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Showing content with the highest reputation on 06/15/2017 in all areas

  1. Been hearing a lot about SS13, but never really paid much attention to anything (except the clowns) until Youtube suggested BlackPantsLegion, and now I'm hooked. Never played before, but I hope to pick it up quick enough. I'm Aussie, so I expect I won't see many of you except over the weekend, but I'm looking forward to the experience.
    3 points
  2. I read this as "Salt Pies" Need a PR to add salt pies to the clowns locker...craftable by the chef...and available thru cargo crate in bulk. For obvious reasons.
    3 points
  3. Welcome aboard! The games mechanics can be quite cumbersome at first but once you get the hang of it, it's second nature. Don't be afraid to MHELP if you are confused about something. Cya on station! I'm the red headed bitch that works security all the time!
    3 points
  4. Further proof of some possible adjustment here. Just got done with a round. Started as warden. No HOS. 5 min in a HOS joins, someone I've never seen before. John Lennon :eyes: I find him in the officer locker room gearing up, he then asks me for a taser IC in the following fashion "I need a taser plz I didn't spawn with 1" I inform him of his X2 in his office, he has no idea what I'm talking about, I escort him there. I go back to my office. Captain is there. "Howdy cap" "Hi...can you show me where my office is?" IRL I'm like ARE YOU KIDDING ME?! "Follow me" Someone I'm sec comms who observed this says "Did the captain just ask where thier office is?" "I'm escorting them..." Panic on sec comms. I escort him to the bridge... It ended up being Nukies. Ended quickly. Mercifully. Oh the captain also ordered the crew over comms to murder the clown before the Nukies showed up.
    2 points
  5. I would like to inform everyone that eating these salt pies will infact turn you into a salt shaker
    2 points
  6. Make the flowing Clown in the forums clickable. If you hit him, he explodes in gibs and messes up the screen. (:
    2 points
  7. Tetra Vega, at least one version of her.
    2 points
  8. ZN23X: - I do think there is value in having a "threat is suspected, but not confirmed yet" alert level. It encourages people to investigate and confirm/deny. If you eliminate that level, people will just loosen their definition of "confirmed" and jump up to the "confirmed" level instead. Because there won't be a "suspected" level anymore. - Security NEVER sends people back to their workplaces on red. EVER. I have never seen it happen even once. This provision of red alert is completely ignored, by everyone, all the time. This is one of the pieces of SOP that may as well not exist, because literally nobody ever heeds it, nor cares to enforce it. You wouldn't want to enforce it anyway, as it is anti-fun. - Often, people will try to run away from you if you want to search them. Yes, this includes non-antags, with no contraband on them. I don't know why they do it. It happens a lot though. - Searching people in the halls, rather than bringing them to the brig, is also impractical in many cases. Just last shift I was playing a sec officer, I tried to do exactly this (search someone in a hallway) and within seconds a random crew member (neither were antags) grabbed the person I was searching, and legged it. Both of them got away. Sure, they were arrested later, but this sort of thing is common. Sadly, as a sec officer, often you cannot afford to search people in public spaces simply because random crew will try to steal them away from you while you are busy with the search. Taking them to the brig for a search is one approach. If that's far away, at the very least you should avoid searching them in a public area. - IMHO, the biggest problem with how security works now is that often, crew who screw with security can't be charged with anything at all. Covering the brig lobby with 'shitcurity!' graffiti, thus ensuring that anyone who is brought in gets encouraged to take an anti-sec mindset right away? Graffiti is not a crime. Constantly complaining about 'shitcurity' over radio, such that the crew stop wanting to help security? Not a crime. Stealing someone away from sec custody while they're being searched? (as happened in my last shift).... you can only charge them with the same sentence as the original criminal. Which, if you're just doing a random search and they don't have anything on them.... is nothing. I actually had to let both of those idiots go, last time I played security, because although they were consuming sec's time, triggering manhunts, etc, I did not think I could actually charge either of them with anything. The ultimate example of this sort of thing is the clown trying to slip security on red alert, with confirmed cult/shadowlings/etc. From the Sec Officer's point of view, they have no idea if the clown slipping them is going to get them killed, yet, despite the stress this causes the officer, its hard to charge the clown with anything in cases like this. Even if they do it constantly and you can find something to charge them with, it usually isn't worth the cries of "SHITCURITY ARRESTING ME FOR SLIPPING!" and inevitable IAA hassle you get as a result. Yeah, it would be nicer if there was a larger gap between blue and red, but we shouldn't eliminate blue, and I am skeptical that the issue of people acting like jerks to security will be solved easily.
    2 points
  9. There's little point between blue and red, since most of the time it's next to impossible to actually enforce half the SOP items on the list. I would like to propose a change to alert procedure. Green: Same as it is now Blue: Essentially, is the red alert that we have now. For threats or suspected threats to the station. Red: Martial law. Screwing with security forces allows them to respond with any force warranted, including outright lethal if needed. They can brig indefinitely as well until the alert level is lowered. This is for station-wide emergencies, such as: widescale bombings (welder bombs don't count, nor do single bombs), blob, nuclear emergency, wizards, large scale violent riots, final stages of shadowlings. The key here is that actively impeding security or response forces itself creates more danger. Don't fuck with them. That doesn't mean security can just go around killing people at will. They must be actively impeding. But it does significantly remove barriers on security forces. Since it takes two swipes to use, it helps curb crazy captains anyways. Isn't crazy proof, but working around getting two head authorizations should result in CC crackdowns. The rest of the alerts stay the same, with gamma getting the same treatment as red with the extra equipment.
    1 point
  10. Wouldn't it be really cool and appropriate if plasmapeople had liquid plasma for blood? By liquid plasma, I mean the plasma that comes from chem dispensers. There is already coding for slimes to have "exotic blood type: water," so why not plasmapeople having "exotic blood type: plasma?" Plasmapeople do currently heal from plasma though, so perhaps that would have to be changed. Or maybe they could keep the healing and just have the amount per tick reduced. I'm not sure of the balance implications of autohealing on a race that isn't as slow as diona, although it makes sense lore-wise since they eat, breathe, and live plasma. I understand if that would be removed, though. Thoughts?
    1 point
  11. This is so bizarre to me. I never let anyone keep weapons ever. Or security gear.
    1 point
  12. I personally have been caught with makeshift shotguns and weapons many times and rarely if ever had them confiscated. Even with lethal shells loaded. And I have yet to ever have security take loose security equipment off of me when I do find it.
    1 point
  13. I guess nothing says freedom more than burgers.
    1 point
  14. Yeah, I play this from time to time. I did not like the Monks & Mystics DLC though.
    1 point
  15. @ZN23X The easiest way to learn how to lead people is to play QM. It's not important enough to fuck over the station if you're bad at it, but at the same time, you're in charge of a department. A good QM can make cargo a well oiled machine of usefulness, but a bad QM wont exactly screw everyone over.
    1 point
  16. Yea I'd say there is a wide gap between someone who isn't good at being a member if command and someone who is captain and literally does not know where the bridge is.
    1 point
  17. Getting a full dose of SS13s madness on this intro post. As it should be ??? A true "Welcome Aboard"
    1 point
  18. 1 point
  19. I'm all for a 'cold' code red, like a yellow or somesuch, something where security can basically say; "We have a confirmed threat, it's not doing much and we're trying to contain/track it down. Please remain calm and cooperate with your friendly security officer.". As of right now, not many officers utilize the red alert protocols to their advantage, either herding the tide into the bar, rifling through their pockets if they're acting shady, throwing the goddamn assistants out of maintenance, either in favor of just filling the offending crew member with lead or tasing and brigging without so much as a "Hello." Honestly, I think separating the investigative powers of red alert from the "Crush, Kill, Destroy" mentality of red alert could do us some good in the long run because @ZN23X has some excellent points. The random search is security's most powerful weapon, and I encourage and utilize it myself. If someone has nothing to hide, assumedly they would cooperate with the search and it would take one-two minutes tops, then it's a pat on the back and a "Have a nice day citizen". If they resist, tase, cuff, drag to processing (or out to the hall if it's a bit of a walk) and search. Simple, clean, elegant. Herding people into their departments/bar is a useful tool, but honestly I would keep that to Red Alert and not our proposed 'Yellow Alert'. Sure if the law-abiding citizens are all huddled away, then in theory only the criminal scum would be in the halls, but that doesn't work. If we can get 'Yellow' to mean "We're actively searching for a confirmed threat" and Red to mean "We are in an combat situation.", then that would give civilians more reason to clear the halls, and security more reason to shove their asses into the bar on Red Alert, you're simply keeping them safe from friendly fire. The only exception I would make is for maintenance explorers. If we're on Yellow alert, that means we're investigating any shady characters, if you're not Engineering/Janitorial/The Paramedic and you're in maintenance? You're shady. Get out. What some fresh security members fail to get (and what I failed to get the first time around) is that cuffing, processing, and brigging prisoners requires at least some level of social tact. If you're Judge Dredd for every crime between Vandalism or Murder, you're not going to make friends, you're going to get shitcurity yelled in your ear, and the clown is going to slip your ass. If someone's not a confirmed threat, and they're just causing a ruckus, pause a moment. Question them in the hall, ask what's going on, are they being antagonistic or are they getting back at someone who wronged them? Give the station a reason to cooperate with you, I cannot stress this enough as HoS or Warden to fucking smile for once. Any of the usual suspects will know, Tony will sit down on scene and get their testimony if nothing seems off, if it's just some rowdy boys being rowdy.
    1 point
  20. Haha, I'll keep an eye out for you then, I'll be the one with the beard.
    1 point
  21. It's your character, go right on ahead.
    1 point
  22. I'm thieving this photo @Pawneax
    1 point
  23. fun fact: I have never played warden once in my life. The Captain, in my opinion should not have to know EVERYTHING, that's silly and unrealistic, the wiki even says that RPing a captain shouldn't know everything. You're here to lead, not to do. That being said: unlocking captain should require.. i dunno, 10 - 15 hours as any head of staff first with at least 5 as HoS, due to the importance of understanding space law (you are the only one who can authorize an execution unless there is a magistrate after all) As for the overall: Yes, definitely, X numbers of hours in Y job to by Y head of staff. Maybe 10 hours? I suppose it could also depend: to be CMO you may need 6 hours as medical doctor, 2 as viro, 2 as chem, and 2 as genetics. Just as an example. RD could need 7 hours as a scientist and 3 as a roboticist... these numbers would need to be higher, obviously, I'm saying around 10 just for example purposes.
    1 point
  24. I think you should be required to play a certain amount of hours (8-10...maybe even more) as Warden before being allowed to be HOS. There are too many HOS's that are clueless about brig duty and just run around the station acting as a glorified officer. I also think that the fact that I can be captain even though I barely know anything about science and engineering, is absurd. Captain should be knowledgeable in the function of every department.
    1 point
  25. 1 point
  26. The terror of an IPC wanting to be human.
    1 point
  27. Remove slimes as a starting race Fully implement this Server implodes from the amount of salt generated from slime ERPers
    1 point
  28. It's a star trek thing. In Star Trek it was for non-human/alien threats like engine malfunctions, docking, power failure, that seperation thing they do with the two halfs of the enterprise splitting apart. Basically. Blue Alert was for environmental and technical hazards that weren't going to destroy the entire ship. Red Alert was for 'we gotta fight people now.' or 'Oh shit, the entire ship is about to explode.'
    1 point
  29. Kudos back at you @ZN23X for not breaking under the pressure, you managed to keep me under wraps until the end regardless of my repeated attempts to break free and cause problems! It was frustrating at the time to be met at every turn but I can only compliment the rigidity of your security force, considering your Head of Security at the time also.
    1 point
  30. This kind of thing happens, it's nothing to worry about, really.
    1 point
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