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# System prepended metadata

title: Adapting TG for Fulp

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# Adapting TG for Fulp
## 1. Purpose of these changes
TG is a great codebase to have upstream but a lot of the code doesn't actively encourage people to follow our rules. While you can say this is a player issue, that they should read and follow policy, it is easier to enforce through code primarily.

Pros:
+ Following rules becomes more intuitive, less of "The code lets me do this so why shouldn't I"?
+ Reduces staff workload as the opportunity for rulebreaking is lessened.
+ Reduces the amount of rules we have, making them easier to read and follow.

Cons:
+ Can reduce player agency.
+ Can increase metagame.

Example: a player rolls IAA and contracts.

Current solution: staff member tells off the player and removes their gear. This annoys the player, making them feel restricted. If staff can't get to it in round, the player will flaunt rules. Others will see and maybe follow suit.

Possible solution: remove contract kit from the IAA uplink. This is not ideal since it removes player agency as the kit is pretty good to buy even if you're not contracting. It also helps people metagame roundtype since they can search uplinks for the contract kit and if it's not there, they know it's IAA.

The ideal solution would not reduce player agency or promote metagame but will have to be worked out at a later date.

## 2. Contributing towards this document
When you have an idea, add it to section 3, along with some notes explaining it and suggesting possible solutions. Will come up with a format later. Will create a section for discussion then a place to put finalized deliberations later.

## 3. Brainstorming

+ Changelings absorbing non-targets. Possible solution: absorb only working on targets and catatonics/soul-departeds. Might encourage metagaming since people will know the husks are targets.
+ Chasm Instadeath. Tendril chasms into lava? Pr to tg first then pr to fulp if not working? Maybe making the ability to reinforce tendrils Via a tool from the mining vendor So you can farm them? This is more of a balance change, might be outside the scope of this doc. 
+ Give mech Non-mining weapons mindshield firing piNs or even just remove their firing pins. Add ways for antag roboticists to obtain firing pins. Alternatively making mech weapons emagable so the mindshield pin unlocks
+ Requiring a part from sec to make combat mechs?
+ Reimplimentation of locking mechs behind manip tiers 
+ Adding departmental locks to techfabs to prevent people powergaming in and printing loot. Maybe making them hackable to bypass this? Emagable?
+ Reducing metagame on antag items. Big complex problem that will require lots of thought.  
+ Adding job locks to consoles like the geneticist console to prevent people just walking in and taking what they want. Make them removable via code red or RD unlocking them
+ Reducing validhunting via making crew weaker against antags. Will require a lot of thought to ensure antags can't easily murderbone due to this
+ Reducing murderbone, see above.
+ Preventing borgs from doing research. Regular crew too unless emergency/hack board? With admin notification if board is hacked?
+ Unlocking validhunt tools for borgs only at red alert level.
+ Making surgery harder for non doctors
+ Making hulk antag only
+ ling spider rework