almost exactly what this post is about, where people almost forget that this is a game with other players with focus on stories, and just have their means to end and do not care how that affects others, so will do a no talk vat for nothing else to offer the victim. Justification of "I am a player GM" is not really a good excuse for that.

Can easily put some effort to earn that chy in creative and engaging way, ironically what is expected of corpsec players to access that "endless money" people think agents float in. And yes, it can be A LOT of work to figure out how to access it, even though many agents could as easily just go and murder someone for gear.

Engage your victims, one way or another, tell a story, not just "I wanted chy or influence over them so I will not-talk-vat this person Y".

That is all.

I really don't think it would be a satisfying turn in a story or a narrative if I planned to get caught or had to give my enemies a freebie so to speak. This game invokes so much adrenaline for me even in fights I know I will win because I never know who else will show up, who else will interfere, who will see me, who will report me, who will capture or kill me as a response and what will happen next. I think I'd want someone to totally out play me and ruin my plans and get the best of me and that would be an awesome unexpected turn to my story and would be great to lean into my loss.

If I have to just let that all happen? Is my side of the story going to feel good? I don't know… If it even remotely seems like I planned to get caught or allowed my opponent to get the best of me, is the other side really going to be satisfied with that? I don't know that either.

I think the RP is the best when everyone is trying their hardest at both sides of the fight and things are organically decided by people's actions and decisions in the moment.

I also agree a lot with the points above and also want to reinforce that getting caught seems to often just lead clone death in some capacity that resets months of progress and can against your own desire put you in a slump and restrict you from feeling like you have agency in your story. You got your punishment, your judgement, some one got their win, and you're just stuck... trying to earn back your losses to do it all over again.

Losing requires a lot of effort to stay motivated sometimes. That's why it should be earned.

I'm just giving more reasons why this type of thing happens. In an ideal world, everything would have a reason attached to it, but that's not the game we're playing.

In a way, it feels like this is an illustration of what Mixers experience versus what corpies experience. I can understand why CorpSec players might be more interested in story. But for Mixers, particularly Mixer criminals, the ever present threat of death, bankruptcy, etc looms large. The need for more flash to fuel your plans is ever present. I'm just pointing that out as a reality. If someone offers you a large sum of money to kill someone, the motive is the money, not the story you are helping create.

I want to specifically agree with Crooknose in the last post that if I were to take a contract on someone, I am furthering someone else's story against a target and I probably just want the money to either recover losses from something else or to earn toward a goal for my own story and plans.

I think if CorpSec wants more story out of their violent engagement they should be seeking it with the players in the factions who are thematically pitted against the corporations as a reason for their existence… The people who just deal in contracts probably aren't looking for much in depth narrative accomplishment with their target. It's possible they are of course, I just don't think it's likely in most cases.

But this is where it gets fun to play both sides, corpies got all the chy? Get it from them! You can also ensure that your victims get notified of why they died, confirm it with your client and so on, it's entirely up to you.

When you bend anti-corpie morality, you can easily access the corpie money, and then use it to… go after corpies. And you can do it without having to sacrifice the core of you, and resort to no-talk-vats and other non-engagement ways.

Just because you are a solo doesn't mean you don't ask questions. And most notably if you want that solo, you generally end up working all sides to make that work.

And I'll reiterate what I said before, faction warfare exists in the mix too, with backing and support, it's not restricted to corporations, but it will require commitment to a side, just like corpie players to do enjoy similar benefits.

I want to first +1 Mindhunter's and Cata's comments about making up evidence. It is totally fun to make up evidence in order to, as an example, target someone you don't like even if they probably didn't commit the offense you're investigating. Likewise, you can do this with your chums. Target a chum's enemy for them in the name of corporate, or whatever faction, justice. Sometimes getting the right target doesn't really matter so much as creating the illusion that you get shit done. It also gives you the power to draw others into a plot even if the shrouded master criminal can't be found. Look at no-evidence crimes/attacks/plots as an excuse to invent the story yourself. There are other shady methods you can employ to manipulate faction coffers too/generate RP too.

That aside, it's also totally fun to be caught. I played a character years ago who's rep for doing topside crime was only matched by a rep for being absolutely terrible at escaping the crime scenes. It was wildly fun to both play around with silly attempts to badly avoid detection and to engage in RP with topside entities in the aftermath of those failures.

I see where the OP is coming from, but the realities of planning and executing a "no evidence left" crime are being a little minimized here in my humble opinion.

Getting away with topside crime is hard.

It's hard OOCly because you need staff to have the time to be present and also have other collaborators on at the same time.

It's hard OOCly because the list of people willing to take the big leap into real dangerous crimes is short. And the list of those players being capable of heavy lifting is shorter.

It's hard ICly because you are the underdog.

It's hard ICly because getting away is super difficult.

It's hard ICly because the monetary reward doesn't always match the risk.

It's hard ICly because there are eyes everywhere!

It's hard ICly because good corp players have CI's everywhere so you never know you who to trust!

The risks and rewards are most times just outweighed by the fact that the attempted crime is exciting and fun OOCly and hopefully driven by your character's RP story.

In a nutshell, most times you step up to the slot machine of topside crime you're probably gonna bust. So on the rare occasion where you get away clean, the expectation is to shout at the top of the mountain, "Hey! It was me! Come get me army of my enemies!"?

Losing and rebuilding is part of the game, and lots of people take a look at the losses of others in this particular arena and decide to never push their chips in. That's okay. But if you're expecting the small chunk of people, who mostly get dunked on, to rarely win and then volunteer to be hunted more than they already are by the very nature of being the underdogs…well I think that's just asking a lot of a person.

It's ICly asking a lot of a hardened criminal to prioritize glory over safety and ability to do the next crime and it's OOCly asking a lot of a player to make a really difficult thing a lot harder. I think as a topside power player at this point you should just be stoked that anybody is giving it a shot at all, success or not!

tl;dr crime hard, wins hard, game hard, me likey crime go pew pew pew

@froggy I don't know if you've been swayed by any of these arguments, but imagine for a second that you play a Judge (which you could for all I know).

Imagine if we were saying, "The problem with topside murder is, it's too efficient. It makes people not want to engage. You should stand on your murders loudly."

The problem there is like, most people would scoff at a Judge wanting criminals to make it easier for her to catch them. And part of why we would feel that way is because Judges have all this power and authority. We wouldn't have much pity for them if they couldn't catch the bad guy.

But CorpSec are a lot like Judges, it's just that their authority is limited to their own sovereign territory. In the same way that no one is in a hurry to get caught by a Judge, no one is in a hurry to get caught by CorpSec.

The more I read over responses to this post, the more sure I feel that this is less a problem (I personally don't often hear of CorpSec getting batted, RP or no) and more an issue of expectations.

To be strong investigators, CorpSec should be leaning on all the resources they have available. And IMO they should hold themselves to the standard of being a Judge for their corp. I don't know that there's really something like an unsolvable crime, unless someone perfectly disguised killed someone just for their gear and told no one. But even then, who did they sell the gear to? And does that happen often enough to require a mentality shift? Etc.

I think my original post got misread as "please handicap yourselves so I can win," which isn't the point at all. Let me reframe:

THE ACTUAL ISSUE:
Mix vs topside conflict is supposed to be THE central theme of Sindome. But when's the last time anyone saw a real movement-based conflict playing out? Not personal grudges, not gear runs, but actual ideological warfare between factions?
Think about it: when did you last see an anti-corporate movement publicly claim responsibility for actions against a corp? When did you last see ongoing visible faction conflict where both sides are actively engaged?

WHAT I'M ACTUALLY ASKING FOR:
Not evidence. Not getting caught. Just… engagement with the theme at all.
You don't have to brag "I personally killed X" - that's evidence. But you CAN have your anti-corpo movement claim the kill. You CAN have shadowy operators under a public banner. You CAN create faction conflict without exposing individual operators.
Example: Movement posts on grid claiming responsibility, explaining ideology, making demands. Operators stay shadowy. Corpsec now has a movement to infiltrate, ideology to counter, something to actually oppose. Creates RP for everyone - mixers, solos, corpsec, corps.

On the many responses:

Notably none of this is about me, and yet a lot of posts treat it like needing to convince me. I see a systemic issue in the game, which when broken makes playing corpsec unfun to play and is very high on the list why no one wants to do the job. Answers to that that amount to: people are playing corpsec wrong and they just must do even more or XYZ (without knowing how much of that happens, as that's again getting against singular person,not the bigger problem) are just not going to help.

Nor is saying "be grateful you got anything to investigate at all". Imagine if corporate players went with the same mentality, they all bought cars, and only traveled from garages at home, to garages in the tower, with corpsec escort at home garages as needed. Diverging from that is intentionally exposing yourself for crime, and many happily do it to enable story creation. Sacrifice goes both ways.

Sometimes the fault for lack of attractiveness is on the other party. If robbers do not want to play along, eventually cops get bored and stop trying as the disproportionate effort is not worth it.

I also highly recommend for anyone who thinks that corpsec just sits on sea of chy, got everything expensed, and can easily turn no-data murder into a corp-backed frame-up and so on, please do apply and show the world, or learn the amount of work it takes to get chy out of expenses, and redirect corporation into a frame-up.

There was supposed to be movement-based conflict just a few months ago, and definitely a lot of ideological warfare that happened back and forth, actually…. There was an active movement being cultivated, and I could think of at least one move made by a certain anti-corp faction that was made loud and announced publicly. Maybe there would've been more publicly-made themely Mix vs. Topside factional warfare, but from the looks of it, things just didn't pan out ICly, so that's just how it went

And not every topside crime that were done, were done to progress 'movements', people also have their own agendas and their own greed to fuel their plans and whatnot. Sometimes linking their personal greed to certain movements will just incur the wrath of said movements, and that's why that didn't happen.

(Edited by baewulf at 12:38 pm on 2/5/2026)

Now I'm very confused where you're coming from Froggy because all of what you are talking about, exists already in game.

There are plenty of actions done under the banner of a movement, or in the pursuit of a particular ideology, agenda, etc. I can think of at least three PC-founded agendas or causes that exist currently, with actions and conflict taking place under each one's umbrella. NOTE: Movements do -not- need to be NPC-sponsored factions in order to count as movements.

The current state of Withmore is such that insurgent groups can't actively declare war against a corporation, there has to be some subtlety and a give or take. It's an IC decision whether or not a movement will claim an action, not one to be requested OOCly.

Mix vs topside conflict is supposed to be THE central theme of Sindome

Is it…?

I wouldn't call the Mix vs topside in conflict with each other. It's more like, they're separate spheres of influence with opportunities to be had for those willing to bridge them. The conflict tends to be between groups, and often intra-corporate or intra-Mix groups warring with each other as opposed to Mix groups fighting corporate groups, though there is some of that.

"
I wouldn't call the Mix vs topside in conflict with each other. It's more like, they're separate spheres of influence with opportunities to be had for those willing to bridge them. The conflict tends to be between groups, and often intra-corporate or intra-Mix groups warring with each other as opposed to Mix groups fighting corporate groups, though there is some of that."

I think this is a great way to frame this. Mix versus topside is A theme, but how often is it THE theme?

Touching on the OP, I think that your argument is mostly perception based and at odds with player culture. It's my opinion that player culture is less about conflict-based roleplaying and more about playing within their sphere with their friends with as much conflict adverse play as possible, like PVE stuff. You will pick up on this when the moment someone runs into adversity and they begin to spiral with manipulative threats about leaving the city unless x happens or x leaves them alone. The population of players that engage in meaningful PVP play APPEARS (I don't know 100% this is my perception) to be vastly smaller and have likely been through the ringer a few times to the point where they optimize their activity against the big bad corporation.

As others have stated, there are also quite visible player and npc groups that rabble rouse with the corporations on mediums like the grid and SIC.

I also think player culture for the pvp minded mostly dictates that they don't want to get caught. They want to outsmart you, outplay you, etc and they expect you to do the same to catch them. You can see the same attitude in corporate and factional players when they employ people to be deniable assets, which seems to be a dominate culture in Corporate security given the many topics and Ted talks that have transpired about it.

I think a lot of these posts on the BGBB, as well as town hall topics, tend to be pressure release valves. If you want meaningful change you have to strangle it into the game through your own actions and hoping people like the example that you are, or by GM enforcement.

People really need to stop making assumptions about me and post them like it's not just entirely made up, it's infuriating and adds nothing.
"People really need to stop making assumptions about me and post them like it's not just entirely made up, it's infuriating and adds nothing."

I am using "you" in the general sense in most things I share an opinion on. Please don't take it personal as that is not my intent. Thanks.

I'm sure on a theoretical level the problem of unsolvable crimes happens for Corpsec, but in practice I just haven't seen it. There's always a wrinkle in the plan, someone always talks, or (and this is almost always the most likely scenario) the crime has no more depth than what is immediately obvious. However, just for sake of argument lets say that you do end up with a lot of perfect crimes as a Corpsec. The answer is very simple; pick fall guys and blame them. For all this talk about Corpsec being Judges they're really very far from it. There is no PRI or NLM book of laws to follow or be constrained by. You have one directive - the corp gets theirs.