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Showing content with the highest reputation on 05/08/2018 in all areas

  1. terry watson ASP obligatory rissa dump
    7 points
  2. You lift the tape to allow passage...
    5 points
  3. managed to simplify the conflict into a tango post
    4 points
  4. Another Star Wars AU picture! That moment when you realized you put to characters that are in a romantic relationship in a setting where they can't have that kind of relationship... Fuck
    2 points
  5. thank youuuuu i mean i'd hope i'd be somewhat good at it since ive spent half of my life drawing, hahah if anyone wants anything drawn lemme know beepbeep
    2 points
  6. (I re-numbered your points in that quote, so that I can reference them independently) 1. Would require all game modes to be changed to use scaling mechanics similar to autotraitor. Might also require changes to the way jobs are assigned (to prevent people with 'sec' on high never being antag-eligible in this system) 2. Not that hard to do. Would probably be a lot of debate about thresholds. 3 & 4. Adding an alt title is easy, but if I were you, I would push for a genuine 'Security Cadet' job. I know a fair few people, including myself, support it. It won't be easy to get merged but it will solve, or at least help to address, multiple issues if it does. I envision Security Cadet similarly to how you imagine constable / dispatcher. 5. Possible. TG has such a system. Can actually already be done if officers request it at HoP office. 6. Not viable. 7. This is a duplicate of 3. 8. This is a duplicate of 4. 9. This would severely impact Sec's ability to do their jobs, as many, many officers set arrest status on the fly. 10. Headsets don't have cameras. Did you mean helmet? Like the ERT cams? Doable, but I expect a fair few to object. 11. Don't bother having a dedicated dispatcher job, just have a sec cadet do it. 12. If you want to make sec's life better, and say they lack upgrades, then nerfing one of the few genuinely useful upgrades they do have doesn't seem to be the way to go about it. 13. Not great, for reasons discussed previously. 14. This violates our policy of not karma-locking vanilla jobs. Overall, if we're looking to translate this into actual github PRs, I would suggest starting with idea 2 (adding more slots at predefined crew intervals), or possibly the 'security cadet' alt job title idea. After that, the next most promising idea would probably be making 'security cadet' into a real job, separate from officer. I think this has the best chance of being merged as a variety of people seem to be in favor of it for different reasons, which might be enough of a coalition to get it passed. Personally I still favor the piecemeal approach simply because big PRs can take a very long time to be resolved, and generate enormous amounts of discussion, etc. They're big projects. Still, if you've been specifically told by someone with actual authority over PR merging (ie: maintainers or headmins) that an overhaul would be better - I would take their advice.
    2 points
  7. never knew i could feel like this it's like i've never seen the sky before
    2 points
  8. Maybe i'll regret it but someone will probably ask me eventually.
    1 point
  9. Well, ya want help becoming a good bartender, eh? Rise above the masses, and such? Came to the right place. Name's B.E.E.R, I've been tending to bars for around 33 years now. Needless to say, I know my shit. First and foremost, looks. You want to be respected, start here. See that top hat on your counter? Wear that shit, it looks good. Don't take off those shades, either. They will actually scan containers, and tell you what's in them Now for your uniform, you've got a couple choices here, fashionwise. You've got the standard uniform with a bow tie, that looks okay. Make sure you wear a jacket with this There's the Amish suit in your wardrobe in the back, which is better. Make sure you wear a jacket with this If you're feeling really fancy, go on down to the clothesvend and grab the executive suit, It's bound to turn some heads. Don't wear that armor, either. You really shouldn't need it. LACEUP SHOES: WEAR THEM. I mean, you're wearing a fancy-ass suit, and then sneakers, or sandals. Come on. Keep that bandolier on, for intimidation points. You see a dapper man with a belt full of shotgun shells, are you gonna fuck with him? If you're of the more feminine persuasion, the following is likely to look better: The standard uniform with a waistcoat would work quite well, although definitely keep the laceups and hat. If you want to go for a more fancy custom outfit, I recommend checking out the Victorian attire. Alright, so you look the part. Now to equip yourself properly. You got a shotgun in the back, it's a classic double barrel. Get rid of your bag, and put her there. Trust me, you won't need a bag. You are able to recolor the shotgun to more fit your looks. I personally like the faded grey, it blends right in. (alt click to recolor, use a pen to rename.) In the back as well is a shaker, should be right next to the shotty. For the love of Synthetica, use this to mix drinks! It's 100 units, and is made to mix things in! Make sure you set the transfer rate to 50 Back to the counter now, grab that rag if someone hasn't already. Use it to wipe off glasses when people are done drinking from them. or make a molotov There's a zippo, grab that as well. Even if you don't smoke, you can light cigs for people, and look badass doing it. You got your shit, now to make the bar look nice. You got a stack of books and shit on your table by the booze-o-mat, clear that off. Those books are junk anyway. Toss the russian revolver on that table too. This will display it, while keeping it secure. Put out some glasses, on the other counter, by the dispensers. Make them neat and orderly. NEVER make large amounts of drinks and toss them out there. This isn't the damned kitchen. Make drinks to order, and clean up when the person is done. If someone wants to reorganize, let them If you're good at construction and interior design, you could do it too So, you look good, feel good. Time for how to actually do things So, someone walks into the bar, what do you do? Greet them by last name unless you personally know them, and ask if they would like something to drink. Assuming they ordered, place a glass in front of the guy, as confirmation that they ordered, and you heard. You toss the shaker in the relevant dispenser, and mix that shit. Make sure you make more than 50u. Full glasses make for less asses. Pour out the drink, then put the shaker back in the dispenser to empty it. When they leave, wipe off the glass, and put it back. Make conversation with people! You're not a damned automa! Ask questions, or tell stories! Don't make the questions or stories too personal, you'll just creep people out. Lights went out! What now? Don't panic. Make for the office, and grab two packs of eternal candles. Light them in the packaging, and throw them around the room. Make sure you don't hit people. If the power is out as well, grab the keg, or the booze cabinet as well. How to deal with shitters I have a system I use for shitters, the three strike system. First strike, I will warn the person to not do it again. Second strike, I will shoot them twice in the chest, and drag them out of the bar. After this, alert sec Your bandolier, and by extension, your shotgun, are loaded with 5cm beanbag slugs. Two of these to the chest will knock anyone onto their ass. Third strike, and if sec is not responding, I will get violent. If they are attacking you go straight to strike three. Bottle to the head will knock the guy on their ass and soak them with nice flammable alcohol. If they continue being a shit after being bottled, you have that zippo still, right? Time to burn, bitches. If someone is climbing over the bar, you can click on the table to knock them off Most importantly: Make this your bible Feel free to ask me any questions!
    1 point
  10. While playing as a janitor, I noticed that publicly accessible disposal chutes are few and far between. For example, if I'm down in engineering, I have to walk all the way up to the bar to throw something out. I think that occasional disposal chutes in hallways would reduce the amount of trash being left on the ground, and it would cut down on walking time for the janitor.
    1 point
  11. Basic issue: Security is often understaffed, severely enough that it's a major topic of concern. The statistics are pretty clear: most people just don't find Security a fun enough job to play. General causes: A. Overpopulation: The server routinely hits over 120 players, with the map and game balanced for closer to ~50 player size. The population issue leads to moments like this, where the station's regular jobs are rapidly filled, and anyone hoping to join is left to either ghost, go as an assistant, or salt about it on Reddit. Perhaps more pertinent, though, it also leads to a ridiculously large Assistant playercount with little productive work to do (i.e. greytiding galore), and: B. Excessive antagonist numbers: Most game modes assign antags based on the total number of players, not the total number of Security players. Combined with the overpopulation problem, this can lead to a fairly ridiculous Sec-antag imbalance once the server reaches 80+ players as it commonly does. I've often seen hilarious imbalances where antagonists like changelings, vampires, or shadowlings (who are designed to reliably win or tie a 1v1 confrontations) outnumbering Sec members at roundstart. Furthermore: C. General overwork: Between prisoner processing, greytiders, responding to crew calls for "SEC DORMS" and the like, or simple Public Relations requirements (manning the front desk, responding to accusations of Sec misbehavior, etc), there are far too many tasks for the average Sec Officer to handle at once. D. Being "valid:" Regular Security Officers are seen as valid targets for antagonists, which means that they're frequently attacked, killed, and taken out of the round (husked, spaced, decapitated, etc.). This is obviously fairly un-fun for the officer getting valid-ed in this fashion, which contributes to the Sec staffing issue. The two most common reasons for this include reducing Sec numbers, and taking their gear. E. Escalation and capability gaps: Security Officers rarely "level up" throughout a round, despite there being plenty of legal methods for doing so. Few of them get implant/augment surgery, for instance, and the average officer rarely gets even basic equipment like holsters. Much of this is due to the aforementioned overwork, as there's always something else requiring their attention. However, much of this is also due to: F. Difficulty communicating and cooperating: There's a significant lack of cooperation between different departments, and mechanically, there are few methods of encouraging that cooperation short of "Heads of Staff chatting on private Command comms." Scientists, Botanists, Engineers, and Cargo techs all lack access to Security comms and areas, and vice versa, resulting in different departments generally heading off to do their own thing (Cargonia, Engistan-Atmosia, Medistan, Scientopia, etc.). G. A difficult learning curve: There's no "learner's course" for Security, and no way for a newbie to easily mark themselves as one without drawing trouble down on their own head. This is a problem in other jobs, of course, but the high requirements placed on Sec makes this much more notable, and more of a barrier to entry for prospective members. Conclusion: There are some long-standing problems like the issue of Security Officers being whacked for their loot or the learning curve for the job, but the more recent issue is simply the overwhelming playerbase size and the attendant issues which go along with it. Goals: Overall: Mechanically encourage more-positive player interactions involving Security by lowering the demand on individual players, allowing for more-casual participation, and reducing the negative consequences involved with the role. Tl;dr make Security more fun to play. A. Balance the Sec-antag numbers so that Security isn't completely overwhelmed by the threat of the day. B. Add in specialized Sec roles to help with the overwork (and also let people play those specific elements of Sec without getting swept up in the general antagonist-hunt). C. Try to keep Sec players from being taken out of the game quite as easily. D. Give new players more ways to "stretch their legs" by either indicating they're a newbie, or by playing a Security role which is less-intense than the 'frontline' ones. Game-mechanics changes: A. The "AutoTraitor" approach: Currently, the AutoTraitor gamemode balances antagonists with Security Officers, the legitimate antag-hunters. New traitors are generated either from existing players or from new arrivals depending on the number of Sec players in the round, to keep from overwhelming them. I'd like to see this mechanic extended to other antags (changelings, vampires, and shadowlings in particular) to keep Security from being overwhelmed from the get-go. B. Job auto-availability: As it stands, the only way for new jobs to appear in-game is via someone with ID Modification access (i.e. the Captain or HoP) mechanically adding new job slots, or by demoting existing players. The job-slot mechanic is intentionally slowed to a rate of one modification per minute, to prevent ridiculous imbalances, but this leads to the situation above where there simply are no jobs available whatsoever. In order to head off some of the issue of "too little work" and the attendant strain on Sec, I'd like to see the following jobs automatically increase: -Every ten new players above 50 (i.e. 60, 70, 80, etc.), one new job slot for each of the following: Station Engineer, Security Officer, Scientist, Medical Doctor, Constable (see below) -Every twenty new players above 60 (i.e. 80, 100, 120), one new job slot for: Botanist, Atmos Tech, Roboticist, Shaft Miner, Cargo Technician, Janitor, Forensics Technician (i.e. Detective, but starts with a Forensics Scanner) -Every thirty new players above 60 (i.e. 90, 120), one new job slot for: Chef, Dispatcher (see below) New jobs: 1. Constable: A lower-intensity Security role with the duty of handling the non-antag-focused portion of Security. Expected to spend a lot of time around the Bar corralling drunks and greytiders. 2. Dispatcher: A lower-intensity Security role with the duty of watching station cameras and getting officers to where they need to be. Also positioned to assist with processing and prisoners as needed. 3. Armorer: A Science role, but starts with a mindshield and access to Sec comms. Expected to help gear up the Sec team over the course of a shift. Notes: The Constable is a role for either newbies (unlocks sooner, fewer responsibilities) or someone looking to play the non-violent side of Sec (fewer responsibilities). Although you can still play the role as a regular officer if you want, it's meant to let you play as the CSO/SRO archetype without forcing you into the "Sec vs. antag" shenanigans which happen most shifts. Much like the 'Global Antag Candidacy' button we have now, if you want to play Sec without having to 1v1 a vampire in Maint, go play a Constable and smoke a fat blunt with the Botanists before telling greytiders to 'just chill, man.' By contrast, the Armorer is meant to let Sec 'scale' up as the shift goes on, by providing a mindshielded Scientist who can be trusted with Sec comms from roundstart. This is meant to keep Sec Officers from being as horribly outgunned by the usual AEG/teleshield/meth-using Science traitors who could otherwise kill the shit out of them with little effort. The job is meant for the mad-scientist sort of player: you're downright expected to make cool toys, deliver cool augments to the BrigPhys to keep 'em from getting bored, and are trusted enough by Sec that they'll actually let you put cool chem implants in their teeth. The Dispatcher is a role for helping minimize the amount of chaos inherent with Sec: their job is to watch cameras religiously, update records, and to get officers to where they're supposed to be. Although the Warden can help with this, ultimately the Warden has too many plates to juggle at once: processing prisoners, distributing gear, checking in with perma'd prisoners, etc etc etc. The Dispatcher is effectively a second (or third, or fourth) Warden who'll be watching dem cameras, updating dem records, and generally keeping the (un-fun) chaos to a dull roar rather than a full crescendo. Tweaks to existing jobs: As before, these additions are primarily meant to scale the Sec team up with the total playercount per game. One Detective is definitely enough for a 40-person game, but when there's a good 115 players running around, suddenly they're a little overwhelmed. These tweaks are meant to minimize the general chaos going on; they won't prevent people from being dipshits, but they'll minimize the effect of the 'bad apple' sort of rank-and-file Sec players by increasing the numbers to compensate. New antag role: Notes: The goal here is to provide a decent number of low-level antagonists who're causing minor, but measurable, amounts of trouble. This is meant to provide license to perform a little griefing, but less 'Maint murderboning' and more 'steal someone's ID to drain their bank account' and the like. This could be expanded with basic gear that could be purchased with in-game cash (insulated gloves, etc.) to provide an incentive for more low-level crime. While that might seem a bit counterproductive, I think Security would be more enjoyable if their targets weren't always well-powered antagonists and were sometimes just mundane opponents like a greytider mugging someone for cash. Gear changes: Note: The goals here are to make Officers less likely to be attacked in the first place, and more likely to come home alive. With a camera active on them 24/7 and Dispatchers watching those cams, it's harder to just whisk away an Officer for a quick murder. On the flipside, between their HUDs being read-only and their headsets being a dangerous item to carry around, looting them for gear becomes a much less attractive plan. Should an Officer pursue an antag 1v1 into the middle of Maint, then they're still liable to get cryostung/glared/etc. and taken down quickly, of course, but it'll increase the odds of their body being recovered and the player not getting ejected from the game. Quality-of-life changes: A. The "Security Cadet" name: Much like an Engineer can call themselves an "Electrician," I'd like Sec Officers to be able to name themselves "Security Cadets" or the like. This would let a newbie announce themselves as one in a mechanically-simple fashion, without any changes in the gear or access they receive in the process. (I'd also love to see that for other jobs, but Sec has perhaps the worst learning curve, so I figure that'd be the best place to start) B. An "Inspect" arrest status: The current standard arrest statuses are *Arrest*, Incarcerated, Paroled, or Released. This is all well and good for antag-hunting, but when dealing with Code Green-level issues like "Grey McTide might have made a stunprod, please check his pack," there's no way to mark someone for arrest without also sic'ing the bots on them. I'd like to bring someone in quietly like SOP demands, but if they go by Beepsky or an ED-209 with an *Arrest* status active, they're heading to the Brig in cuffs whether I want it or not. A yellow "Inspect" status would mean "arrest this person, but do it nicely," and work in conjunction with the standard one. Conclusion: This is a lot to read through, and I apologize for the length. At the same time, I think that the lack of Security players is due in large part to the job simply being unenjoyable, and I'd like to see the job made more fun rather than just focusing on the antag greentext rate. If you'd like to add to this* or suggest a rework, please keep that in mind. I'd like to see some means of rewarding success on Sec's part aside from just redtext (some way of rating how safe they kept the station...?), for instance, so if anyone's got an idea of how to implement that, I'm all ears. *Slith-Skaar had suggested a rework of the X-Ray gene and implant to make it less ridiculously effective, for instance. This'd let antags get away more easily from Sec and in turn make the Detective's and Dispatchers' jobs more valuable in catching them, which I think is all-around a good idea.
    1 point
  12. did sketches of the ones requested (that i have refs of), i'll get to lining and colouring soon slowly dying from humidity though, good lord i hate summer
    1 point
  13. Heya! Haven't been getting much art done lately, been busy with school and stuff... I'm working on something cute now though, so hooray!
    1 point
  14. There ARE some problems with a lower impact role in security such as a cadet. First, what gear will they have? Still a headset I imagine, security access, and probably also a Sec HUD. This will still make them a valuable target for antags. And they'll have this special role assigned to them which pretty much screams "I'm newbie sec". Our experienced antag players would have a field day taking advatage of this because they've repeatedly shown they'll take advantage of anything they are allowed to frequently. On the flip side you'll also have lower impact sec who will quite frankly just still act like officers. IC we don't know if someone is a greytide or an antag half the time. It'd be impossible to regulate WHO they are allowed to arrest. Like if an officer is calling for help from maint because a vampire has them is the lower impact sec supposed to say to themself "Not my job, they are an antag, and I only handle bar fights"? That doesn't make sense from an IC perspective. This also doesn't talk about the fact that all of these things would help sec deal with EXPERIENCED antags. Less experienced antags already struggle, especially in rounds with try hard sec. All these additions would make it even harder for less experienced antags and lead to even more behavior where newb antags either try to replicate the same strategies experienced antags use (making things more predictable and repetitive) or more of the "Oh, I know this player is robust via meta knowledge so I'll just give them my TC and have them do the work for me" leading to even more excessively imbalanced fights. There is always gonna be antags and sec who only care about winning, this cannot be corrected, and more frequently than anything the balance of the round is going to be determined by how many try hard sec there are vs how many try hard antags. It cannot be corrected by adjusting game mechanics. As with most issues on this server, its just a behavioral mindset that can only be influenced by how we play. And to be frank, trying really hard is more rewarding than not because you die and are removed from the round less, plus you gain a bunch of fan girls/haters who constantly praise/complain about how good you are.
    1 point
  15. I'm glad to see that you started up an art thread!!
    1 point
  16. Best panic siphon in an extreme emergency is a massive hole to space.
    1 point
  17. Hey dudes, I haven't actually been on this account in ages forum wise but I've been playing the server for a while so I thought I could post some of my art things I work on here. A fair warning in my opinion they are not that great and I only use paint.net to draw pictures so yeah. I'll most likely update this forum with more pictures over time. Please let me know what you think about it and how I can improve, thanks!
    1 point
  18. The point is that even though SOP says the brig phys's duties are caring for prisoners, they've power creeped into caring for sec. If we add in a role that right off the bat says "build a parallel station for sec" on the tin, then that's going to be 10 times worse. Edit: IMO, it's fine that the brig phys extends into supporting security. But it is technically an overextension, so it keeps you a little more restrained. A brig engineer would not even have the appearances of not powergaming security.
    1 point
  19. Sketch dump! D.I.C.E B.E.E.R Tator D.I.C.E The town of Redstone, a place that the party in the D&D campaign I'm in just reached
    1 point
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