What does this suggestion change/add/remove:
I would like clarifications on what is considered 'Class-D Contraband' in Staff-Rulings, whether that is specifying it to Keycards, Lethal Weapons. Or clarifying it to anything they do not spawn with.
I was trying to have a interesting and longer Class-D Roleplay than usual with a Compliant Class-D who just wanted to vibe, test, and generally follow the rule of thumb of testing for so long to getting a eventual release, but was terminated without a single word for having a field kit that was gifted to me to heal myself after being injured in a test by a Sr. Researcher.
This is just a bit hard to do thanks to not knowing what I should or should not have, and if I am allowed things because they are beneficial to further tests, I was alive for over 3 hours and was really enjoying the development and helping with tests and trying my best to live.
Possible Positives of the suggestion (At least 2):
More complex and interesting Class-D Roleplay or storylines without punishing this type of RP.
Being able to be rewarded for being a compliant Class-D setting them out from others.
Being able to better assist in tests as a Class-D with slightly more equipment at disposal.
Possible Negatives of the suggestion:
Class-D eventually betray trust of Foundation to use acquired equipment against them.
Gensec cannot kill every Class-D with simple non-lethal but disruptive equipment, Field Kit, Flare, Tranq. (Though they should be terminated when using these tools against Gensec.)
Based on the Positives & Negatives, why should this suggestion be accepted:
I still think the suggestion and rule clarification is worth accepting just based on the merit of the fact it allows for more complex and evolving D-Class RP, as well as the fact it does not restrict Gensec from continuing to terminate D-Class who disruptively use equipment or have ANY Lethal weapons at all.
I would like clarifications on what is considered 'Class-D Contraband' in Staff-Rulings, whether that is specifying it to Keycards, Lethal Weapons. Or clarifying it to anything they do not spawn with.
I was trying to have a interesting and longer Class-D Roleplay than usual with a Compliant Class-D who just wanted to vibe, test, and generally follow the rule of thumb of testing for so long to getting a eventual release, but was terminated without a single word for having a field kit that was gifted to me to heal myself after being injured in a test by a Sr. Researcher.
This is just a bit hard to do thanks to not knowing what I should or should not have, and if I am allowed things because they are beneficial to further tests, I was alive for over 3 hours and was really enjoying the development and helping with tests and trying my best to live.
Possible Positives of the suggestion (At least 2):
More complex and interesting Class-D Roleplay or storylines without punishing this type of RP.
Being able to be rewarded for being a compliant Class-D setting them out from others.
Being able to better assist in tests as a Class-D with slightly more equipment at disposal.
Possible Negatives of the suggestion:
Class-D eventually betray trust of Foundation to use acquired equipment against them.
Gensec cannot kill every Class-D with simple non-lethal but disruptive equipment, Field Kit, Flare, Tranq. (Though they should be terminated when using these tools against Gensec.)
Based on the Positives & Negatives, why should this suggestion be accepted:
I still think the suggestion and rule clarification is worth accepting just based on the merit of the fact it allows for more complex and evolving D-Class RP, as well as the fact it does not restrict Gensec from continuing to terminate D-Class who disruptively use equipment or have ANY Lethal weapons at all.