# ProgSec Prevents Sec from stalling out rounds by directly increasing threat. Creates an active gameplay loop between antagonists/threat and security. Reworks highly underused labor camp / warrant systems. 1. [Context](https://hackmd.io/bkoOvgNgRbaSaxf2vduu5w#Context--State-of-the-Game) 2. [Proposal](https://hackmd.io/bkoOvgNgRbaSaxf2vduu5w#What-this-PR-proposes) 3. [Goals](https://hackmd.io/bkoOvgNgRbaSaxf2vduu5w#Goals--Anti-Goals) 4. [Details](https://hackmd.io/bkoOvgNgRbaSaxf2vduu5w#Details) ### Gameplay Thoughts: <details> <summary>How people want security to work</summary> ![1](https://hackmd.io/_uploads/rk3zxO8ZA.png) </details> <details> <summary>How it more often works</summary> ![8nunbs](https://hackmd.io/_uploads/S1tmgOL-0.jpg) </details> Any shift: ![image](https://hackmd.io/_uploads/Byf4EGPWR.png) ## Context / State of the Game This PR exists with these current problems in mind: * Being sent to perma or labor camp is effectively round removal. * There is no in game mechanic security receives from doing their job. * Security doing their job can make for a very stale round. * The labor camp is highly underused. * Labor camp is unbalanced, the points required to return can exceed the entire round. * The warrant system is almost completely unused. * Neither permanent options have gameplay value or incentive to keep playing. Players ghost. They're both boring. ## What this PR proposes: * Security is now paid and scored based on doing their jobs. * Labor camp removes you (but not your mob) from the round. * Threat increases as antagonists are removed this way. Even moreso if they are non-antagonists. * Security is punished for prosecuting non-antagonists. * More incentivized use of the warrant system for minor crimes. ## Goals / Anti Goals ### Goals 1. Making security more fun to play. 2. Making getting captured by security suck less. 3. Improving the flow of the game. I address these by creating a gameplay loop between security and antagonists. They grow more powerful against each other. This contributes to the flow of the game, and incentivizes them to play their roles. ### Anti goals 1. Reducing round intensity. 2. Creating an overgeared security department. It must be balanced. 3. Permitting any form of meta-gaming with this system. 4. Round removing innocents with no form of punishment. I address these by carefully ensuring that there is no meta-check for traitors beforehand and creating a strong punishment for abusing this system. ## Details A more detailed explanation of moving parts: Being placed into a labor camp teleporter dresses criminals in prisoner gear and teleports their mob to the camp. It's been given a silly animation, visual and audio feedback, and an improved UI. There is no card management - processing someone requires just locking them in and pressing the button. Their mob is left on the labor camp at a random position. This fines or rewards a bounty to the security department, as well as generating more threat behind the scenes. The gameplay behind this is simple: Security does their job, they get cool gear, it brings on more threats for more gear (if successful). For the antagonist this plays a little differently. Supposing you're caught, being shuttled out of the round isn't "the end". Threat increases, new ghost roles open, and the process repeats. ## Issues with this design - Security is given feedback about traitor status. Processing someone, though it is unrecoverable, still alerts security which could be metagamed. It could become obvious someone was framed. However, it is difficult to hide this mechanic. If we award credits regardless, then security has no benefit from deducing whether someone is a traitor.