Conversation
|
Removed "Needed features" (because I/someone else implemented them) and removed the header (because it's for proposals) |
| ## Background | ||
| Contraband system was initially added in [#28688](https://github.com/space-wizards/space-station-14/pull/28688). The main reason for this systems was to improve security work by strictly defining contraband. Shortly after, the Space Law was changed in [#30937](https://github.com/space-wizards/space-station-14/pull/30937), changing manual listing to a reference to the in-game system. | ||
| Afterwards, many small-scale PRs were made in order to adjust contraband markings. | ||
| With the addition of magical contraband in [#35254](https://github.com/space-wizards/space-station-14/pull/35254), addition of job-specific contraband in [#33385](https://github.com/space-wizards/space-station-14/pull/33385) and changes to contraband examine in [#32250](https://github.com/space-wizards/space-station-14/pull/32250), several discussions took place about the desired behavior of the system. |
There was a problem hiding this comment.
Personally I think magical, xenoborg and other contraband types that only exist for flavor reasons should be removed. The main purpose of the contraband system is to make is easy for player to understand what is illegal under spacelaw, and adding new categories just for flavor makes this more complex than it should be.
Otherwise the doc looks good to me.
There was a problem hiding this comment.
Wait, that's background section, not the expected behavior.
There was a problem hiding this comment.
One issue that has been identified with this current system is that syndicate contraband is always defined as Highly Illegal. This means being caught with just interdyne cigarettes in your bag is equivalent to being caught with an e-sword. At the same time we can't just mark interdynes or other "lower severity" syndicate items as minor/major, as that would allow the Captain to permit their use.
A proposed solution that I am in favor of is that Minor, Major and Highly Illegal are separate to the Syndicate/Magical grouping. That way, we can write Space Law to disallow permits for Highly Illegal and "foreign faction" contraband (or similar definition).
Otherwise I think the doc reads well; it's a small one but explains the feature well.
EDIT: There are valid criticisms to be made in regards to our current "balancing" of Space Law contraband levels; you could be perma'd for trespassing in Bridge with a pack of Interdynes in you bag. I see that as separate to what the Contraband levels add in terms of Security gameplay - the severity of the punishment is not as important as distinguishing the in-universe severity of the equipment, which helps add to immersion and informs how characters should react.
I added info regarding item factions as desired/unwanted behavior points. Someone/I could make a PR separating factions and severities using the doc as reasoning later on. It would also probably resolve Slarti's concern by making it a functional and needed part of the system instead of just flavor. |
This document describes what contraband system is supposed to be, as well as adding a bit of documentation on how to mark items as contraband (probably useful for to-be-contributors)