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Showing content with the highest reputation on 08/28/2020 in all areas

  1. Doc's character, Evie! Enjoying a poorly-drawn milkshake.
    4 points
  2. As it stands, Legal SOP has very little information on what to do in the case of an escape attempt, or an escape at all. In fact, if you search the word "Escape" in legal SOP, the word appears once. Space law adds slightly more clarification, in that "Any prisoners that escape Permanent Imprisonment or Exile may be detained, executed or killed on sight at the discretion of Security." The same applies to people who escape execution, which makes sense. Now to what doesn't. Space Law has a modifier/special situation clause that guides security in what to do, when a brigged crew member escapes, or attempts to escape, their cell confinement. At first glance, there is nothing wrong with this clause. It very clearly guides you in what to do in the event of an escape or escape attempt, even clarifies what is considered an attempt. Except, this doesn't mention perma. You can extrapolate that this applies to perma as well, which many people, including myself, have insinuated to be the case. However, my most recent round as security has proven, that it is not actually the case. To avoid turning this into a story thread, I'll be brief. If you want additional information, feel free to ask. Additionally, if I get something wrong about the events, feel free to clarify in the comments. I was a late joining HoS, playing as Cherry Waves. There were three vampires in perma. They had successfully managed to break two windows, exposing the electrified grilles, broken the flasher in the middle of perma, broken the N2O outlet, and in an attempt to apprehend them, they manage to almost kill the warden by disarming his weapon and firing upon him. If we take the "Escape from Brig" example from above, this is absolutely an escape attempt, but according to Legal SOP and Space Law for Exceptional and Capital crimes, this does not count as an escape, meaning that execution cannot be done. Further, as the Captain had cryo'd, and there were no present Magistrate, we had to fax CC on what to do with the attempted escapees. We were met with this fax, that the late joining Captain were kind enough to read aloud. To clarify on the fax response, Jade was killed in the struggle. She was, admittedly much, later revived. Despite all the 4 vampires being apprehended, security was spread extremely thin with the added five traitors that an admin introduced, thus the delay in Jade's revival. Now, every admin ruling is different. What one admin says isn't necessarily what another one would say, and I can imagine that to be the case in this situation. The problem is that this situation came to be at all. If someone as much as breaks the light bulb in a brig cell on a temporary sentence, their timer is to be reset or five minutes are to be added, due to it being classified as an escape attempt in Space Law. However, as stated above, someone can break almost all the functions of keeping perma prisoners in check, the flasher, the N2O outlet, as well as exposing electrified grilles, and there is no clarification in Legal SOP or Space Law that it's to be treated as an escape or escape attempt. The only option is to throw them in solitary, which has it's own issues. I am not saying that we execute every single prisoner that breaks the windows in perma. That's what solitary is for. But there has to be some clarification as to what an escape from perma is. Currently, and this isn't even in writing in Legal SOP and Space Law, an escape from perma requires the escapee to actually leave the confinement, either through a broken window, or an open door. It so no small secret that playing as security can sometimes be very stressful. The round that prompted me to write this suggestion has absolutely, with no contest, been the most stressful round I have ever encountered. Legal SOP is extremely lacking in this case, and the "Escape from Brig" adds too much speculation. Does it apply to perma, too? It doesn't say, so you have to assume that it doesn't. I would very much like to see a change in this, as it would cut down much unnecessary speculation. Sadly, it's not as simple as adding the word "perma" to the "Escape from Brig" modifier, as that would most likely trigger an increase in unnecessary executions. However, a separate modifier similar to it, with clarifications suitable for perma, would be a step in the right direction.
    2 points
  3. It makes no sense that a Malf Ai would offer its camera to all who would see, but then again not being able to see it would be a clear sign of Malf. I would therefore propose a Malf power that would eliminate all borgs and Malf Ai from the camera console, or other AIs, as it would presumably have the cabability to do so IC. One concern is the balance of a Malf Bomb AI then, which would be easy to hide, as it would no longer show its camera, I would then propose that the bomb in itself would make the AI unable to hide its cameras, or for it to announce its current location, as a way for balance. What are your thoughts on this?
    2 points
  4. Admemes made me 'King of the Ash Walkers', with a magic crown that could summon whatever I wished for. About an hour in I wanted to speak to 'The Sky Chief', so I was given a headset and learned Galactic Common! At the end of the round we moved all of the eggs to the Mining Base, with half of us in Ash Drake armour because of some very generous miners. Very fun round, even if I did get a bit lost for words occasionally. Thank you to whichever admin it was!
    2 points
  5. I play a lot of security. A lot. You may have seen me around as Cherry Waves, often playing as the Head of Security. It's a thankless, stressful job that, I for some reason, love above all else on the station. If you've played security, or ask security, you'll often hear stories about what they hate, or fear, the most about working security, and sure enough, I also have something that I hate/fear the most. If you've seen me around, you'll probably have heard me moan about certain antag roles that I loathe going up against as security. Let's take vampires, for example. You hear the stuttering call for help over the radio, followed by silence. Twenty minutes later, and there's a powered vampire running around, and he has the tasers from two of your officers. This is followed by a chase through maintenance, sometimes spanning an entire shift. Security dreads vampires, not out of fear of death, no. Death is sweet release. They fear the vamp because of the predictability. Yet this is still not the Horror of Security. Another one is cultist. Loud cultists are interesting and fun to deal with. Stealthy off-station cult? Not so much. As security, you have no reliable way of dealing with them, other than trying to pick them off on station when they pop out. Like whack-a-cultist. Sure, you can send the pod pilot out on a search, followed by an expedition force, who then get slaughtered due to the poor planning of your boss (me). Not to mention the absolute mess processing turns in to. Three cultists in at the same time, and one officer is left behind to deal with them? Not great, especially when they're all miners who, if deconverted, rush back to Lavaland to "do their jobs," only to get reconverted. And that's if you even know they exist. You might just patrol the halls, thinking you're keeping the peace during an extended round, until suddenly Nar'Nar pops out from beyond the veil of time and ruins your lunch date. Yet again, this is still not the Horror of Security. "Enough foreplay, Fontaine, get to the point." The TRUE Horror of Security is -drumroll- The Warden. The Warden is an unpredictable beast. Vampires are predictable, and to a certain extent, so are cultists. But the insane machinations of the bald-headed Warden are beyond mortal comprehension. Every shift I start as a the Head of Security, I don't worry about cultists, vampires, nukies. Any of those have the power to put me out of my misery. No, I hope for a Warden that, isn't necessarily incredible, just not a mouth-breathing troglodyte who hasn't even bothered reading a single line of Space Law. To avoid coming off as an elitist, let me give you an example. To clarify, most of us know how to identify the wild Warden that doesn't play by the rules. It's easy. Are they on the secway, zooming around on the station on green, swinging their baton and brandishing their taser? He's the Warden of your nightmares, and he makes his own laws. This is a story thread, so naturally here's a story. This one is recent. It's Vampires. We heard the call for help in science/med maintenance, as is the standard. We rush there, Vampire is no where to be seen, but thankfully the victim is alive, although a panicky mess. Time goes by, and the vampire increases in power. Not much time, mind you. Like fifteen minutes. Now the Vampire is spotted in it's natural habitat of sci/med maints again, and the Warden judges that no other man on the station is up to the job. He rushes out, ignoring his trusty Secway, as it'd only get in his way. He reaches his target, and is ready to dispense justice. Except, of course, he doesn't. He dies. Alone and unafraid in medical maintenance. His body is easily recovered, and even his ID, to the great surprise of everyone. So we just revive him and move on, right? Nope. I keep his ID on me for safekeeping, and to swiftly demote him when he makes his return. Except he doesn't. I ask the officers if they ever encountered him after his tour of medbay, but no luck. He's not even on the cryosleeper logs. We brush it off, there's other things to deal with. Then an entire HOUR later I get a call from the HoP. The Warden is asking for his job back. I go there, and sure as hell, he's standing there. With half an hour left of the shift, I ask him where he were for the last hour. He claims he was asleep. No one I asked knew where, and he was too busy asking for his job back to clarify further. I inform him about the added workload with no Warden, how I felt about it, and declined his re-employment. I have quite a few horror stories from playing Security, and largely they don't feature antags. They're the character who gets a laugh-track when they enter the door. Most of them even star me as king moron. If you read this far, let me know if you want to hear more, or share your own Horror of Security.
    1 point
  6. More seriously: https://github.com/ParadiseSS13/Paradise/pull/13765 should increase the experience requirements for wardens in a way that decreases the odds of bald wardens. You have a department management console in your office that lets you demote members of your department. You can even transfer them to Civilian, which frees their job slot and lets you get a (more competent) replacement from CC. You can even do this using their ID, while they are dead, and put their demoted ID back on their body, for a demotion they cannot resist. You can also just offer them a job transfer to sec officer "so they can go out there and go after CRIME". May not keep them alive but will at least reduce the chances that EOCs get armory access.
    1 point
  7. IMO, we should make credible escape attempts count as an escape for execution, too. If you want to smash up your cell and try to take out the warden when he enters perma you should really expect to be executed if sec feels like it.
    1 point
  8. When you fight fire with fire, or in this case, send Xenomorph Empress after Prince of Terror.
    1 point
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