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ContrabandSystem doc

Open murphyneko opened this issue 10 months ago • 1 comments

This document describes what contraband system is supposed to be, as well as adding a bit of documentation on how to mark items as contraband (probably useful for to-be-contributors)

murphyneko avatar Feb 27 '25 20:02 murphyneko

Removed "Needed features" (because I/someone else implemented them) and removed the header (because it's for proposals)

murphyneko avatar Sep 07 '25 16:09 murphyneko

One issue that has been identified with this current system is that syndicate contraband is always defined as Highly Illegal. This means being caught with just interdyne cigarettes in your bag is equivalent to being caught with an e-sword. At the same time we can't just mark interdynes or other "lower severity" syndicate items as minor/major, as that would allow the Captain to permit their use.

A proposed solution that I am in favor of is that Minor, Major and Highly Illegal are separate to the Syndicate/Magical grouping. That way, we can write Space Law to disallow permits for Highly Illegal and "foreign faction" contraband (or similar definition).

Otherwise I think the doc reads well; it's a small one but explains the feature well.

EDIT: There are valid criticisms to be made in regards to our current "balancing" of Space Law contraband levels; you could be perma'd for trespassing in Bridge with a pack of Interdynes in you bag. I see that as separate to what the Contraband levels add in terms of Security gameplay - the severity of the punishment is not as important as distinguishing the in-universe severity of the equipment, which helps add to immersion and informs how characters should react.

I added info regarding item factions as desired/unwanted behavior points. Someone/I could make a PR separating factions and severities using the doc as reasoning later on.

It would also probably resolve Slarti's concern by making it a functional and needed part of the system instead of just flavor.

murphyneko avatar Dec 05 '25 22:12 murphyneko