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A MORE FASCIST WITHMORE
Oh! Come and see the violence inherent in the system!

CLEARANCE LEVELS (Top Down Access)

Open services (banking/sensenet/genetek) in Red Zone (albeit at a higher price). Disallow travel by mag-lev unless the character has clearance. If a character without clearance travels by taxi and gets scanned by "the authorities" or a security checkpoint then they are fined and deported back to the nearest zone that they have clearance for.

It would work in a top-down manner, with clearance levels granting access to the zones below them.

Immigrants/bums/gangers - Red Clearance

Wageslaves/Low-level corpo rats - Gold Clearance

Mid-level security/corpo/celebrities - Green Clearance

High-tier security/corpo/celebrities - Blue Clearance

This would open up opportunities to use stealth to bypass it (excepting checkpoints) or for technicians to provide forged passes. I imagine the forged pass would be a skillsoft that you can slot. It would also allow the players who want to be grimy gangers and never interact with higher society to do so.

Might need to move Withmore Wholesalers to Green Zone, so it doesn't cause problems with couriers with Gold Access getting into Green.

FIXED FIXXERS

Let the prices in Gold Zone be the baseline and raise the prices of those items by 20% in Red Zone (or whatever math works) and lower the prices of those items by 20% in Green Zone. So a character (fixer) with connections to access zones above Red Zone can procure these items and then sell them at a marked-up price, profiting, but still providing them at a lower cost than prices in-zone. Put neXus in Gold Zone to account for the loss of access to armor, with Protek staying in Green Zone to be the premium gear.

It would be a lot of relocation of items, mostly, and some new rooms (Red has empty lots), but it doesn't need to be fancy for the mix. The structure would give fixers a way to work the system (without waiting to resell hand-me-downs) and create a new money outlet for programmers/technicians.

I'm not gonna like, shut down your idea right away, but just saying that the whole clearance level idea would drastically reduce interactions between mix players and topside players. I do think something like this could be tried out temporarily. Like a weekend where all travel on the mag lev is restricted. Wouldn't hurt to just see what happens.
Where are you expecting low-level corporates to live in this system?

Who's going to run crates to Green?

valid concerns and I'm not sure this would actually affect anything besides being an inconvenience for everyone, it's a big change
It would be fun. Sure, you would need some apartments for Gold Zone, but topside players could still slum it if they want to interact with scum. Gold clearance grants access to Red Zone.

Maybe have the 'crates' to Green just be delivered by scarab pilots. Gold and Red zone would still have courier jobs.

Mostly, what I see is that legit 'new players' just run a few crates and then go to Gold Zone; there they can avoid tolls, hide from the consequences of their actions, and never interact with anyone. It would be a gate, not an inconvenience. You can still work towards a forged pass or use stealth if your profession doesn't grant clearance to the upper zones.

What about all the events that take place on Gold? They'd need a special pass to go? Or sneak in?
The fact you use "zone" instead of "sector" makes me think you're new to the game, which isn't a bad thing, but also this idea is just going to make the game a lot more painful to get anything done in, in ways that might not be immediately intuitive. There's already issues with there being barely any topside crime, for example, and just making it harder is just going to result in nobody doing it. Topside locales tend to be absolutely dead and doing this is just going to make everywhere that isn't Red into a ghost town. And on top of that, what does it… add to the game?
Nah, most events for Gold Zone are mirrored in a venue in the Red Zone, just to keep the entirety of the mix from swarming up to Gold Zone. Those with clearance or a forged pass could still attend the topside event if it is held in a venue that doesn't have a security checkpoint; I think KMB and NeoTrans are the only places in Gold Zone that have them.

Some events should be segregated anyway. There's no diversity if Oscar the Grouch can roll his garbage can up to Green at any time and shop at Cordoba.

Topside locales tend to be absolutely dead and doing this is just going to make everywhere that isn't Red into a ghost town.

Topside has always been 'dead'. There's very little crime by design (it's the seat of the Justice System). But… if you restrict access and raise the prices in Red, well, then there's a reason to go there. The only time people go topside is for items Red doesn't have at Ashlin, to update clones, or deposit chyen. Also, everywhere that isn't Red is already a ghost town. It has been for many years, back when I first started in 2014 or so it was nearly vacant, and it still is.

I feel like you're still operating off of info from 2014 frankly. There's a solid number of reasons to go to Gold, it's the heart of the city. You're supposed to go there. If it was meant to be crime free there would be rules against committing crimes up there.

I genuinely think this change would massively detract from the game.

These is not the thread contents I was expecting from that title.
These are pretty bad ideas, I fear. I think your heart is in the right place but this would be a such a massive shake up for no real reason. I think it'd lead to even less cross-class rp, too.
There are 3-4 reasons right off the top of my head about why this would completely upend the game / economy and not provide any additional benefits.

One of the things that the game needs is more Mixers heading up to Gold to do crime. To the point where it becomes normalized. And "everyone" responds to reports of crime on Gold like they respond to reports of infections in the Mix.

The proposed changes create barriers between Red and Gold.

Kind of getting derailed, but…

There are rules against committing crimes in Gold; it's called the law. That's why those actions are viewed as 'crimes'. Just because it's easier to get away with those actions in less policed areas doesn't mean that they aren't crimes.

Which is why no one goes to the 'heart of the city' where all of the police are to commit crimes. It isn't logical - other than, 'my character is police officer and so I have nothing to do most of the time.'. It doesn't matter if there are barriers or not, no one is going to target the most policed areas in the city as a place to break the law.

And most players are not going to use Gold for any other reason than to pay bills or use the bank. If access was restricted and prices were cheaper by comparison, then more players would play characters that have jobs in Gold, if just for easier access, and there would be more characters there.

Any gameplay overhaul announced as Let's Be More Fasho is probably dead on arrival.

Sindome is fairly genre illiterate at the best of times but crowbarring in 2000 AD's anti-Thatcherite satire except unironically is by far its worst thematic misstep. I agree that the Deus Vult mecha-copaganda the game sometimes gets hung up on enabling is poison to the genre core of high tech, low life but I struggle to see how increasing and tightening that authority makes things better and not worse.

Exactly that. It's still a game, so some things are the way they are, because no one wants to play real life.

Although, sitting at the police station and waiting for criminals to appear and then saying, 'the big issue is that no one wants to commit crimes outside the police station' is the problem. What they should be doing is going to where crimes are committed, because they already have superior vehicles/weapons/armor and - most of the time - skills. They also have crowd control mechs as an incentive not to impede them. The reason Red is the majority is that there are no repercussions for playing a gangster. They can just sit around all week chatting and then rob couriers at the end of the week.

Personally, I don't really see the appeal in Cops vs Robbers. That's some other genre.

Megacorporations, organized crime, street gangs, and civilians – to me those are all the components of conflict necessary in a cyberpunk setting. Anarcho-corporatocracy where what is a crime depends on whose money is involved and a high-stakes low-life heist might be secretly a shadow plot to tank a rival's stock price. To me, iron-clad central governance and central totalitarian rule and enforcement in single supreme authority all run directly counter to that vision.

I feel like there is a lot of sweeping generalizations here being taken for granted, like that mixers don't go topside outside of bill/clones (they do be it for mechanical or RP reason but topside gets quite a bit of traffic) or that there are no crimes committed at gold or those are very rare, where I can see some happening every few days at least, and I am just a player with a very limited vision.

Of course there could be more of both, and that would be lovely, but also within limits as topside does provide space to rp at slower pace and in relative safety at least from random harm, and that's something used by mixers too.

I would say that if anything many don't understand how very welcoming gold is to mixers.

"There are rules against committing crimes in Gold; it's called the law. That's why those actions are viewed as 'crimes'. Just because it's easier to get away with those actions in less policed areas doesn't mean that they aren't crimes."

Mate. I mean OOC rules. It's against the law to kill people in Red. Turns out murder's illegal. But you're allowed to kill other players in Red and Gold without having to notify staff or anything. Not in corporate towers or in Green though, because those are safer zones. Gold isn't meant to be the safest place in the game.

" What they should be doing is going to where crimes are committed, because they already have superior vehicles/weapons/armor and - most of the time - skills. They also have crowd control mechs as an incentive not to impede them."

You do not understand the setting. It is, as 0x1mm says, a setting with a lot of dumb janky shit, but the reason Red isn't fully policed isn't that they don't have the resources and skills to do it, it's that they don't give a shit.

The best way for the setting to not be 'dumb, janky shit' is to change it. That's why I suggested these things.
tl;dr: I am in complete disagreement with the ideas presented in this thread.

–------

The Mix is the overwhelming majority of the populace. Even if corporations theoretically have more advanced technology, financial resources, etc. It is...

1. Too costly to wage a civil war against those numbers. Look up the details of guerilla warfare. Or literally any recent formal militarized movement against a target that is both great in number and can move independently/regroup.

2. Not financially incentivized. Wise overlords allow the masses some illusion of freedom to mitigate the risk of an uprising. In this way, they continue to profit from those masses, and keep them under reasonable control. Occasionally someone will trickle up from them and join the ranks, as well.

3. The chaos of the Mix provides a buffer between the corporations and the uncivilized masses. Because Mixers are prone to target each other, that keeps most of the violence away from the upper sectors. Why make yourself a focused target, when you can simply make the cannibalization of your own people a more attractive means to climb out of poverty?

...

Now, from a 'game' perspective, let's analyze your ideas.

You want to... Give all of the high end equipment to corporates (who won't use them), give them more chyen than anyone else (to spend on what?), reduce the costs of everything for them (for what reason?), incentivize red sector citizens to funnel more chyen up to them (again, why?), and deliberately make interactions between those playerbases more difficult.

I don't think anyone playing for any length of time here will be able to see any benefit to this. Corporate characters are given a higher level of income already. Combine that with the relative safety of being topside, and they collect a considerable level of wealth without the risk associated with Red Sector. The idea is that they are supposed to be using a portion of that wealth and allowing it to 'trickle down'. Realistically, it appears it may only encourage them to deposit money back into the system (purchasing items from NPC shops, cars, aeros, etc.) or hoard coveted items as a simple statement of wealth/accomplishment. There is nothing more disappointing to me, personally, as a player, than a character who has the means to easily recover from a loss, but they choose to have their chrome uninstalled, and put on a set of inconsequential armor the second that they realize they might actually take a loss. Your perspective on funneling cashflow upward is likely only to exacerbate this, or incentivize more people to go corporate, play it safe, and only drop down when they have enough UE and resources to feel confident enough to overpower anyone else (which is already disappointing, and sometimes annoying, but not necessarily an issue).

This will not result in more conflict. It will result in considerably less.

I just don't think this would be a great model for the game. I agree with many of the objections already listed in other responses and would add that restrictions on sector travel are already a thing, albeit nowhere near the level you are proposing. I think how it is gives the player a great idea of the setting they are in without blocking them from playing in it. I don't want to sound like someone who is in the know, because I'm really not, but judging from a perspective of someone whom engages with other players in not always IC-polite ways, I would say that most players are risk adverse. I think this idea would enhance that.