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Senior CorpSec NPCs
Alternative to reducing equipment costs and adjusting rarity

Spinning off from Everything Is Too Expensive

Ganger weapons and gear change hands so often those things have almost no value anymore. I know this is going to put a bad taste in everyone's mouth, but maybe the solution for the cost of conflict is to improve availability of high end equipment through NPCs. Associate those NPCs with PCs that will want to protect them, and make those NPCs fairly competent in defending themselves as well. This increases availability, effectively reduces "cost", creates a barrier to entry through competency, skill, or associations. At the same time, you are introducing a point of conflict.

Let's say "senior" CorpSec NPCs were generated in their respective towers, and standing out in the open with Xo3 and mid-high end weapons. You will:

• Encourage conflict topside, with both CorpSec and WJF PCs

• Improve the availability of this equipment

• Effectively bar anyone from obtaining it through these means until they are further along in their character progression

• Provide a means for CorpSec and WJF PCs to obtain actual combat experience

• Control the flow of this equipment through XHELP approvals, which are already required to initiate crime in these places

• Provide an actual basis for people to claim Xo3 is "commonplace" among CorpSec

• Dim the spotlight on CorpSec PCs that do have Xo3

• Potentially encourage some CorpSec to plot against rival corporations to obtain their own set.

• Render any rarity disputes void

Discuss?

I think the NPC drug and equipment trade in addition to the struggles with farming are significant enough without involving higher-end equipment.

We need more PC on PC conflict especially topside not to endorse more PvE, in my opinion.

Agreed with Reefer, rather than encourage farming NPCs or PvE systems I'd rather encourage a healthy PvP economy that doesn't involve NPCs.
It would be too easy for this to backfire. Corpsec often sees characters join up and last so long in there that they hit max UE and essentially become difficult to kill all on their own, that in addition to the usual challenges of hitting someone topside can make them almost invincible.

NPCs in corpsec buildings are force multipliers and when these buildings are assaulted all of these NPCs become options for the GMs defend sovereign territory with. If they are in the open they may even respond on their own to a PC being attacked near them. Add NPCs that are even better equipped than usual and you're not really accomplishing anything unless you bring a ridiculous amount of firepower with you.

How is someone going to farm these NPCs, with XHELP approval from staff being required to initiate?
Right now we are trying to get NPCs wearing less Xo3, not more.
Right now we are trying to get NPCs wearing less Xo3, not more.
It doesn't matter whether someone requires xhelp or not, it'd have people plotting against those NPCs moreso than actual PCs which is not the way it should be in my opinion.
By Cowbell at Mar 6, 2025 10:57 AM

It doesn't matter whether someone requires xhelp or not, it'd have people plotting against those NPCs moreso than actual PCs which is not the way it should be in my opinion.

How is this any different from someone robbing a store topside, fighting over a shitberg, automated freight events, etc. ? None of these resources are generated by PCs, but it is still acceptable and even encouraged to target them.

The NPC is just a resource placed to encourage the conflict between PCs, albeit of significantly higher value than the aforementioned examples, but also considerably more difficult to obtain. Staff would certainly have the option of outright telling a PC "no", if no PCs are available to involve themselves.

By Butako at Mar 6, 2025 10:57 AM

Right now we are trying to get NPCs wearing less Xo3, not more.

Most of those NPCs are behind locked doors or in areas of the game inaccessible to PCs, aren't they?

Without increasing the availability of things like Xo3 through other means, I just don't see the people who have them collecting dust in their closets bringing them out, because they will still be rare, and if you lose it, it's gone.

I wonder where all the players that decry player versus environment gameplay think all the support they may have had from me over the years has come from. How all those huge plots got funded and how all those big payments got made. It was endless exhaustive hours of activities that are dull and time-wasting, and the rest of the game looks down on with regularity, but that all quietly make the player economy function.

All resources that exist in the game came from player versus environment gameplay at the root, and the players that can claim they only supported themselves from player versus player gameplay were more privileged to be able to so, rather than more pure. Their rewards were still coming from PvE, they were just being laundered through the actions of others doing it.

I agree with 0x1mm in this regard. PvE does tend to bubble up which makes targeting drug dealers, gangers, and manufacturers ideal PCs to target. However, the juiciest gains are generally made when targeting topside PCs which are increasingly harder to access or outright staff behind gilded cages.

I'm not really bothered by this at all, but I wish there was a consensus between players and staff on what kind of conflict is these gameplay loops are supposed to foster.

I don't know where the accusation of being against the game's PvE content came from. Plots move the world and this is especially true for GM plots. Always been a proponent of the world rewarding players as the world often has no problem taking things away from players. The GMs have been great about that for a while so there's not really an issue there.

There are PCs who have gear that can be taken though. A GM plot isn't really necessary in this case as even in the factions these NPCs would've been created in, there exist PCs with this type of equipment. Though it would be more accurate to say that a GM plot wishing up this gear isn't necessary, anything that brings chaos to the upper sectors and makes corporates more vulnerable is always welcome to me. I always play a filthy mixer so I do have a bias of course.

It's more just a general commentary that just about any idea that involves players being rewarded outside of direct GM intervention, there will be many players saying the game needs less PvE rather than more, or that automated income sources are bad for the game.

I don't know about this idea in particular really, but the bottom line is the gear and money and resources has to be coming from somewhere. There is no perfect option that can solve everything overnight for all time, but if the argument is being made that conflict is too expensive to engage in to the degree everyone clamours for (which is what other players have been telling me), then either more resources or lower costs are the choices and we have to start somewhere.

By Necronex666 at Mar 6, 2025 1:24 PM

There are PCs who have gear that can be taken though.

How many people, do you think, would rather raid a corporate lobby than try to take a suit of Xo3 that never leaves an apartment on Green?

I suspect most people would choose the lobby raid, though I could be wrong.

I didn't speak up on this before because I didn't want to be contrarian but at least when it comes to upper levels of the game I don't think that the cost of equipment is why there's little to no physical conflict. It's more that nobody wants to die even when they do have the piles of spare gear and the chy to recover, which is because of a cultural shift that's occurred on the game.

One side "plays smart" and someone else suffers because of it, then everybody is "playing smart" and now nobody is opening themselves up to attack anymore. It's more stubborness and SD endgame PvP having become a numbers game.

There are characters who don't really exist in the world in that they have no actual routine, and only show up to be part of a mob. It may be a pessimistic point of view but I don't think making things cheaper is suddenly going to solve the play to win issue. Nobody dies because nobody is okay with dying.

What other reason would anyone care about dying except loss of resources though?
@Quotient

I agree with you and that's a problem I've been grappling with ever since I first had a max UE character, which was over half a decade ago. My point is more that this NPC you'd be hitting in a lobby raid will then be assisted by the same character who will get their Xo3 off of Green specifically for this one attack. Do we really need the people who can just play tower defense to receive additional support when they already have the standard building guards, some of whom have guns, as well as the WJF to call on?

I'd rather see more plots that put the corpsec agents with the Xo3 in danger because that accomplishes the same thing.

By Necronex666 at Mar 6, 2025 1:38 PM

I didn't speak up on this before because I didn't want to be contrarian but at least when it comes to upper levels of the game I don't think that the cost of equipment is why there's little to no physical conflict. It's more that nobody wants to die even when they do have the piles of spare gear and the chy to recover, which is because of a cultural shift that's occurred on the game.

One side "plays smart" and someone else suffers because of it, then everybody is "playing smart" and now nobody is opening themselves up to attack anymore. It's more stubborness and SD endgame PvP having become a numbers game.

There are characters who don't really exist in the world in that they have no actual routine, and only show up to be part of a mob. It may be a pessimistic point of view but I don't think making things cheaper is suddenly going to solve the play to win issue. Nobody dies because nobody is okay with dying.

That would be a more appropriate discussion for the original thread, but I'll respond here anyway, since I used gangs as an example in my original post.

Gangs fight constantly, die a lot sometimes, and rarely seem to back off the gas. If the problem is a "play to win" mentality, and not a matter of resources or cost, then why is ganging still being enjoyed by so many?

I have to agree with Quotient that ganging is proof that there isn't a player mentality problem. With low overall costs, low competitive ceiling, and high recovery options, the conflict scene is active even with less experienced players.

And in my experience the most conflict-adverse and cautious gangers are the ones who have nanos and knuckles. There's a close correlation in my opinion between how resource laden someone's character is and how risk-taking they will be when you look at the whole span of players of different baseline levels of risk tolerance.

By Necronex666 at Mar 6, 2025 1:41 PM

@Quotient

I agree with you and that's a problem I've been grappling with ever since I first had a max UE character, which was over half a decade ago. My point is more that this NPC you'd be hitting in a lobby raid will then be assisted by the same character who will get their Xo3 off of Green specifically for this one attack. Do we really need the people who can just play tower defense to receive additional support when they already have the standard building guards, some of whom have guns, as well as the WJF to call on?

I'd rather see more plots that put the corpsec agents with the Xo3 in danger because that accomplishes the same thing.

Here's the thing. I think they are not going to take the Xo3 off the mannequin. I think the more danger they believe they're in, the more they're going to try to rely on the NPCs to take the brunt of the damage, and put on less expensive/more common gear, like Protek. That is the strangeness of the situation of the game right now, where you do not wear the best armor in the game because it protects you from harm. You wear it when you are safest, for clout.

There are recent examples of this exact thing happening. Though I have seen the opposite as well (and hope those players got their comeuppance).

@0x1mm

Pride is one because who wants to give that baka on the other side of town the ability to honestly say that they just killed you?

Worry of perming is another one but this is often overblown with how difficult it can be to perm someone.

Stubbornness/Rigidity of Culture is applicable because I have seen for years on SD players operating a certain way just because those who came before them did or, or because the people they were fighting did it and it was effective against them. Effective doesn't equate to good gameplay if it means that nothing is happening.

One of the biggest reasons also being that with how slow paced combat is and with the uncertainty of if your enemies will even come outside to fight you, why risk it? I've been in situations before where I have taken the risk and I don't have the opportunity to hit back for months, purely because the people I'm fighting always play it safe. That wasn't a gear issue, it was an availability issue, and the lack of availability was intentional.

@Quotient

I'll give the game away a bit here and say that Xo3 as general use gear is a very bad idea unless you're max UE and sure you can properly contest the stat sheets of your enemies. This might seem really stupid but I think if you could eat and drink with a Xo3 helmet on the armor would actually be used more often than it is now. Things are disabled for realism or balance and they can make certain gear a pain to use. I would compare this to limiting what armor can be worn while using cyberware weapons because of coverage issues.

If in the mix then there's also the issue of being recognized everywhere you go due to the current rules on meta. You can disguise yourself as well as you want to but someone may guess that the guy always wandering around in hot pink Xo3 is you.

Topside this is of course different if you always have the support of the guards in the tower, but I've kinda lost steam arguing for people to wear certain gear if they don't want to. Would I like it if they wore the Xo3 and occasionally made themselves a target? Yes. Will that happen? Meh.

It ties into my point about players just not being willing to take the risk even if they can recover. Cheaper gear that is more readily available may lessen this problem somewhat but I don't think it'll get to the root of it. Again, potentially pessimistic opinion.

If I could clone you ten times over Necron, I would! But we can tweak the knobs of the game's economy with a simplicity and ease that we can't tweak players psychology.

I personally don't think the specifics here are ideal because I think topside is topside and the Mix is the Mix and the trickle down economics is largely a myth, but I do think the broader idea being presented of more access to high tier armour and weapons in the same way that these things are accessible to lower levels of conflict, is not a bad one.

If we must have these super high tier items (I'd just as soon delete them entirely, along with all stat nanos, and permanently lower the conflict ceiling forever) I do think we need to either pick between: Lower costs, higher access, or status quo max tier conflict.

I don't think ganging is comparable to endgame combat. There is much more bad blood and potential for some very messy losses without costs being considered when you're at the 'peak' of SD combat. Ganging also has a much lower entry requirement which means that it's easier for you to reroll and get back into a gang again than, well, the actual 'organizations.' The length of time it takes to get into endgame combat also means that at that point you're likely far more attached to your character, making it less likely that you want to put them at risk.

@0x

I'm definitely not pointing to myself there, players like Reefer and Villa have been good at taking hits and keeping it moving on the PvP scene for a while now. It's just… we used to all be able to find each other even one on one more frequently than we can now. We would take those risks and it would actually be more low stakes if you did die?

How you ask? Well if you realize that the opposition only comes outside when they are at their best your only option is to attempt to mobilize enough people to go after them all at the same time. This means that if you lose you are losing far more gear because more people on your mandatory team have died. It's ironic because the increased stakes and planning time make high level combat even less likely to happen.

Every time I've been able to engage a max UE PC who's rarely outside I've had to decide to just go for it and that puts me at an immense disadvantage. Eventually you decide to play it just as safe.

Just going to mention that I am not against prices being lowered, I just think it's not the entire issue.

I like this idea in theory because god knows there badly needs to be more incentive to do topside hits than 'Play to lose its fun!' (it can be SOMETIMES) but there are a lot of valid concerns voiced in here. Being able to make some real scores would be fun, maybe if there were ways to raid corp HQ armories that don't involve navigating several risky channels over a long period of time.

Would also be great if staff did decide to start pressuring to sell or outright taking away certain pieces of rare/desirable gear from PCs who might be hoarding them for long periods of time and have shown to be the type mentioned above who simply don't take risks, or in more severe cases almost never go outside at ALL. If you want to spend 99% of your play time RPing in your apartment that's your prerogative, but you can do that without hoarding items other players would actually make use of!

"I'm definitely not pointing to myself there, players like Reefer and Villa have been good at taking hits and keeping it moving on the PvP scene for a while now."

I know you're not! I'm pointing to you! And I do agree with you that cost is part of the issue rather than the whole issue, and that the pressures on high-level conflict are somewhat unique and involve sunk costs that go way beyond literal chyen costs.

@Necronex666

So… pride is certainly going to be a factor. I don't know if that's ever going to go away. Without some long period of introspection, I probably couldn't tell you myself how heavily pride impacts my decisions. What I can tell you is that I probably wouldn't actually be that upset if my character died, in a general sense. I would more likely be upset at the situation that brought it about.

I suspect you and I probably have very different playstyles. While I did use ganging as an example to point out the resource issue... I do not expect, nor want high level conflict to always be duke outs in the middle of the street at high noon. Conflict can be heavily mechanized and still be interesting to me. My ideal character death scenario involves being outmaneuvered and trapped. I want my opponents to be utilizing every resource at their disposal to corner me, not just walking into a room and typing 'attack'. I am probably one of the few people who actually enjoys hunting down shrouds, and building a case against why I chose that shroud, instead of trying to find gamey ways around the disguise mechanics like sniffing them.

Admittedly I don't understand the concept or appeal of someone deliberately just dying to you. I don't find that idea fun at all. I wouldn't enjoy doing it, and it would almost certainly drown out any sense of accomplishment I might get from finally vatting that obnoxious asshole I'd been chasing around for three months if I knew they just laid down for it. I have had my character die for larger plots that they could have survived if I really wanted to, and would do so again. But that is a little different in that I feel committing to the larger story there is more important than playing the W/L game in small conflicts. Potentially worth discussing the difference in player viewpoints, how it impacts perceptions of risk taking, etc. in another topic, but not here.

I also want to remind you that, as mentioned in town hall…

Bubbles says loudly, "For the topic overall I need to repeat please to open yourselves up that you might be wrong about something. There are people that others think are impossible to touch that do make themselves possible to touch. But we shouldn't expect someone to go out there, sit down to get killed on your schedule, your whim, and your plan. "

Sometimes your target may be closer, or more vulnerable than you think. Your perception that they only ever come out with so many people, or under perfect circumstances may also be feeding into their behavior. They may be sitting there thinking the exact same thing about you.

Anyway…

Back onto the meat of the idea itself. Another aspect I see that feeds into the problem of acquiring gear through traditional means rather than just taking it, as a resource is... Almost every time these things come into the game, they are taking chyen out of the hands of the players and putting it back into the system. Requisitions/imports, buying from a shop when it stocks, waiting for it to pop up in the market. All of these things take chyen out of the hands of the players in exchange for generating the object in the game world. That is chyen that could be used for other things, such as cybernetics. Having resources available and in the open ready to take or tap into would alleviate this to some degree. I am not trying to suggest we should just flood the game with Xo3 via automatically generated NPCs.

I guess I just see it this way. Generating the desired objects on an NPC as a resource and source of conflict could effectively "lowers the cost" of the objects in question. It presents a delivery method that is easily controlled. It allows things like armor to be delivered as a complete kit, instead of piece by piece. And it allows the chyen that would have disappeared from the hands of the players in the object's purchase to be utilized or distributed. And the gear in question loses perceptive value, while maintaining its material value. This checks a lot of boxes for me, and some concerns I've seen voiced around the boards for a while.

I don't think that adding farmable NPCs is the solution to stagnant PVP conflict topside.

The issue stems from bad culture (eg class divide is not always mixer vs corpie, and corpies shouldn't take their jobs for granted) and bad expectations (eg no you can't can walk up to the VS tower with a death squad, set it on fire and murder everyone there then walk off to trumpets and confetti).

Combat is always going to be less common topside because it's bad for business, and doesn't make a lot of sense from a themely point of view for corps to kill each other on the street in plain broad light.

Corpies have the same venues of acquiring gear as mixers do, and even better. And corpies are allowed to go to Red on a safari hunting for gear. Any topside combat should be secretive, shadowy and on "unofficial grounds" to avoid diplomatic and PR disasters.

If you want hardcore every day on your face combat you should be a Mixer.

I don't think that adding farmable NPCs is the solution to stagnant PVP conflict topside.

This is not the topic of discussion, nor is it the goal. It is merely a byproduct of an idea intended to address the cost of regearing after a loss, at higher levels of play.

@Quotient

I'm going to laser focus on the "people coming to you to die" thing because it's repeated so often yet I've never understood who's actually asked for this. It's the ultimate strawman when it comes to SD PvP that anyone expects someone to just come out and be their victim.

A character deliberately not having any kind of routine is a choice that's made to avoid being targeted, this is okay on an IC level and I'm not going to ask that it's changed OOCly either because it does make sense. However, rarely is anyone ever actually falling for any trap and if someone walks into an ambush it's on purpose because they want to see what's going to happen or because they don't mind potentially taking a loss to move a plot forward.

This would be perceived by some to just be "showing up to die" but in reality the character doesn't know they may not walk out of that situation alive, the player does. It's the player's knowledge that this trap may lead to suffering that was suppressed in order for the character to get there anyway.

What's contradictory is also characters being "around" but usually when they're "around" they are also in a disguise, and in an attempt to not smallworld we can't realistically assume that they are nearby. Similarly I'm not going to ask that these characters go everywhere without a disguise on but I'm also not going to attack a shroud if I don't know who's behind it. Investigating a random shroud is also a bit much in most cases.

My point here has always been that in order for there to be a back and forth people have to be willing to show themselves, but it can't be forced. I am just acknowledging that if nobody is willing to show themselves then physical conflict at an endgame level will just never happen. It comes back to what I mentioned in an earlier post on this thread, that if we're all "playing smart" it's incredibly easy to just never die.

I personally see the 'they do not come out of their apartments at all' argument but honestly there's a nuance there. A lot of characters in combat positions, or even non-combat positions, have obligations to respond when certain things happen, even if it means walking into death. It's been a thing for so many years now in conflict that you force a player to respond or face the rep hit because they're just too afraid to do their job.

It's the same thing with CorpSec. They have a duty to respond to things that happen or might threaten them. If they aren't, then I think the game has been great recently at calling out characters who don't fulfill their obligations out of fear of it being a trap. Rather than a stationary NPC target to sit in a corporate lobby, plot a reason for a corporate PC to be in that lobby when you need them to be. If they aren't? Well, that's on them and they'll likely be answering to their boss.

By Necronex666 at Mar 6, 2025 3:44 PM

I'm going to laser focus on the "people coming to you to die" thing because it's repeated so often yet I've never understood who's actually asked for this. It's the ultimate strawman when it comes to SD PvP that anyone expects someone to just come out and be their victim.

A character deliberately not having any kind of routine is a choice that's made to avoid being targeted, this is okay on an IC level and I'm not going to ask that it's changed OOCly either because it does make sense. However, rarely is anyone ever actually falling for any trap and if someone walks into an ambush it's on purpose because they want to see what's going to happen or because they don't mind potentially taking a loss to move a plot forward.

This would be perceived by some to just be "showing up to die" but in reality the character doesn't know they may not walk out of that situation alive, the player does. It's the player's knowledge that this trap may lead to suffering that was suppressed in order for the character to get there anyway.

Let's say the location of my character's pad gets leaked. His input gets kidnapped. She's screaming on SIC for help. He rushes up to the door, opens it. Five shrouds standing right outside. Nope. Shuts the door. That bitch doesn't ride that well.

If your expected outcome from that situation is that he charge directly into those five shrouds, and "see how that turns out", I don't know what to tell you. There is some definite level of entitlement I pick up from PCs sometimes. Like "We all came here. Entertain us." There has to be a realistic limit of your expectations.

Could that scenario actually turn into something interesting? Sure. It could, but that's a one way road with a more or less certain outcome, engaging in that situation is entirely unrealistic. More importantly, is that sort of engagement worth it, beyond a certain point? This is my personal opinion, but that is something I would expect (and have participated in) at lower level conflicts. As impactful as high level conflicts can be, I expect more from those opponents than "I performed some low level, simple activity. Now, come here."

It comes back to what I mentioned in an earlier post on this thread, that if we're all "playing smart" it's incredibly easy to just never die.

This is probably the only thing I can fully agree with, but I also don't think a character dying is any sort of major contribution to the game except when it starts or allows a plot to come to its conclusion.

Beyond that, I just wanted to clarify that my comment on shrouds may have been worded poorly. I was not suggesting I, you, or anyone just go follow random shrouds. I was attempting to say that I enjoy the challenge of properly sussing out a target that utilizes them. This is directly in contrast to some of the sentiments that were voiced in the past that ultimately led to shrouds being updated to heavily impact agility, a change made as a direct result of people arguing that it was too difficult to locate a target that used them.

Again, I think we have very different playstyles and derive entertainment from different parts of the game, so I don't know if we're going to see eye to eye. I also don't know that this discussion (off topic as it is), can really proceed any further without hinting at IC events or characters. I do want to say though, that I have not really observed the things you're pointing out. Sort of the opposite, actually, which is why I quoted Bubbles earlier.

There is some definite level of entitlement I pick up from PCs sometimes. Like "We all came here. Entertain us." There has to be a realistic limit of your expectations.

I think this needs to be shouted from rooftops. If people are not playing along with your conflict, sure in some cases it may be avoidance on the other party, but in many cases take a good and deep look inward and ask "how did I make it fun for the other party? Did I make the fight fair? Am I actually as exposed to people who can easily swat me as I do it to them?"

Often enough the answer to that is "no".

@Quotient

Expecting someone to run into five shrouds if they know those five shrouds are there is unreasonable. An example more in line with that I'm talking about would be:

An attack is reported at a corporate tower and all corpsec agents online are alerted through their key. One of them decides not to go at all because they feel like there's a reason someone might be waiting for them there. That agent doesn't actually know who's there or even if after they are being specifically hunted but the decision has been made to stay away.

It's fine that they made that decision in the interest of their own self preservation but their boss is probably not going to be happy with them.

I did get what you meant about shrouds though, what I was trying to say is that there often aren't really ways to figure out where someone is or what they're wearing unless you have access to certain equipment, and even then it's difficult. Visibility remains an issue if someone does not want to be seen.

On characters dying I tend to think that this is good in spite of perceivable progress to plot so you're right on us seeing things differently there. That's okay, I look at it more as gear entering the secondhand market especially when I know that a character has far more than I do. That statement isn't going to apply to most characters anyway.

I am also of the opinion that no one clone should be able to live forever and have a habit of going after endgame characters who haven't died in a while, or at least I used to have that habit. When I did it was with the mindset that when you're at your peak there's always going to want to be someone who wants access to things they believe you're gating access to, whether it's true or not. The new cartel always has to be more vicious than one which has already been established.

All of that said, I'm not telling anyone how to play, just the way I see things. I have been engaging with PvP less as of late because I've realized it's mostly come down to being a numbers game and that's always going to favor whoever's been around longest. I'm not about to hold it against anyone if they have their own reasons for not wanting to engage. To me it's just not as fun as it used to be, and to clarify when I did find it fun I was also taking losses, but there was a back and forth, characters who would wander around on their own after a victory. This is less the situation now.