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[Town Hall] Summer 2020 Topic Thread
Summer Topics! Give 'em here!

OVERVIEW

Hola compadres, it's that time again. The Summer 2020 Town Hall has been announced and now Mother Mench UwU requires you all to band together and tell us what you'd like to hear about in this Town Hall. This is your opportunity to give us your feedback and let us know what you'd like to discuss and hear about during the meeting. Help us, help you. Let's make this Town Hall the best one yet!

TOPIC SUGGESTIONS

You can respond to this thread with your suggestions, however, PLEASE in the interest of keeping this easy to manage, do not engage in discussion about the topics here. If you want to discuss them, create a relevant thread in the correct part of the BGBB and note that not every topic will make the cut but we'll do our best to get as much in as possible. We Promise xx

SCHEDULE

The town hall is THREE HOURS long.

It begins with speeches from the admin, who offer updates on their respective areas of the game (Building, Coding, Operations, etc.).

Then we move into the discussion section, where we run through an agenda of player & admin submitted topics.

We then close it out and people can leave or stick around to chat with the various admin.

WHAT TO SUGGEST

If you're stuck thinking for suggestions to give, here are some general topic categories that you can think about:

Code Improvements - What could be changed code-wise to improve the game?

In Character Topics - What can we do In Character to make Sindome a better place for all?

Out of Character Topics - How can we help you, the players feel more at home in Sindome?

If you're still stuck, then take a look at the previous topics thread

WARNING

Please do not reveal any IC info in this thread. Again, this is just for posting ideas for topics (you can explain your topic in as much depth as you want, but don't get into it with others about the topics they post). Create a new BGBB thread to discuss something if you want.

PRE-READ INFO

If this is your first town hall, please refer to the posts below for a list of previous posts relating to the most recent Town Hall.

Winter Town Hall Agenda

Winter Town Hall Log

Winter Town Hall Topic Thread

There has been some really good discussion about "electronics" in general and "surveillance networks" specifically in this thread.

https://www.sindome.org/bgbb/game-discussion/ideas/electronics-n-security-recycling-2066/

For the town hall, it would be great to get an update on the progress of allowing characters to use the Security Analyzer to reset / unscan devices. Is that still planned, or has it been shelved? If it's still planned, is there an estimated date for it to be implemented?

And if it is still going to happen, has staff given consideration to the concerns brought up in the linked discussion?

Specifically:

Is staff aware of the concern of a single tech (or two) basically monopolizing the niche by taking down everyone else's devices? (I don't expect staff to discuss how they would mitigate it, and in fact I hope that they do not discuss specifics. I believe it would make people feel more comfortable if there is some acknowledgement that staff is aware of / thinking about it.)

Does staff have an opinion on whether surveillance networks should be available to just about everyone, or should they be limited to a few orgs / individuals with the resources to setup, maintain and protect them? Again, don't go into specifics. But, my experience has been that staff adjusts the balance of things. Too much chy in the Mix, cut down on chyen. Too many people farming gangers for weapons, adjust the Gang Code. etc.

Would love an update from staff on Grid 3.0 and/or what the staff is hoping to do / is doing, even in vague terms, for the decker archetype moving forward. Thank you!
I would personally like to discuss the GM responses to crimes on Gold/Green. Crime on these sectors, outside of shooting someone and running away are effectively impossible. I would love to see attempts at theft or spying -ENCOURAGED- by the GM's, not slapped down over some arbitrary thing that the GM decided caused the failure of the whole mission.
I would like an update on the status of the corporate stock system, if possible.
Seconding interest in Grid 3.0.
Piggybacking onto Elec/Security tech topic, I would like to lightly speak on the -entire- Engineering skill group in general, but how Munitions is currently laid out specifically.
7 topic suggestions for Town Hall:

- I'm interested in knowing how much people feel CPI has improved perception of topside play. I feel things have mostly improved, and I'd love it if others would weigh in.

- Is bodyguarding being planned? (Something like Escort + redirecting attacks & grapples from escorted to escorter.) There's no real way to reduce the odds a non-combat character gets grabbed or attacked on the streets, and that limits public appearances. I know there was a thread about this, but I can't find it, not even in Search.

- Followup from last Town Hall: Immy greeters, do you have a less rough job compared to 6 months ago?

- Followup from last Town Hall: New players in the past 6 months, what's been your biggest frustration(s)? Was there something you really needed to know before you were introduced to it?

- Followup from last Town Hall: Is it still on the to-do list to make high-quality disguise items need to match skintone? I feel this would help enable serious topside espionage. Even if it's just at a certain upper Disguise skill level that the items match skintone, I feel that would go a long way toward the mix infiltrating topside. Also, adding @titles to disguises. Reference: https://www.sindome.org/bgbb/game-discussion/ideas/-title-for--disguise-name--1806/

- Undiscussed from RSB in the last Town Hall thread: What is the future of vehicles looking like and where do we want it to go?

- Undiscussed from Sly in the last Town Hall thread: "The end of climbing the job ladder. What I mean by that is, I see folks jumping a lot once they hit the top of a career. And in some cases, it feels kinda 'forced' because they've hit a wall and can't go any higher. I think it feels very gamey and unnatural, and can lead to characters feeling less like people with niches and passions, and more like characters trying different systems. I'd like to hear the admin's thoughts on this and if other players notice it as well, and how they feel about it."

+1ing my suggestion Ynk posted, since I still see it a lot still, especially in gangs. It almost feels as if gangs are 'insurance' people go into early on so they have backup and chums semi-automatically, and move on once they're strong enough to stand on their own. I don't like the idea that gangs are just 'clubs' like that, and I'm undecided whether or not the punishment people go through for leaving is enough, but I really would like to hear from GMs and players who've gone through that.
I love how many topics have already been posed. Usually we have to follow up like six times to get this many! Thank you ynk for the follow-ups, those are also super useful for gauging progress. Keep em coming!
@ynk

What is CPI?

@all

It is a good habit to get into that any time you are using an acronym, define it the first time you use it.

eg

As Soon as Possible (ASAP)

That way everyone knows what you're talking about.

There seems to be an effort being made to bust up cliques, turnover established fat cats and force people to play to theme and faction more directly of late.

Can we expect to see the same thing happening topside? I personally think that the 'corporate pride initiative' and corporate solidarity movement was perhaps well intended , but it again seems like major parts of topside are a hugbox and corporates are focusing entirely way too much time and attention on mixers rather than their rivals.

Seeing enormous sums of money getting tossed around by corporates to mess with personal politics rather than corporate politics is a frowny face :(.

I honestly want to know why Sinn St and the Sinners gang are not on an even playing field with the rest of the gangs in red sector. Barely any armor. Only gang without bleeders. NO MEDICAL!

With the insane amount of stuff that happens between Deji, Carnals and The O. How is there not a medical clinic on Sinn St?

@Hek & Talon:

CPI (Corporate Pride Initiative) a.k.a. the thing that's made it so that we don't have to pull 12-hour days focusing on corporate politics. It's a more reasonable 1-2 hours of upkeep IMO, freeing up time to interact with mixers and sleep. 😛

edited due to being off topic

(Edited by Slither at 8:44 am on 8/5/2020)

I'd like to discuss the class conflict in Withmore and how we can encourage themely conflicts between topside and Red Sector.
I think Floki's topic would be interesting to discuss, and I also want to know if there's anything that can be done to make Martial Arts as a skill less of a joke than it currently is. I think something like making it compatible with certain cybernetic weapons would make it a decent equvialent to Brawling.
Dual wielding. It's been debated heatedly on the forums, and heavily alluded to in game. I think it warrants discussion. Particularly as I don't recall staff having weighed in on it quite yet.
My short list...

Dual wielding, and suggestions on it's implementation. More than that. It might be best if it's combined with a discussion on.

Multiple combatant onslaught penalties, Are they enough, or are they not enough?

Gang Disparity, which gang has more gusto, gear, and gang gimps, and why.

Martial Arts, why is this skill so much worse than Brawling, and how do we fix it?

Weapon usage statistics, and how each weapon is balancing to each other in terms of player pop, is there any gravititation towards certain weapons that might be unbalanced, and how do we fix that?

I think if possible, and this may be better as an Ideas thread, but discussing grappling as a more skill-weighted combat option would be nice. Right now, someone with no hand to hand experience can end any one-on-one fight with someone with lower stats (even if that person is significantly higher trained with actual hand to hand technique), even if caught off guard without access to the weapon they're actually good at, because of how stats-weighted it is.
I'd like to see lower-end chrome (~10k buy/install) and lower-end drug kits (~25-40k) that give newer players access to these features of the game. The chrome could give you a high chance of infection, or some other gnarly cost (with a possible semi-frequent "repair" from lower or higher level cyberdocs), and the drugs made on the lower tier kit could increase OD likelihood, or cause some kind of disease.

Dangerously cut drugs, and dangerous chrome are big CP staples. I'd love to see low level chemists saying "This is bad shit, it'll kill you". Or their friends coming to them to vet their candy before they take it. Similarly, lower level cyberdocs could "tweak/repair" this lower level chrome in sketchy places to prevent negative effects. Maybe with a high risk of a PDS outbreak or something? It'd just be cool to give lower level people in these professions a risky way to break in before they can get into the big-time.

I'd like to discuss if more customization can be added to cosmetic items, and in general if the aesthetic transhumanists aspects of the cyberpunk theme can be improved.

Relevant discussion threads:

https://www.sindome.org/bgbb/game-discussion/ideas/cyberdoc-customizes-chrome--worn-2013/

https://www.sindome.org/bgbb/game-discussion/ideas/custom-makeup-messages-1936/

https://www.sindome.org/bgbb/game-discussion/ideas/biomod-issues-and-fixes-1628/

Hey there. I think this has been the most excited I've been for a town hall in a while, but anyway, my topics. I would also like to discuss topside politics, because I think it has most certainly given people wiggle room, and has allowed for a lot more quiet interactions between corpies hiring mixers for their dirty or shady stuff. It also does feel like it's approaching a great balance of being able to rp topside while not being necessarily friendly at least in my experience that in fighting and quiet issues are still very much there. I'd like to talk about Explosives again, and see an update on how that's still being reworked if possible, as I heard something about how there was to be more put into it. I Also would like to discuss how martial arts is also much worse than Brawling and what can be done if anything to help improve it, if anything at all. Or perhaps it is fine.
Another discussion we might have, is a discussion of Disease mechanics and the ways that we can improve them.
These are AWESOME topics suggestions! Thanks so much for these so far, keep them coming!!
On that note, in terms of schedule, could my section on Munitions & Engineering skills in general be set next to SomeoneLoveable's inquiry about Explosives? I think there is some adjacency and relevance between them to be had.
I'm a new player, so I can't offer a very informed opinion, but from reading the forums my understanding is that cybernetic limbs, especially low-tier ones (and other cybernetic modifications in general) are not very common. Even rare.

As others have posted in various threads, this situation isn't very cyberpunk.

I don't have the experience to offer ideas that speak to the realities of the game's meta and economy. But more variety and more occurrence of cybermods would help hook more fans of the cyberpunk genre, and help the current playerbase tell stories that are more cyberpunk. I guarantee that some people will take a look at Sindome, learn that extensive cybermodding isn't really a thing, and feel a little disappointed.

So I hope people with more game knowledge than me can discuss ways to make cybermods more affordable and common (even if they're trash-tier mods).

This thread was an interesting example:

https://www.sindome.org/bgbb/game-discussion/ideas/cybertech-insurance-1942/

I second current discussion ideas regarding the tech trades, topside "red collar" crime (mixers working crime topside), and more immersive/varied chrome for both theme and mechanic discussion.
I would like to see a discussion around the idea of combining Auto_Tech and Aero_Tech. Investments in Aero_Tech are effectively wasted [edit by Fengshui: this is this persons opinion, not a definitive reality] except in a -very- niche application, so giving technical characters just that smidge more versatility would really help with the balance there.

(Edited by Slither at 8:46 am on 8/5/2020)

I'm super new but I think I'll still voice my most 'pressing' topics on my own mental agenda - that is to mean the two topics that interest me the most.

The first topic is health and wounds. I feel that the health and wound system is O.K. but it could be incredibly immersive if we took inspiration from some of fellow roleplay intensive game. For instance, Space Station 13 has a roleplaying server called Baystation 12, which tends to have a population oscilating in 50~ players. It used to be much more. One of the coolest things of the game is how wounds work: you have oxygen, limbs, blood. If you get shot in the stomach, you might feel pain, nausea, etc. Medics have to learn the different drugs to apply to you and tend to your wounds one way or the other. Baystation 12 is futuristic, so their health system can really serve as inspiration for the developers. What's better, Baystation 12 is open source therefore the code is right there. Naturally, we shouldn't copy anything or anything - but I feel a more immersive health and wound system would be what's next in my own mind to push the roleplaying level to the next stage. [personal opinion]MUDs diferentiate from MUSHes in their interpretation of the real life world, with intricate simulations of different code-based systems that leave very little to the interpretation of the players. Improving the way health works in relationship with the gameworld would be fun.[/personal opinion] Here's Baystation 12's github for any code-savvy that want to peek at their health syste and how it works: https://github.com/Baystation12/Baystation12/

A system I really loved was the implementation of stocks. Another system I really love is the weather system. I enjoy the concept of the code simulating different scenarios that make the game not NEED staff in many cases to create fun. I'm curious to know any plans staff has on this regard. Is that kind of systems in their vision? Sindome seems to have historically relied a lot on scripts and the like, so it doesn't feel off-theme with the development philosophy to push the stocks systems with perhaps some events system that creates dynamic fun. I've read mention of plans along that way as well.

Again, take my comments carefully. I'm super new. I'm probably super uninformed.

Plus-one on the discussion about more cybermodding and ways to creatively and themely augment oneself with chrome. Implementing the ability to buy Mix-appropriate biomods in Red Sector would also be a cool RP starter, especially as a way to bolster the whole body purist vs "splicer" theme.
@RedSteelButterfly

When I said I wanted to talk about Engineering skillgroup as a whole, those are the kinds of things I'm thinking of, as well. Hopefully we can get some kind of big Engineering "block" on the schedule to cover all the Sec/Elec Tech, Auto/Aero Tech and Munitions stuff. I count Explosives in there, too.

Personally, I totally plus one discussion around how we can increase the use of cyberware, such as more cosmetic chrome options that don't ruin your PDS load. Seeing the promotional material for Cyberpunk 2077 has made me so sad that Sindome is just so boooring in the cyberware aspect, no arm studs or golden limbs or faceplates, no skin wiring, no ghetto chrome or modding for the sake of modding.

I'd also like to see some more discussion on how martial arts can be improved, especially things such as a cyberknux equivalent and more weapons options for martial artists other than the staff (even if they are stastically identical) to differentiate the styles.

It would be good as well to talk about how players might be able to contribute to creating new weapons via the player accessible scripting folder (if possible), as well as a talk about what has actually been added because of contributions to the scripting folder!

Would also like to see some discussion on some artistry QOL changes based on the various threads over the last couple months, such as finalizing value of a piece of clothing before adding messages, colored tattoos, custom makeup messages, etc. New instruments as well!!

TL;DR

- Discussion about cosmetic chrome, cheaper chrome and how to make modding more prevalent.

- How martial arts can be improved, including options for aesthetically different martial arts weapons, a cyberknux equivalent, and possibly actual differences for different styles beyond combat messaging.

- How/what have players been able to contribute with scripting, what can be contributed, and is there any way for players to help out with more stuff such as new weapons, instruments, items, etc.

- Should more time be put into artistry QOL changes, and what would be useful?

removed

(Edited by Slither at 9:07 am on 8/8/2020)

Topics will close later this week. Please keep discussions off this thread. If something needs a deeper BGBB discussion, feel free to create a thread! But this thread is just for ideas for topics.
Real quick add, with all the disguise talk going around lately. I'd like to discuss:

Adding pants/shoes/gloves to hooded mementos

Increasing memento population

Wigged/makeup disguised npcs topside and bottom-side

Wig/lens nakeds and how to blend them as a PC (there's some meta here that's hard to ignore for other players)

I think these systems are totally amazing and with a boost could really knock out a lot of the meta that is occuring. Thanks!

Oops, forgot. Sorry for the two-post.

There was a big discussion about making chameleon skin a disguise item. It currently feels criminally under-used (I might be wrong). It'd be great if it got a buff somehow.

Bugs & Their IC consequences

If there's a known bug, but some of us didn't know it ooc, its an IC disadvantage, that we could have avoided. When in a situation from a problem happening due to this, it still 'counted as IC' fault of ours, per a GM, and can have IC negative consequences. GM's tell us to ignore pubsic's gone wrong, so its possible to waive IC events. If not, surely there could be some lesser consequence, or exceptions to be allowed IC, if permission given for that.

So, I'd like to know why this injustice is so strict on PC's, and if the system and rules for its effects will be improved.

I'd like to offer an idea for a topic... Or a section at least.

A five minute: Thank the GM's segment. Where if you've got a statement prepared ahead of time, you can queue up and drop a thank you into the chat for them. I think this would be a good way to close the topics... Because... We are very demanding bitches sometimes. And I'd love to offer some positive words in return for the tolerance shown to our squabbling and squawking.

Topics are now closed! Thanks all.