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Graduated SIC Connection

This is not really an idea to implement in isolation or a Right Now idea, but is inspired by how actual wireless features decrease in progressive ways as reception gets worse.

While there's not a ton of systems that interact with actual SIC signal in game, beyond SIC itself, there has been a gradual movement in that direction at least in theme (like phones and some cyberware), and I think it could be interesting to open design space by eventually having different levels of SIC 'blackouts' that could introduce gameplay that a binary on/off switch doesn't allow for. In a nutshell: Having more or fewer bars of service, instead of simply signal or not.

The most basic version of this I'm thinking of would be having two "bad" signal states, degraded and no signal, where degraded allowed for some connection like hearing public SIC but not broadcasting to it, or as eventually (as new grid/matrix systems were added in the future) allowing some passive elements to function while limiting others. Conceptually the implemention could be that indoor rooms get blackouts when blackouts occur, whereas major street locations retain degraded service.

What would be the point of this? Well, there are three intents behind having blackouts (at least as I understand them): Encourage players to get outside their pads and gather in signal boosted places, give safe danger zones for players to be attacked without being able to call for instant backup, and to illustrate socio-economic theme of poor public services.

The issues with single state degradation for meeting this first goal is, in my opinion, that being out on the street in Red Sector (versus somewhere with an amp) is not really any better off to being inside in an apartment (or only marginally so with more rooms to search through for signal), and I think there should be a lot more passive encouragement for players to be not just out at bars but out on the streets as a destination, and binary signal is too blunt to discourage apartment sitting and while encouraging street life.

As far as the second goal, degraded signal zones retain the same 'cover of darkness' to prevent help being called for, but also providing more encouragement for players to be on the streets because they're no longer just as good/bad as being inside compared to being at an amp, they're somewhat improved so could, in my view, encourage slightly more street roleplaying versus them just being places that most characters have to go between being in a bar or apartment.

Finally in terms of the last goal, I think two (or more) states of signal degradation could actually be even more interesting for illustrating the differences between different locations and their quality of life. As of now anything in the Mix either has signal or not, making all the different areas pretty much the same, whereas with degradation states it would be possible to illustrate the differences in gameplay between the thematic differences between Bansupuro Park and Little Kyoto, or between dark back alleys and major streets, or between crumbling ruins of buildings and the best living accommodations in the sector.

I am only really imagining this in terms of the Mix, but you could imagine this concept being expanded in the future with new mechanics scaling upwards into topside where better and better signal rising up sectors could be linked to additional benefits (like if your cyberbrain could benefit even more from super-connections on Blue compared to Gold).

Just to also include that this concept already exists in a sense with phones. Although it wasn't strictly the intent of their updates, they essentially imply three signal states by how they work now: Signal with full connection (phone and SIC chip works), signal with degraded connection (phone works, SIC chip doesn't), and no signal (neither phone nor SIC chip works). So there is a gameplay precedent for this concept already.
I like the idea and agree it's a bit weird to have a 'signal' that is entirely binary, implementing something like how dialogue appears when your perception isn't high enough when listening to someone whisper might be cool, maybe something that mimics 'static' like:

I like where @Phexion is going with their suggestion.

Degraded signal could be like the whisper / mutter code. Or even the language code. Or like when a character is wounded and they're wheezing.

What I'm getting at, is the code to make this happen is there. At least the code to garble it.

If this becomes a thing, it absolutely needs to apply to ALL SIC messages. Including encrypted comms and ccoms.

I would like to see radios more widely adopted. Especially in the Mix. Degraded SIC could drive that.

The OP was a bit tl;dr , so if this was covered, excuse me for repeating it.

It would be cool if certain places like alleys or other "narrow" places had permanently degraded signals.

It would be cool if rooftops had reliably better signals.

It would be cool if certain very tall buildings had guaranteed good signals.

If garbled signal became the de facto standard for most of Red, it opens up a lot of RP opportunities. What if the WJF isn't certain that their edicts and notifications of fines get to Red? More RP for TERRA.

What if all the trash talking and social interaction that happens on SIC has to happen face to face on the street? The game would be turned upside down overnight.

Just thinking out loud here…

Guaranteed signal on the STREET would be awesome.

Garbled (at best) signal in apartments would be pretty cool.

SIC amps would need to be looked at in terms of availability and cost. Though, I do like the idea of them being a luxury. (Your character wants a steady signal? Go live topside. Or buy an amp for your apartment. Otherwise, yup... life sucks.)

Lastly, cyberware tuning for the SIC chip. For a bit of PDS load, your chip is upgrade so that it behaves as if signal is one level stronger than it really is. Garbled becomes error free for example. I actually really like this. That way those who want to lurk in their apartments can still do so without having to buy an amp. Except for the rolling blackouts that we are already used to.

I understand drawing the interference that degraded SIC signal means degraded content, but I meant the idea as a conceptual counterpart to digital tech where features are lost with bad connections rather than the content of messages being garbled. Basically a few if-else checks on sending/receiving and cyberware features.

I don't think the game should be messing with the content of roleplay pretty much ever.

I know you enjoy coming up with ways to make the game harder and more gritty but I think we don’t need to fix what isn’t broken. We have a big attrition rate as it is.

Lead by example and have your character leave their pad. (Not targeted at you specifically but people in general.)

I think this is a super cool idea. Maybe also there could be notably better gradients at all times or in pulses in adjacent rooms to active wireless amps?
"I know you enjoy coming up with ways to make the game harder and more gritty but I think we don’t need to fix what isn’t broken."

That's not really accurate to what I'm suggesting, which is to give players more exposure to SIC chatter in more public areas of the game exactly because we're spreading ever smaller amounts of players across an ever larger game world without any interest in condensing it down. Long periods of dead SIC even when out and about being active is a complaint that new players will raise, it makes the game appear dead, so I'm looking for ways to increase exposure to roleplay while also retaining the gameplay motivators of SIC dead zones by still limiting access to sending and receiving ccoms and other gameplay elements.

Don't think of it as normal signal getting worse, but zero signal getting better.

ahh, seems I misinterpreted, sorry.

Pretty cool idea.

The TL;DR is to retain the pressures against apartment sitting (because I know that will be a hill some staff will die on to retain) but instead of making apartment sitting and street activity equally pressured against with all-or-nothing deadzones, make street activity better and more encouraged by making its deadzones more like 'no ccoms zones' instead.

Having such SIC gradients being able to be used as environmental storytelling in dangerous places and dark alleys is a plus but the main idea is to encourage street loitering and gameplay rather than it being either stay inside or go to an amp binary.