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Explosives and smell.
Thank Anor there's no K-9 units.

Crafting explosives turns your @smell to having notes of gunpowder and ethicol. This would raise suspicion, especially when traveling in corpie town.
It'd be cool if firing guns also left a smell of burnt gunpowder on people. And maybe there could be a way for judges or people with forensics skills to check if a person has gunshot residue on them.
Would love to see that becoming reality, Emily. And while we're discussing smells, why not make characters smell of sewage if they go to the sewers, scent of decomposing corpses if you stay too long in a room with a corpse etc, the possibilities for lingering smells are basically endless.
Explosives smell is a cool idea, gunshot smell is not. Not realistic unless you are using black powder, and while realism isn't always the point, I can only ever see that being another huge reason not to use firearms on a long list of reasons not to use firearms.
But is there a gameplay positive there or is it using scents just for the sake of using scent messages? My feeling is that having lasting evidence of doing things that would raise suspicion just discourages doing those things to some degree. Explosives and firearms are already more niche than would probably be ideal.
I think it is more damaging to firearms than explosives, because in all fairness, people typically craft things in their apartments or other semi-private spaces, so they can usually handle any scents that arise.

If everyone who uses a gun smells like gunpowder with a scent descriptor pointing them out of a crowd, it's a serious combat implication that allows people to track shooters even after losing sight of them in a chase.

"Long list of not to use firearms" is kind of short, especially when taking in consideration how haphazardly players currently carry and display having firearms. And what comes to realism, GSR wipe testers are commonplace in law enforcement forensics kits IRL. Black powder is rarely used in modern firearms anyways.
Instead of getting into another tired explaination on why guns have it rough compared to other weapons in the game, I will instead say that any of these smells should be counteracted in some way to make it not an instant indicator of guilt.

As much as I hate the idea in the first place, if gunshots cause people to smell, everyone in the room needs to have that scent applied, not just the shooter.

If people smell like ethicol after crafting an ethicol bomb, why wouldn't they smell like ethicol after refueling their vehicle?

I'll just say that in a city where unlicensed firearms are illegal, it makes sense that using them is problematic, as it should be compared to other weapons in the game. I'm agreeing with you completely on the fact that everyone in a room that has a firearm shot in should have trace amounts of gunpowder on them even if that doesn't change the fact the shooter always has more on them than anyone else in the room. What comes to making ethicol bombs, noone said that shouldn't or wouldn't count for people filling vehicles, even if its less likely to have any spill on you when using the ethicol pistol at a pump, than funneling ethicol from a canister or a barrel into a smaller container.
"Nerf paper, scissors are fine." – Rock
Don't know what you're insinuating, 0x1mm. But nothing is suggested to be nerfed. Rather, more spice for RP and additional uses for existing systems are suggested.
Like bottom line, lots of stuff could have scents attached to them. Filling up a car, going into a neighbourhood, using certain items, wearing certain gear, just about anything 'makes sense' from that standpoint when there is a scent system.

However players metagame the heck out of scents and when they're attached to suspicious behaviours they're mechanical downsides however much they're dressing in authenticity. So does explosives require a counterbalancing downside in its current form? I don't really see that it does. I don't think there's a problem with characters making bombs that they need to be IDed for it, or currently much of a problem with them placing bombs that they need to be IDed for it after the fact either. My experience is these are fairly niche pursuits and don't present an obvious gameplay strength that needs reining in, at least at the moment.

If there was a serious problem with timebombs getting stacked fifteen deep in rooms and no one having any idea of how to deal with that then I could see some need for balancing but that is not exactly the most common activity and tends to very rapidly 'balance' itself in a lot of cases.

I am also against particularly incriminating scents being added until there is a way to have scents not appear on camera networks.
What batko said is absolutely true. Seeing scents through camera networks should be fixed before making any additions to smells in general. And honestly, I made this post as a joke in the first place, but while Slither said it was actually a good idea, I had to post it. I have no personal opinion against nor supporting new smells, except that having more depth with the smell system would be nice and giving more to investigate with forensics.
Thinking it about it there is also just this issue of not very many scents existing and not very many activities that create scents which make them really stand out, because one scent comes from one specific things.

If you had, for example, the scent of ethicol from any action that used a fuel can/fuel drum/ethicol pump, or the scent of burning from any fire (including fire places) or any flaming object (like torches), or the reek of any especially dirty location (sewers/park/swamps), then I see these sorts of things as way less of an issue in the aggregate.

The endgame with the whole smell system should be that most actions with any substances, locations or items that can give out a scent would do so. This would be a lengthy process, but a fun one if you give it a shot. I do agree with the fact that we currently have so few things that cause characters to smell like something, so adding more meaningless scents before adding something as noteworthy as the smell of gunpowder or ethicol should be put first so they won't stand out as much.
I definitely think going in the sewers should give you a bad smell message. I've seen people walk through the sewers and come out still "smelling clean". It makes no sense.
Agreed, Svet. And going to places like the Red Canary should make you smell like you emptied a whole can of Hack.Sex on yourself, at least when considering the exit message. Just going into a nightclub should make you smell like a lot of things. Someone smokes a joint in your presence, you should have a lingering scent of weed on you etc.
At that last post – that's a lot of coding resource for something that's kind of pointless.
These are some scents I think could be reasonably expanded/added based on common actions, that could cover for one another and add some depth without being too specifically identifying:

Smoked

* Smoking cigarettes/cigars/pipes

* Fire damage

* Explosive damage

* Flamethrower damage

* Lighting a flare

* In a room with a fireplace

* Using an arc welder

Ethicol

* Using an ethicol pump (maybe more than 10L?)

* Siphoning ethicol

* Stealing ethicol

* Carrying filled fuel drum

* Filling molotov cocktail

* Hit by broken, unlit molotov

* Crafting ethicol timebomb

* Installing a flamethrower

Stinky

* Rolling in the park

* Getting swept in the sewers

* Going in Badlands water sources

* Carrying putrid corpses

* Ripping putrid chrome

* Butchering critters

* Contact with fire suppressant

* Hit by sick stick

Gotta pick the best ones, I suppose. Let the staff decide what is going to stick out from the rest.
Love your list 0x1mm, two thumbs up.
I agree that any one scent is somewhat pointless unless it's really needed to call attention to something important for balance reasons (like for example if there was zero disadvantage to ripping rotten versus chilled bodies you might add a scent to rotten ones to advantage chilling them and distinguish well equipped rippers), but I'm sort of won over by the idea that there is strength of these in the aggregate.

Like yes, individually they're pretty limited in purpose or what they convey, but with a decent number of them all coming from different sources it could make for an interesting subtext of storytelling as you see other characters move around.

What I'm thinking of specifically is characters vatting out and smelling new. Like someone walks past like that and it's instantly a little micro story being told for the audience. It's not revealing anything too too compromising or overly exposing, and they can get around it if they were really dedicated to concealing that, but it communicates stuff to other players that's interesting and might not be otherwise.

That would be the benchmark for me. No scent so harmful so anyone is going to avoid doing the actual thing for that reason, or too revealing about characters that it's going to be used to metagame more than storytell, but things that just might make someone think 'mm!' as a character goes by.

I find the example used as a limiting one since there's no way to reproduce it. So you can be meta'd by it as you can many others.
Well that would not be metagaming because the game is communicating that specific information to the player and character both; ie.someone only needs in character knowledge and in character reasoning to identify something and its cause (the smell of the Genetek vat from someone being freshly cloned) rather than game meta-knowlege (such as identifying that the smell of trash must come from only one place).

But I agree that's an example of a highly unique scent that doesn't fit into the idea of generalizing scents, it's just an example of one where I believe scent showing adds to the storytelling without too much disadvantage to players.

In regards to smells on camera feeds, I may be misremembering, but I believe Slither already stated something to the tune of it being a monumental task for very little reward. The camera is the witness in the room, so things are presented from its perspective just as a player would see them. They'd likely have to completely reorganize the code to segregate information, or alternatively add conditionals for the 'type' of viewer. Both are likely to result in processing overhead (the latter moreso), and the game already grinds to a halt occasionally.

Now, all of that mildly off topic spiel was actually to lead up to this statement. Because removing smells from camera feeds isn't likely to happen any time soon, if at all, I'd really rather not have additional information like that being fed to everyone with a camera network. It is much easier not to meta information that you never got in the first place.

I guess this would force people to buy and carry perfumes and the like. I am not a fan of the original idea for the same reasons batko and 0x1mm presented. The revised idea from 0x1mm is more palatable but still not something I'm super excited about.

I guess the biggest benefit is that it gives characters with low Int scores another chance to express that. Though I doubt many would. For most players it's just one more thing they have to do and one more expense they have to accept when go do things. Myst keep stock in smell in a can. Must us smell in a can after every other activity.

I'm sure many will disagree with me but every little thing you have to remember or manage in order to do fun things without being stomped into the curb just makes it so those cool things are done a tiny bit less often. I worry about the game one day reaching a state where nobody has the energy to try and go do cool things anymore.

I know, I know. Doom saying that keeps new features from being added. Some don't like the what iffing. I think it's important to consider the various ways a change might impact the game.

I'm not sure about the gun stuff, but I'd like to see smells used more as a mechanic in the game

I would sort of like if smoking affected your character other than just being decoration, having someone smell like smoke tells you about their character without them having to pull a cig out, it's also realistic, cause smokes in universe have no health effects and in game doesn't leave bad smells (except in room descriptions probably?) so it has no downside to the "addiction" despite being a pretty noteworthy part of smokers

If people would argue it would diminish the perfume and colognes just have it be something that is added onto the smell description, and have it go away after a certain time without smoking, this is realistic, if you perfume someone smoky it will smell like perfume covering smoke, and over time they will be less noticeably smoky, I dont really see any problems with adding this unless people don't want to smell like smoke, in which case they should quit smoking