*What's old is new, what's new is... still new.*
## Abstract
I believe Security, as it currently exists, contains no vital core in it's essense. Everything regarding security as it stands right now is a hog-pog of things that come from as far back as 2021. It lacks coordination in aesthetics, in gameplay, in mechanics, and in flavour.
The goal here is to synchronise all aspects of security and make it into a more molded being. Henceforth; this'll be referred to as "Virosec".
Virosec is not a complete rebranching; it contains the same core Sec has had for ages now, what it does do is remove, improve, reimplement, and rething verious different things and put them in a new context to where they can be felt anew.
## Goals
- Improve Security cohesiveness at all levels.
- Improve Security's aesthetics and visuals to a unified standard.
- Return a sense of nostalgia, whilst also returning a sense of new.
## Non-Goals
- Over, or undertune Sec.
- Get rid all the progress that has been made so far.
## Content
Virosec is planned to be split up into four PRs due to le atomisation. The first, will be general sprites. The second, gun sprites. The third, mechanical changes. The fourth, armoury changes, i.e. vouchers.
### Vouchers
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The Voucher/Token system is a carry-over from the original version of gunsec created by Gandalf circa. two thousand years ago. But it is implemented with a new system; there exist two types of token now, secondary, and primary.
##### Secondary
Secondary tokens function simillar to the sidearm tokens of before, as a matter of function, they are basically indentical, with a few key distinctions between the two. First; the alert lock is gone. As of Gun Cargo being a thing, the need for the alert lock is nill. Officer's spawn with a sidearm token, and a spare case of them spawn in the armoury.
There are three options with a secondary token: Ladon; a ballistic sidearm. The E-Glock (name pending); an energy weapon simmilar to a mini e-gun. The Zeta-6; a high-powered revolver, hindered by the lack of speed-loaders.
##### Primary
Primary tokens are functionally the same, but they contain different weapons. Unlike secondaries, these only spawn in the armoury, and do not serve as a replacement for regular guns being in the armoury. More like, a secondary option for more unique weapons.
An E-Gun; it's just an E-Gun. The SOSG-12; is a semi-automatic shotgun, simillar to the SAS-14 that used to exist. The MOG-7; is a compact, magazine-based shotgun, able to fit inside backpacks, with the caveat being it's ability to only hold upwards of 5 rounds.
All of these guns use the same ammo-type that Paxil introduced, so the functional balance change is nill, it just adds more ways for people to express themselves.
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### Aesthetics
I believe the core issue with the aesthetics of security come from a simple issue; desynchronisation. We currently have four different phases, made by four different people, with four different visions, with four different styles.
As such, my proposal is this; start anew. Done by me, obviously, I have, and propose an entire visual re-haul of security. From the bottom to the top, leave nothing the same, and give everything a fresh coat of paint. You may say; "Wow, that's a lot of shit that'll need to be changed". Yeah.
Saying that, though, there is one sorta-consistent theme through-out the whole process; and that is this vague, police, LAPD-vibe. While I personally don't believe there is much too wrong with this, lots of people do have issues with it, and I concede that it does encourage quite a few officers to encourage in a specific sort of way that is non-too-friendly.
In contrast, and in an attempt to not sound "them bad, me good." The sprites I am proposing are a lot bright, lighter, and give a less sinister vibe to officers. Taking inspirations from things like gacha games, anime, and the sort, I manage to instil a version of sec less militarist, and more pop-culture. Less gun-metal, more rainbow.
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### Balance
The only functional hard balance change is that of the secondary token, but I don't believe that the reimplementation of them is that big of an issue. Officers are allowed to carry weapons, they just have to buy them themselves. If we add ways to control what guns officers are given, it allows us to be more direct, and control what they're using more. And, I believe that the flavour of officer's having semi-unique weapons adds a lot to roleplay value.
I also hope to get Niko's overdrive stun-baton mechanic in, but that's dependent on him.