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Showing content with the highest reputation on 06/19/2020 in all areas

  1. A piece I did for some SPESS people! The commissioner asked for some interesting looking characters on the poster, but wasn't descriptive on who exactly, so I got to make up some different likely spess adventurers. The little red dots make up the constellation for Scorpio, as it's a project that the commissioner is working on, and I'm wishing them luck! This was enjoyable to work on, I got to draw space which I always enjoy, and I got to draw just some... different sorta characters!
    13 points
  2. I'm also trying out a new drawing program, Paint tool SAI 2. I'm really liking its shading, and the ability to modify lines after you draw them. To test it out I drew a toaster-head I've been seeing around a lot, and who seems to be carrying medbay on their back a few times. Wyldcard! They're a neat player. I think it came out pretty nice. I think I'll try to use SAI 2 for a while. Also I love an appreciate all your comments and reactions. Honestly I don't get much reply when I post up my art on other platforms, which is likely why I mostly post on this forum with my art now you guys, honestly, are so kind, and your feedback is astounding!! JEEZE
    7 points
  3. I've never tried 4th edition, so I can't provide any sort of expert opinion there. That said, I'd say SR 5e's rules are written and organized poorly in the book, but make sense when they're put into practice. Between D&D and SR, it felt like Shadowrun's rules and character creation were thought-through a little better than D&D. One of my pet peeves with D&D 5e is that the races all follow Star Trek logic, in which the full gamut of dwarves, elves, etc. can be described as, "Just like humans, except considerably better in numerous ways with no real tradeoffs compared to humans" whereas Shadowrun's metatype system balances typically 'superior-than-human' fantasy species by forcing players to compromise on starting resources or attributes in order to select a fantasy species. There's also things like Shadowrun's authors have put a lot more time and consideration into how magic has influenced the development of their world from a lore perspective, while D&D just has world-breaking magic lying around that apparently nobody really thinks about. That said, it took me about a solid year of deciphering SR5e's rulebook before I finally understood enough to properly GM it, while in comparison I had D&D 5e figured out in about a week, so I might just be falling into a Sunken Cost fallacy. I hope everyone's staying safe and well-supplied these days. I actually ran out of sketch paper due to social isolation--while that was disappointing at first, I think you'll agree it was a net positive. You'll see what I mean. Just a practice picture. By this point I don't feel like I'm uploading a 'full' set of pictures unless at least one of them features Cecilia looking annoyed. Swarmers are annoying. Hostile wildlife. As I mentioned earlier, running out of paper to sketch on prompted me to dust off a tablet I'd left neglected for some time. I'd given tablet sketching a try quite a few years ago but I think I let myself get discouraged from it too easily. This first sheet just includes various SS13-related doodles that I made to get used to the tablet. A picture of Cecilia I made using ArtRage, a program intended to emulate markers and paints. I felt like I had to fight the software every step of the way, though I'm impressed by how the image looks convincingly like a crappy paint-and-markers art on canvas rather than something made using a program. "Does SoP say I can't use my desk as a footrest? No. No it doesn't." I give IAA a try whenever I want to play, but don't feel like I'm in the right headspace to try a 'proper' HoS round. I think the reason a lot of players have difficulty with IAA is that they approach it with no prior experience in security, and see their relationship to the security department as one based on conflict rather than cooperation. To get security to do anything as IAA, you need to have mutual respect. To have security respect your opinion as IAA, you need to know when it's practical to emphasize SoP and when it's not. The job is much more about earning security's trust that you've got common ground with them rather than trying to get officers fired for incompetence or reduce prison timers. Epic fight music of your choice goes here When the Nuke Ops get whittled down to their last squad member, don't get cocky. There's usually plenty of good reasons why that last man standing outlived all their squadmates, such as being an unstunnable sith lord with a shielded hardsuit who's been on a meth-fueled rampage since reaching the station. Something about the position of the Nukie's right arm is bothering me. I might have to fix that later. Command roles are not suitable for players with an inferiority complex or an easily-bruised sense of pride. There are plenty of AI players who seem to relish making new Command staff go utterly berserk over relatively minor slights or small acts of insubordination. Spark 5.5 has made it into an art form. This was meant to help setup the 'crazy captain' exchange above, though I felt having the context-less version there helped set up the joke better than leading with a sketch that 'gave away' the joke so to speak. I wanted to add dialogue here, but I think it would've taken away from the picture: this is the "I demand to speak to your manager" face, the "I'll get what I want if I just get angry enough" face, adding text would really just be reduntant. Cecilia's "I'm listening respectfully, but I still think your opinion is dumb" face. Like I said, I think giving the tablet a try was a net positive overall. Don't get me wrong, I was happy where I was before, but this feels like a whole new level.
    7 points
  4. I agree - that man's too obsessed with mugs for his own good.
    3 points
  5. Tl;dr version: Currently, Seccies have to juggle low-speed stuff like "teach a baldie how to not hit himself" and "toss the Clown out of Medbay again" alongside high-speed stuff like "harmbaton a vampire" and "cremate changelings." These two roles don't gel very well, so let's split them into two complementary positions. Introduction: As a job, the Security Officer is easily one of the most thankless ones. There is no learner position, no easy way to get into the job, and lethal consequences when you make a mistake. You're thrown into the deep end right from roundstart and expected to swim, and it's no surprise that few people do. Even for those who figure out how2redshirt, the role remains an extremely demanding one at all times; "quiet Sec round" is a contradiction in terms. This also makes the game much more stressful than it needs to be for everyone involved. For Seccies, it means calls of "FUCKIN SHITSEC GO HOME" at the same time they're getting calls of "HALP VAMP SCI MAINT," which tends to leave the redshirt in question burned out and uncaring. I've heard this phenomenon discussed in real-life law enforcement, where it's referred to as "paradoxical policing:" law enforcement is derided for their misbehavior over minor crimes like noise complaints at the very same time they're being called out for not doing enough to stop major crimes. For the crew, it makes calling Security a dubious proposition, as you aren't liable to get a rapid response and might well get complete shitcurity if you do. Another major issue is of gaining experience and learning the role: as there isn't any new place to learn how2redshirt, new Sec Officers are left trying to figure things out on the go. This is a problem with other roles as well, but a lesser one since other jobs are ultimately trying to help. A Medical Doctor or Roboticist might get some LOOC salt if they're taking a while in fixing someone, but that's a much more rare thing since they're ultimately still trying to assist the person. A Sec Officer is virtually guaranteed to get insulted, especially if they appear new, because much of their role is messing with other players' fun. Even taking too long to strip someone in Processing will get people complaining on comms, let alone if the other player manages to unbuckle themselves. Given that sort of problematic learning environment, some sort of intervention to help newbies would be very useful. One of the solutions used IRL is something I think we could adopt here, which is splitting the people handling major crimes apart from the people handling minor ones. As of now, Sec Officers are a single murderblob tasked with handling both "halp baldie beating me" and "HALP LING ABSORBING ME MAINT," which tends to leave them responding with either too much force to the first incident or too little for the other. It also leaves a more "low-speed" Security role for both baldies trying to learn the game and more experienced players looking for an easier round, and provides a much more tangible sense of little-s security to the crew (since a Constable will likely respond when you call, as opposed to the Sec Officer busy battling antags in Sci Maint). New position: Constable Scope: Limited. New code needed: Minimal. The key requirements are adding the new job with its starting text, equipment, and access. Starting text: "You are the Constable. Your job is to assist other crew and safeguard the station." Access: Brig, Holding Cells, Maintenance (similar to the Detective, does not have 'Security' access at roundstart). Starting location: Sec Briefing Room. Starting numbers: 4 (can be changed by HoP). No whitelist, fewer hours requirements than the Sec Officer (meant to serve as the intro to the Sec Officer role). Equipment: Security jacket, handcuffs, flash, pepperspray, energy bola, standard SecHUD, belt with seclite, non-bowman Security headset. Starts with a grey Sec uniform and a black Corporate ballcap (all Sec headgear has the same stats as the Helmet). Has mindshield. The uniform, esp. the jacket, ballcap and SecHUD, would provide Constables with a clearly different 'look' than regular Sec Officers while still providing protection. The regular SecHUD and non-bowman headset would provide a meaningful in-game difference between Constables and Sec Officers (in that Constables can still be taken down by flashes and flashbangs), while allowing for easy correction by more experienced players (modding their SecHUDs with regular sunglasses to get flash protection, and wheedling a bowman headset out of the many spares in the Sec Gear Room). Lacking a taser and stunbaton would force Constables to both play more conservatively and leave very dangerous antags to the Sec Officers, and also make them use the other bits of the Security repertoire. Flashes, pepperspray, recruiting bystanders, and the old expedient of "just set them to arrest and let Beepsky handle it" are all viable options when you aren't expected to take down a fully-powered vampire. FAQs: 1. The Constable has less gear and access than the Sec Officer. Why do you think anyone would play the role? I'm suggesting the role because I would like to play it: more specifically, I would like a Security job that actually lets me be Officer Friendly instead of 24/7 ASS TO THE GRASS BALLS TO THE WALL HARMBATON IN FREEFALL YEEHAW. I'd like a job where I get to laugh when the Clown slips me, instead of going "Damnit, that vamp's gonna get away!" when I fall over. Some rounds I want to pound face into plating with a cut-off riot shotgun, and some rounds I'd like to gently shoo the Clown out of Cargo without having to murder anyone in the process. 2. The Constable lacks a ranged stun, and can't easily catch someone if they decide to run. How do you expect them to stop anyone? I'm planning on them being able to stop a baldie on the run with an energy bola; if in-game practice shows that Constables truly do need some form of ranged stun, I'd suggest a disabler (harder for newbies to screw up with disabler shots than a taser, still plenty effective, already in code, differentiates them from Sec Officers, etc). However, I'd like to keep the role based around the non-combat portions of the Security role, and "set the baldie to arrest and have him picked up by other redshirts" seems very appropriate for the position. 3. The Constable is a role meant for newbies, but still has useful gear. What's stopping people from just murdering Constables for their stuff? Circumstances, co-workers, and conscience. Constables aren't meant to be running deep into Maintenance areas, and should be leaving the high-level threats for other Seccies. While I'm sure some baldies will merely take the role as a stepping-stone to being a bonafide redshirt and will go haring down into Med-Sci Maint, they're knowingly putting themselves at risk in the first place. The ones who stick to public areas will be kept much more safe by their circumstances. Secondly, the Constable role is meant to be much more community-oriented than the Sec Officer one. While Sec Officers are meant to carry out a high-level conflict with antags, Constables are supposed to be Officer Friendly, who gets close and familiar with the rest of the crew. This should provide them with some protection in practice, as the crew they've befriended will doubtlessly help them much more than an unfamiliar face in a Sec uniform. Thirdly, Constables are meant to be a beginner's role. While murdering a Constable will certainly be doable, their gear is differentiated from standard Sec Officer kit, and should mark you out as someone who killed an 'Officer Friendly' on the station. Lacking flash/hearing protection, flashbangs and Armory weapons, and a taser/stunbaton, Constables are also a much less appealing target than an actual Sec Officer. None of this is ironclad protection, but then again, it really shouldn't be. Taking on any Sec role is accepting your position in the round as valid-salad, and you might just get axed anyway - them's the digs. However, if you play the role as intended as a Nice Guy(tm) who sticks to public areas and makes an effort to actually help out crewmates, you'll be fairly well-protected from the inevitable game of murderbone throughout the round. 4. What else can the Constable do aside from 'Being Officer Friendly?' A) Dispatching: Watch comms and cams, keep a handheld crew monitor with you, and monitor other Seccies for their own safety. Call out when someone's in trouble, pinpoint a hostile's location, and ensure that calls for help are being properly responded to. B) Desk-jockeying: Man the Brig front desk, staff Processing, and watch over the holding cells. Assist the Warden with moving prisoners, question 'tiders and antags, and help keep Sec records updated. Work as a bailiff in the event a court case is called. C) Training: Work with other Constables - or baldie Sec Officers - to get them oriented in how to safely handle a cuffed person, dangerous gear to confiscate, the ins and outs of Space Law, and so on. Other roles such as the Warden, IAA, or regular Sec Officers can do these jobs, but they all suffer from either overwork (Warden, Sec Officer) or severe understaffing (IAA). A Constable looking for something to do should be able to slot in to camera duty or training fellow Constables with minimal difficulty, and with a positive benefit to the round as a whole. 5. What else would you like to see implemented with the Constable role? Departmental checkpoints. While it's not required for the role to function, I would definitely like to see Constables having basic 3x3 places to work across the station. I know that this question has been hotly debated before, so I'm not going to try and scratch off everything on my redshirt wishlist, but if possible I'd definitely like to see Constables having places to update records, get replacement gear (flashes, cuffs, etc.), and watch cameras. Thanks for taking the time to read this suggestion. If you've comments, ideas, or thoughts on how to improve it, I'm all ears.
    1 point
  6. Squish! The spooder was also Vital. Thank you so much
    1 point
  7. thats so sick.. I love the rainbow slime
    1 point
  8. Sargent Areneus (or just some spoder) being cute in the corner.
    1 point
  9. I've seen it suggested before as well, and I've no issue with making "Security Cadet" an alternate title for the Constable as you suggest. Ultimately, though, I think it's best to bundle multiple potential roles in one rather than specializing everything, and the position has enough leeway to be both 'low-speed security' and 'baldie with a baton' at the same time. To address your other points in turn: -Uniforms: You've got a good point regarding the importance of uniforms, but doing so requires additional coding and prep work. While I agree that Constable-specific uniforms would be handy, I'd rather see the role implemented first, with additional uniforms and role-specific gear added later. This also has the advantage of adding new uniforms and kit after there's been proper playtesting with the community as a whole, too. -Unique room/channel: No arguments there either, and certainly adding a separate Constable-specific radio channel would make them a less desirable target for antags looking to get Sec comms. That being said, it runs into the same fundamental problem: more work, more coding, and more things to argue about. I'd rather have an imperfect role in-game than no role. -SecHUDs: Ultimately, I don't think you can do the Security role without the HUD. You need in-the-field access to Sec records, the ability to recognize someone on the fly, and so on; while I'd certainly like to make the Constable's HUD a read-only one, that would again require more coding to implement. The simplest compromise I can think of would be a regular SecHUD for Constables, as that'd differentiate them from regular Sec Officers while still providing them the basic necessities to perform their duties. -Violence: Agreed that pepperspray and a flash won't stop a smart baldie. That being said, it /will/ stop a dumb one, and most of our 'tiders aren't of the brainy variety. Additionally, it'll teach them how to use other gear in their repertoire that isn't just the Almighty Stunbaton and taser. I've no issue with, say, a limited-ammo disabler for Constables that uses a mindshield lock (i.e. only functions when the person holding it has a mindshield), but I've heard from above that mindshield locks are verboten, so I'd prefer instead to focus on something achievable. Good point re the seclite, though, and I'll make sure to add that above.
    1 point
  10. This turned out so WELL!! You're so creative!
    1 point
  11. Four out of five space psychiatrists agree, Robbie is in need of a mug intervention.
    1 point
  12. A commission I did for some people, the Blacksheild of a HRP server. It was fun to do, I will say that uh... Uniforms are hard to vary. I DUNNO IF I SHOULD BE SHARING art of different spess plesses but uh... I do WHEEEEEEEEEEEE I love you all
    1 point
  13. It's Pride month, and I was asked to draw a very Cone-ie Vulp showing off some colours of celebration. I was happy to oblige. I hope everyone of all flavors and persuasions are doing well in this tremulous time. I love and appreciate all of you.
    1 point
  14. I did it. It's taken a full month, and I think there may still be some stuff in need of polish, but I finally finished making Paradise's Cyberiad in Minecraft. If you want to view it, you'll need a few things: EITHER - the Twitch launcher in order to download mod packs easily OR knowledge of how and where to backup and place Minecraft directories. Project Ozone 3: A New Way Forward Mr Crayfish's Furniture Mod for 1.12.2 (it doesn't come with the above, so you'll need to download and place it yourself) Minecraft 1.12.2 WITH Forge 14.23.5+ (any latest forge for 1.12.2 works, as far as I know) 8GB+ RAM and knowledge of how to allocate it in Minecraft. Trust me on this. Here's the ZIP for the directory itself; save, mods and all: https://www.dropbox.com/s/uan6jdnp5oeqeif/Project Ozone 3 A New Way Forward (1).zip?dl=0 And here's the ZIP for just the save file: https://www.dropbox.com/s/ryca3xigbrcehxv/cyberiad.zip?dl=0 I'd give instructions myself, but I'm pretty addled and tired from all the work this took. Help each other, yeah? The only caveat is that you should probably toggle the resource pack to on, because it was built with it in mind. If you have any questions or suggestions of other projects I should build for everyone's' amusement, feel free to share. If you don't really feel like downloading it, I totally get it, so here are a few sneak peeks, and you'll get the picture from these. Security Lobby Engine Containment Locker Room Bridge Medbay Lobby
    1 point
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