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Open up crime on Green
Less burden on GMs

I think it would be interesting to remove the xhelp requirement for crime on Green. This isn't to say that there isn't enough crime happening as it is but to increase the overlap between Mix and topside and bring even more action to corporate PCs. If it doesn't work out, the change can always be reverted.

Something as an aside that's also relevant to this is to look into the automated NPC Judge responses. There's been replies by staff before that Judge NPCs are supposed to route to Operator callouts and figure out who to shoot when they arrive. However from my own experience this seems to rarely work, if ever.

If we were to remove the xhelp requirement, I'd want there to be more automated Judge responses both on Gold and Green, making them faster and more instantaneous similar to gang NPCs (and IIRC the code for this for Judges already exists in some form too). This would reduce the burden on the GMs a lot while allowing for more conflict.

I strongly dislike it, both gold and green see plenty of crime as is, and it is intended to be much higher bar to go after people on green. Removing the need for xhelp there makes executing hit and runs there extremely trivial and removes the point of that extra security present, even if you fix the NPC judge response.
I'm giving the idea an thumbs up, since staff scarcity to reply to xhelps regarding crime on corporate sectors just feels silly to me. While there's already necessary codebase to work off from to make NPC judges respond to criminal activity and pleads of help, this shouldn't be too hard to make into reality. Also, this creates more meaningful RP as well as PC coordination to make things possible, around the clock.
Speaking as a relatively new player, I don’t think this is a good idea.
One of the things that’s been made very clear to me since starting is that Green is intentionally different from The Mix. The xhelp requirement feels like part of that — it’s a safeguard that makes Green feel like a place where longer-term corporate characters and slower plots can exist without getting randomly derailed. That clarity is actually reassuring, not restrictive.
The idea that this could just be reverted if it doesn’t work also worries me. Even as someone who hasn’t been around forever, it’s obvious that you can’t really undo the impact of a bad change once it’s live. Characters die, stories end, people get burned out, and that all sticks around even if the rule gets put back later.
On the Judge side, I’m also not convinced automation is the fix. If Judge NPCs already don’t behave reliably, making them faster and more aggressive without staff oversight sounds like it would just create more confusion. Having staff involved in serious Green incidents feels important — it gives some confidence that things are being handled intentionally, not just by dice and scripts.
I also don’t really see this reducing GM workload in practice. It feels like it would just shift the work to after things go wrong, with more disputes and cleanup instead of upfront checks.
I'm happy to hear feedback on my take, and any reasons that people think I'm incorrect
You've got it paintextblue, and you are not incorrect either on the GM workload as they still will be needed to provide data of the incident and, often enough, the only possible judges around with how few people play them.

It's just an idea that lets mix combatants go against copies on green with relative impunity, unless they will abandon the safety of the theme and get escorted around by corpsec most of the time which… Yeah, how is that fun or driving RP? Escorting people around is not "meaningful RP".

It would result in hilarious situation that you could easily be safer in the mix as a mixer, than a corpie topside.

I think we should still have to xhelp because the world needs to be able to react to our actions. A crime on Green is very different than a crime on Red, it stands out more because it is so rare. I mean that in Red there's a ton of ambient crime going on.
I am in favor of removing xhelp as a blocker for crime. There has to be a better system that can be made.

Relatively new here but xhelping as a requirement to do anything seems like an enormous blocker based on what I've seen and heard over the months here. Staff mentioned on xooc that despite best efforts it sometimes takes them months to answer puppet requests and that often they're left with at most two semi active GMs who are only available at certain times of day.

Something high risk like crime tends to be subject to very tight windows of opportunity. People play at all kinds of different times, and the amount of time someone is actually out on the streets of green and vulnerable is a fraction of the time they are likely to play. It seems to me that having to xhelp to do crime, then wait for a response means you'll almost certainly miss these windows of opportunity if they exist in the first place.

(Edited by xXShadowSlayerXx at 4:35 am on 12/15/2025)

Think about it from the other end, how is it fair that in middle of heavily guarded sector someone can pull up a car, jump off, kill you, and just drive off with your body, and no one will be able to provide ANY information about it?

It's a two sided street, for every crime there also should be consideration for the victim. This removes consideration from the victim entirely, just hopes that the murderer leaves some trail behind, or talks to someone and so on, and not just does a no-talk-no-corpse vat.

Green is supposed to be a "higher difficulty level" for crime than Gold or especially Red. Not only is there a strong WJF presence there, but there's also an ambient "neighborhood watch" implied where citizens are encouraged to report any suspicious looking people on Green.

(Edited by svetlana at 7:12 am on 12/15/2025)

I get where you're coming from Froggy, but the current system doesn't really work for anybody because it just blocks the anything happening at all for a huge wedge of the time. I think there has to be a middle ground that can be worked out somehow where it's possible to actually do crime without the artificial blocker of needing staff approval when there's a solid chance that maybe they aren't online or able to respond for a significant period of time.

(Edited by xXShadowSlayerXx at 4:49 am on 12/15/2025)

The current system works because staff in the response will usually provide SOME data as the situation is developing, it allows for counter reaction. When that's not present, you have seriously weird IC situations for the corporate side to navigate, like the "so… this rare, brutal, obvious thing happened and no one can even tell what was the car?!". Try playing this off icly in a very policed sector, it gets jarring almost immediately.

And if some people camp in flats/cubes/whatever, well, find a way to draw them out. It sucks, I am painfully aware of it, but ultimately this is an RP game, and if someone correctly plays a recluse and is not just metagaming... More power to them I guess?

I wonder if there may be a difference when we're talking about crime here…

Planned crimes such as bombings or car theft, for which an xhelp is definitely required, versus seeing your rival walking down the street and having to act now or never. Is the second one more of the crime we're referring to in this thread?

There have been instances where the GMs provided data about a crime post-crime. This happens very, very commonly with Gold crimes actually. The same could be done with Green crimes.

An example would be to create a new note category that specifically has to do with topside crime where it is REQUIRED a player note the details of what they did (what armor they wore, weapon they used, what would be seen) and then this can be checked by GMs on demand for a quick catch-up and then relayed to PCs in a couple of minutes depending on the circumstances for example.

Honestly, I dislike the need to xhelp for crimes. And the need to schedule them. Sure, it works out but it also means that only players who can play when staff is active and available or who are willing to change up their real life schedules to make themselves available can fully participate.

I am not saying to just remove these requirements. But I do think that it is always better to adjust the game so that these potential blockers are minimized. This can be code changes. This can be lore changes. Or build changes. I know that people can be resistant to change but I'd welcome a big world event that shifted everything to the point where these xhelps weren't needed because the dome was different after.

Just saying "The current system works" is fundamentally untrue. You're describing an ideal scenario where there are staff available, not busy, afk, or offline, in the short window of time a crime might need to happen. I believe we're talking things like kidnapping or assassinations where the schedules of several players AND staff all need to happen to line up. The current system only works when staff are available and can response in the needed window. The rest of the time a lot of crime is functionally impossible due to an entirely OOC blocker. As you say, this IS a roleplaying game. What's protecting people on green isn't roleplay, it's a lack of resources in an overstretched (and much appreciated) staff.
Yeah extremely not against removing the need for staff, but this would require some bigger changes than just enabling a free for all against corporate people with no, relatively, safe place for them to go out and mingle. The topside non combatants are players too, not just victims, and corpsec is not there to babysit everyone whenever online either.

So this would require some much bigger changes than just drop the policy, or people really will just hunker down to flats and being driven around with escort.

It would be interesting if the added security of Gold and Green could be more represented by the fact that corporations have security personnel that could escort employees around and be otherwise engaged in defensive duties when not in their towers. Why does a GM always have to be on standby to respond if there should be players in corpsec positions already providing active security, and player judges.

Based on the population of the city anyway it doesn't feel like the theme of the game is or should be that there's always going to be enough Judges to go around to respond to every crime on Green or Gold. The player corporate security players should be used to fill in those gaps and that should allow xhelp requirements to be loosened for opportunity attacks on people in the streets.

Perhaps we should try and shift the direction of conversation to "What systems can be put in place to enable crime topside, whilst retaining themely levels of security on green?". It seems fundamentally we agree the current system isn't enabling RP, and I don't think anyone is arguing crime on green should be met with a strong response, and be hard to get away with.
From a lore standpoint, it has always been that active Judges are like 0.1% of the entire population of Withmore. It's the basis of why the WJF tends to very heavily moderate their resources and isn't supposed to go after every single minor thing. Because they can't.
Here's a couple spitballed ideas about systems that could make crime in secure sectors harder without needing GM resources. These are just spitballed, and are not definitive. I feel they would represent themely uses of corporate resources and technology though. Curious as to the thoughts of others and keen to hear ideas from others.

- More active responses from NPC law enforcement.
- Increased reliance on player Corpsec personel
- NPC bodyguards for corporate personel above certain ranks, not dissimilar to gang npcs in the mix.
- Potentially NPC bodyguards for hire?
- Could charisma be linked to bodyguard effectiveness/cost?
- Sic snapshots in areas where violent crime begins, sending involved/present sicaliases/ids to databases in the relevant authorities. Perhaps camera snapshots with physical descriptions too?

(Edited by xXShadowSlayerXx at 5:35 am on 12/15/2025)

All of these are good, ShadowSlayer.

I think especially npc bodyguards because pcs are of course on very different timezones from each other.

"The current system works" for the people who want to use corporate employment and green residence as a shield. I believe you should be able to hop out of your car and murder a corporate player and flee, with the caveat that you have to leave a VERY detailed note.
I love when people cut a quote mid sentence to make their point, ignoring how the rest invalidates it.
Ok, sure.

"The current system works because staff in the response will usually provide SOME data as the situation is developing, it allows for counter reaction. When that's not present, you have seriously weird IC situations for the corporate side to navigate, like the "so… this rare, brutal, obvious thing happened and no one can even tell what was the car?!". Try playing this off icly in a very policed sector, it gets jarring almost immediately."

Having NPC judges patrolling the sector shouldn't mean they are hiding in every faux-bush waiting for violent crime or a theft to take place. Modifying this with the need to leave a long and detailed note, as I mentioned, would give staff the ability to relay witness testimony or ring cam footage or whatever you need to you, just maybe not in an instant gratification timeline.

The Judges are still there and can still come rushing to save you and the evidence won't vanish with the perpetrator, it would just make people more inclined to actually try.

The duality of corporate players seems to be "why won't the mixer try me" and "HEY WHY IS THIS MIXER TRYING ME?!?"

Is that what I am about, instant gratification and not about being able to counter the thing that's happening if you happen to be around for it? Because that's the point, this provides data in real time, people can react, respond, intercept, not every crime results in easy get away this way with guaranteed escape as you see on who.dat that there are no active WJF players.

You know, two sides to the play.

And you have no idea how much work some corporate players (extremely me) are putting to actually make and keep topside vulnerable, so kindly don't opine on it in a snarky way.

When I first responded to this thread my mind first went to planned crimes such as bombings and not crimes that were based on a need for swift action on the part of the criminal such as killings. Sorry for any confusion.

(Edited by svetlana at 6:19 am on 12/15/2025)

"Is that what I am about, instant gratification and not about being able to counter the thing that's happening if you happen to be around for it? Because that's the point, this provides data in real time, people can react, respond, intercept, not every crime results in easy get away this way with guaranteed escape as you see on who.dat that there are no active WJF players.

You know, two sides to the play.

And you have no idea how much work some corporate players (extremely me) are putting to actually make and keep topside vulnerable, so kindly don't opine on it in a snarky way."

You are taking this way to personally. You are posting from the view of an institutional corporate player who wants predictability and I am posting from the mindset of an opportunistic player who hates having to do xhelps and sit wait for hours and maybe even days to do something. That's it.

"You are taking this way to personally. You are posting from the view of an institutional corporate player who wants predictability and I am posting from the mindset of an opportunistic player who hates having to do xhelps and sit wait for hours and maybe even days to do something. That's it."

The irony of this is beyond any charts. I'll just quietly ignore you going onwards.

A few things:
- xhelp to notify staff is NOT so that staff can stop you on your rails or kill you. You are still allowed to get away with it. It's just so that the world can respond (ambpop, Judges NPCs, etc). For the sake of themely IC consequences, xhelp is there to allow GMs to give weight to your actions so they don't feel meaningless. A murder in Green is supposed to make it to headline news.

- Without xhelp requirement, there is no response, thus theme is thrown out the window because Green is supposed to be very very very very safe and ultra policed.

- It's true that xhelping sucks because GMs are not always available and are constantly busy which encourages carefully staged "set pieces" instead of spontaneous roleplay. Spontaneous and unpredictable scenes are the bread and butter of Sindome and they create epic stories and drive plots forward.

Because of this, we have tradeoffs: more spontaneous scenes vs. a more rigid theme where Green is safe as it can be.

I am personally in favor of compromising the theme for the sake of roleplay especially considering that topside can get very stale after long periods of time.

I don't see the irony. You invoked your own labor, your own emotional investment, you tried to tone police me, and now you're making a theatrical disengagement.

I merely stated how the idea could work logically and within the frame of an entertaining text based game, which at the end of the day that is all Sindome is.

Feel free to stop replying to me or ignore me. When you reply to me though you invite response. I don't feel like I've done anything to warrant your hostility or frustrations and I hope you have a better day.

This actually could be resolved by policy change, for example document how you actually tried to get them on gold for X time, and they just refuse to play along in unrealistic way, and then get a pass to just whack them on green whenever fits.

Of course that's another staff burden to track this and evaluate what was actually done and when that's enough, but if the issue is people who just make themselves an impossible target, it would solve it nearly, and leave green mostly as as it is.

Because topside players, just like mixers, do need to have some space to go and just RP in relative ease of mind and without having to be stuck in flats, especially where a valid reason to kill a topside player is "they be a corpie" and they have a lot less avenues available to recover from those.

Notably if you were to drop those policies, I wager that the mix would (proportionally to population) likely have less murders than topside, as you usually do not then have to live and interact with the people you kill.

If you want to kill a corpcit, kill them on Gold. Murder is supposed to be uncommon on Green, automated responses will not necessarily function correctly, and there are generally too few CorpSec players to increase reliance on them. I think automated bodyguards would be too much of a hassle, too likely to break, and likely ineffective (either in that they're basically a paper bag, or that they're 'too strong').
I'm not saying that all of you mentioning how safe green is supposed to be are wrong. But I am saying that it doesn't HAVE to be that way. That's the current lore. I would be open to the lore changing to fit more dynamic RP and less staff labor.

Well, removing that safety has following consequences:

- Corpies die a lot more, but still have very fixed income and high cost in representative clothes alone.
- Resulting from that, corpies doing a lot less in the open, as why would you expose yourself even more?
- Security in armor about all the time and ready to respond, no downtime hangs.
- Still no real way to strike down into the mix back directly, especially with most corps having singular agent on roster

So why would we want to drop this? People get murdered just fine, there likely is need to put more effort into luring people out instead of going to the easy camp on green option but that's a separate problem entirely.

Also, moving the xhelp to a detailed note afterwards would likely increase staff workload, since they would have to verify that information is correct after the fact.
If they don't, it could be used maliciously to OOCly frame people, and only verifying upon a dispute could mean players' time is wasted investigating something that was entirely OOCly incorrect.
- Corpies die a lot more, but still have very fixed income and high cost in representative clothes alone.
This is a good thing. Corpies should die more. The game revolves around mix. vs topside struggles. Corpies should not be isolated from the rest of the game, them dying is a HUGE pathway to a lot of roleplay.

- Resulting from that, corpies doing a lot less in the open, as why would you expose yourself even more?
Mixers die all the time with lesser salaries and lesser safety nets and they still hang out in bars and clubs way more often than corpies do.

- Security in armor about all the time and ready to respond, no downtime hangs.
This is badass.

- Still no real way to strike down into the mix back directly, especially with most corps having singular agent on roster
Corps have budgets and WJF protection. Bounties (both Hall and non-Hall) are an immediate way to respond as well as WJF crackdowns.

"- Corpies die a lot more, but still have very fixed income and high cost in representative clothes alone.
This is a good thing. Corpies should die more. The game revolves around mix. vs topside struggles. Corpies should not be isolated from the rest of the game, them dying is a HUGE pathway to a lot of roleplay."

They are dying quite a lot as is, I don't think I am seeing things when I say it. But also it's mostly the non combat juniors who get targeted. Change of the policy wouldn't revisit what's causing that.

And I guess that means you are ok with corpies starting to kill mixers for "they are a mixer" reason? Because if we are opening that can of worms, well, alright, but I don't see how that will be good for the game, and yet that's the standard vs topside.

"- Resulting from that, corpies doing a lot less in the open, as why would you expose yourself even more?
Mixers die all the time with lesser salaries and lesser safety nets and they still hang out in bars and clubs way more often than corpies do."

Mix has the insane safety net of being able to hustle 20-30k a week out of NPCs alone if you play the system smart, and then whatever you make out of players on top with very wide range of that income available. Topside you just do not have those opportunities, yes you can embezzle to top up your salary, but unless you've picked artistry, you likely just won't be making much more without going into "sell your corp secrets" path.

"- Security in armor about all the time and ready to respond, no downtime hangs.
This is badass."

It really isn't, PCs do want to get off work at some point, it's a game to enjoy. Same as in the mix you can be a mixer, with a big bounty on the hall, and just go to the bar and be quite certain that no one will nab you. It happens, but a lot less common than most think.

Really got to remember that on both sides of it there are players who want to have fun, not just be hunted for sport. But if we are talking opening it as hunt for sport, then corpies should also be alright with just taking their budgets out on people for very thinly veiled reasons, as that's the real benefit of topside - not having to pay for things. But getting budgets for that is generally hard, and for good reasons.

"Mix has the insane safety net of being able to hustle 20-30k a week out of NPCs alone if you play the system smart, and then whatever you make out of players on top with very wide range of that income available. Topside you just do not have those opportunities, yes you can embezzle to top up your salary, but unless you've picked artistry, you likely just won't be making much more without going into "sell your corp secrets" path."

Why aren't all or the majority of mixers swimming in chyen then? If it was commonplace to make this amount of money everyone would be fully chromed, equipped, and driving Ferrari's and feel zero need to play against each other for monetary gain. I mean think of the poor corporations that are being financially outpaced by the mixers. I think that might be an exaggeration.

Mixers get killed for little to no reason all the time. I would even make the claim that mixers go corporate because they know it is unlikely that something will happen to them topside because they oocly know that there are safeguards in place to foster that kind of environment. Am I saying it is wrong thematically or design wise? No, not really, I am saying that I personally just dislike it and would be thrilled to see less barriers. As it stands corporates can still be killed, the xhelp and aligning of the stars just seems to be a stigma and hurdle that makes people think that it's not worth it.

As I stated in another post, murder is the extreme example I choose, but there are plenty of other crimes that are less severe you could mention.

"Also, moving the xhelp to a detailed note afterwards would likely increase staff workload, since they would have to verify that information is correct after the fact."

This may be another discussion altogether, but I always see the charge of "making more work for staff" as a kind of blanket defense for why some kind of meaningful thing should be stopped. I think it is understood, or should be understood, that once you take a voluntary staff position that your workload will naturally increase and your primary agenda is, well, work. I know you probably mean unneeded work and labor, but that is purely subjective to opinion about what is needed and what is not. If it were a real factor in the progress I'm sure they would come in and say hey, this is too much and we don't want to undertake it instead of a player throwing that up to discourage further discussion and exploration of an idea or to defend their point.

Tl;Dr: We need to give everyone more reasons to spend time on Gold.

Crime (even violent) is already nearly unrestricted on Gold outside of HQs, but people don't actually spend time there so there are limited opportunities. Gold is too expensive for Immies, criminals are worried about running into a Judge, and many topsiders have no reason to leave Green. We need to get people to go to the same places naturally because physical presence means interactions and RP.

Problem 1 – Topsiders don't want to go to Gold:

-> Give PCs more reasons to physically go to work. Whether it's a requirement to check in at their office (track scans maybe?) or more punishment for lack of doing their job.
-> Actually have consequences for PCs being ineffective at their job. (Work expectations can help with staff load since some topside jobs serve OOC functions as well. Perhaps try to move more staff work to PCs where possible.)
-> Move some services/shops from the Green to Gold. Make Green more residential so that you have to leave.
-> Noise complaints if there are too many people in an apartment on Green or Blue. No house parties. Gotta have your events in a public venue. (Not sure if this is actually a problem.)

(As an aside: I -believe- there are some service Mixer PCs who are currently employed topside who have not worked a single shift in months. Ignoring your job is not just a Corpie problem. All jobs in the game serve to drive interaction so you should not be permitted to idly collect a paycheck.)

Problem 2 – Mixers don't want to go to Gold:

-> Reduce WJF patrols to only on Green, Blue, and at the HoJ.
-> Extend CorpSec turf and make them police Gold. New Light is NLM turf. Soma is VS turf. Skywatch is PRI turf… WJF can own the roundabout. (EDIT: This may just mean converting some of the Judge NPCs to CorpSec NPCs and maybe making them less aggressive? Maybe they only care about people who have direct beef with their corp. Literally like a gang.)
-> Add another manhole on Gold. (I have a location in mind but I'm not sure if I should discuss here.)
-> Reduce the prices of some topside activities. This one may not be the biggest deal, but many places have a steep entry fee that makes them unappealing even for corpies.
-> Make the lev free if you're just going between Red and Gold. (Maybe charge on exit rather than entrance or just double the charge for entry when on Green and eliminate it on Gold and Red.)

Problem 3 – Topsiders and Mixers are actively discouraged from interacting:

-> Back off the class-divide stuff in general. This doesn't build theme much in my mind and just serves to divide the playerbase.
-> There are legit reasons for Corpies and Mixers to interact.
-> There are consequences already for corporate espionage if someone is leaking data.
-> Corpies already aren't really allowed on Red nearly at all. Class-warfare policies just move the barrier even further upwards. Make Gold more of a place for open mingling and interaction. It isn't weird until a Corpie is sneaking a mixer into their pad on Green or is disguising to go visit Red.


EDIT: Maybe make some automated social events that happen on Gold? For when there aren't service mixers at a bar to actively call people in. The Karaoke place also would be nice to have back. It seems popular.

(Edited by ikunaut at 12:52 pm on 12/15/2025)

The idea of relying on Corporate Security or the Hall makes me cringe backwards in time. I remember what it was like being Corpsec however many years ago.

The reality of this game is there is no where near enough staff, no where near enough players, and no where near enough mechanics. Things are spread very, very thin in every way possible.

For the corporate player, Corpsec will not be there for you and neither will the hall. We need to acknowledge the actual state of the game. There isn't enough people.

Edit: Note I would love for this to be different and to open this up. I just do not see it as things are. That could change in time of course! :3

(Edited by prozorovsky at 12:51 pm on 12/15/2025)

> If you want to kill a corpcit, kill them on Gold.

What if that corpcit is never on Gold? And even on Gold - if they drive everywhere and sit in corporate towers? They'll spend very little time being at all vulnerable.

Those types of people are unlikely to make themself vulnerable on Green, either. And there's still likely ways to get them while on Gold, they can't have someone update their clone for them.
The opening of this thread started off with what sounded like a very-easily summarized preface - 'Corpies should be okay with dying and getting marked, and it should be easier for me to do it.'

I disagree wholeheartedly that Green Sector is 'too safe'. There have been numerous attacks over the past few months, murders and attempted murders, perpetrated by skilled combatants that have, in some cases, gotten away with it, and in some cases, not. Green Sector is supposed to be 'safer', yes - higher WJF Presence, neighborhood watch, XHelps for permission to reflect the difficulty. All true, all themely. Nobody is stopping a player from perpetrating a crime, an attack, a murder, a robbery - but there are specific systems in place to give the Corporate players some sense of safety. IC, look at it as a perk of selling your soul to the system.

I agree with Froggy about most everything. If someone want to kill corpie because corpie, then corpie killing mixer because mixer should be fair game.

CorpSec Agents aren't around all the time. Everyone has IRL stuff to do, responsibilities, lives, and I have seen instances where days go by after a murder with -zero- movement done on any investigation. The IC response from the Corpo player killed? Self-isolation. Because we're supposed to care about our lives, right? If one's CorpSec team isn't protecting you, then you protect yourself. Learn how to fight. But as a Junior, you can't fight. You may be focused more on the skills necessary to do your job, and only have a few months of UE into the important things. So, you get attacked, die, and are left feeling forgotten because your CorpSec player has been MIA for a week?

That sucks. Been there. You'd hate it too.

Gold is less safe. The Corporate HQs get attacked. People get merked on the streets. It's a risk going out; maybe not as much as on Green, but safety is an illusion for anyone, anywhere, one hundred percent of the time. I'm all for that… And if someone thinks Corp Players don't hang out at the HQs? You're wrong. Sorry. Some people spend hours sitting in Obs or a conference room conducting interviews or monitoring feeds. Sometimes it's just social time, Corpies sitting around a table in a secure area and talkin' biz.

Keep Green the way it is, in my opinion. You can do crime, just follow the rules in-place and be prepared for WJF or a particularly responsive player or two to white-knight and come charging in, ready to teach you why their sector should be 'off-limits' to the criminal scum.

Apologies - I meant to say, it's a risk going out on Green, not as much as on Gold, but no place is ever one hundred percent safe. Just thought I'd clear that up.
I am a little confused about the comments about "Then attacking Mixers should be fair game."

What does this mean exactly? Corpies can attack Mixers on Green or Gold with the same guidelines as Mixers attacking Corpies, it's both crime.

What is being implied here?

Just popping in to say I think things are running quite smoothly as is.
"I am a little confused about the comments about "Then attacking Mixers should be fair game."

What does this mean exactly? Corpies can attack Mixers on Green or Gold with the same guidelines as Mixers attacking Corpies, it's both crime.

What is being implied here?"

There is an imbalance of expectations between mixers and corporates.
If you are a mixer, and you go topside, kill whatever random corpie, and then express yourself back into the mix… That's fine, it's acceptable and supported by the narrative, granting you all the protection that hiding in the mix offers.

If a corporate citizen wanted to kill a random mixer topside, good luck getting institutional backing for it and to cover your butt. You may swing it once in a while, but this just does not align with the expectations, as far as I know. And we do have quite a few characters of the "kill corpie coz corpie" who even if it may lead to pretty thin RP, do enjoy the institutional protection that is the mix.

Another part of those expectations is shrouding. Corpies and mixers share gold, but it's really in bad form for corporates to hide themselves topside, while OOCly we know that gold is about as secure as money hidden in a Candy Land box, ICly you are supposed to, mostly, act like it is safe - there are judges and corpsec everywhere, why wouldn't it be?

Now imagine if you then had to travel the mix uncovered almost all the time, after being wanted for whatever topside crime. This is the state in which corporate citizens all the time - exposed and vulnerable, because any of the hoods may be mixer who just wants to kill a random corpie for whatever reason and then immediately flee to the mix for relative safety.

And that's where green comes into play, where you can OOCly unclench, put a nice outfit on and enjoy your life, because if someone will kill you there, it's very unlikely to be have been random; so if your data game is not abysmal, you should at least have a hint of something brewing.

I feel like the burden for a corpie killing a mixer is practically the same.

A mixer wants to get away with it disguised so a solo doesn't pay them a visit on Red later.

A corpie wants to get away with it disguised so they don't get a criminal record and potentially fired.

Wanting institutional backing for a random murder just sounds like someone doesn't actually want to participate in crime.

To me there are appropriate risks both ways and the mitigations for both sides are the same, stealth, disguise and vehicles.

I would be fine with more institutional backing for corpies doing bad things to mixers. I don't think crime should all be done the same way. Any time I see things being done out side the tried and true oft repeated methods, I get a little giddy. I'd rather encourage that creativity by making crime possible in more ways that trying to force everyone to do crime the same way.

If corpies need or want institutional backing for committing Crimes on Gold and Green, I'd love to see it, but I would hope the expectation is that if they get caught they're made the scapegoat and they're fired and sent to Red.

I thought the goal of this conversation was too loosen xhelp restrictions and encourage mixers to take more chances, not making it even easier for corporate citizens to feel supported by the game world for their RP.

Sure, in theory a corpie can also get a buggy, mhm plates, and attack exactly like a mixer would and use mix to do the lose trail but… Yeah. May well just be a mixer.

I would -love- more corruption allowed in using the corpie powers to murder mixers, but sadly so far my experience of trying to use IC bias to blame specific mixers got strong pushback every time on trying to get the corpo powers/chy to go after them.
I am very open to those type of plots, but yeah, so far I had extremely little luck making it happen.

A few things to consider here: maybe that institutional backing already exists and people simply don't use it as much as they should.

Additionally, the whole "corpies shouldn't shroud up" thing is straight up wrong. I've seen multiple corporate PCs wear shrouds on Gold and Green while on the streets.

I think we have a problem and I don't think we have a solution for it.

There is no meaningful way to enforce standards and game universe things without some kind of staff presence. Players can and will do a good job keeping the universe solid on their own, for a time. But without intentionality it will drift as various player desires and intentions shift.

Code can help with this, make the judges more automatically responsive, make automated corpsec escorts, add disguises maluses on gold, and green escalating to make it harder to avoid notice in the more surveiled levels. There's a lot of little solutions here that can help with the penalty of removing staff oversight, but, ultimately staff oversight is necessary if you want a bespoke world and not simply a player sandbox.

I don't think that drift is necessarily bad. I'd rather the players be allowed to drift things over time with staff largely just keeping it from going too far too fast. I know I'm in the minority but I'd rather see all the new crews PCs make than ensure the baked in crews we have now live forever and are always in their same seat at the table.

1.) Withmore has 2/3rds the population of Mega-City One living in a city the size of Los Angeles. Saying Green is going to be crime free is ridiculous.

2.) Leaving a note of "I'm planning on killing Joe Baka sometime in the next few days. If they're on Green then they're on Green." should qualify as XHELP for Crime. Then just simply xhelping "Moving in for kill" and leaving a post kill note should be enough for staff to be able to piece together any clues they wish for the ambient population to have.

3.) The duality of corporate players seems to be "why won't the mixer try me" and "HEY WHY IS THIS MIXER TRYING ME?!?"

This. All of this. It is something that seemingly permeates the OOC boards and discussions and is a reason why I've really stopped suggesting ideas for improvement. Anything resembling any sort of swinging up or evening the odds a little is met with pages of argument about how if players were minorly inconvenienced by X that they would heavily bleed a reason to just kill other characters instead of their normal "roleplaying" of wordlessly snapping necks in sewers. "If you don't allow us to continue to abuse you, we will abuse you worse" I feel is a common theme found among many posts on these boards. Brawn must always triumph over brain in every situation and any insinuation that the current power balance might be upset is met with doomsaying from the heavens.

Still trying to figure out how I can make this 120K+ a week profit margin through hustling in Red. Must not be doing enough… or Chuk is holding out on me.

I agree that while Green and Gold should be treated as more secure, policed areas, having to xhelp and then wait for a response can kind of kill plans before they even begin, as it's very rare you'll get a response before your window of opportunity closes. Echoing what other people have said, it does also feel like some corporate players feel like they're supposed to be almost entirely invulnerable, even as a junior employee who just signed on. I was personally under the impression that corpies earn more money to finance their shit with in exchange for being a bigger target.

Maybe a way to help even things out could be something akin to traffic cameras on Green. You fuck someone up? A WJF camera's taking a snapshot/recording of the whole thing and forwarding it to the authorities or any other interested parties like the target's employer. License plates, physical descriptions, etc. Of course, disguises might thwart this, but isn't that the entire point of the disguise system?

Some way of making it harder to get away with topside crime without having to rely on overworked GMs being available at the perfect time.

I will add that if people did more involved crime against those juniors than just no-talk-vats, they may be more inclined to be available.

Food for thought.