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Showing content with the highest reputation on 09/03/2020 in all areas

  1. “Good Morning, Tucson!” The lights come on and so I smile wide and say, “Good Morning, Tucson!” I throw to you before I throw the rest away.
    5 points
  2. GOSH I've not posted my draws in a while! Heeere are some things I've done. An emu spider. The most horrible and terrifying beast of Australia. A Vulp that gets too fluffy, particularly @Aelwyn. Beware the fluff, as soon it may grow large enough to create a gravitational pull. @Denghis's NULL, who's a really neatly designed IPC that did an amazing PR of late. HERE Is art. Thank you for looking at it (I love you guys)
    3 points
  3. That piece is personally one I'm quite proud of. Thank you
    2 points
  4. There are many examples of harmful chemicals being mixed together to become a harmless chemical or, in some cases, a beneficial chemical. While it wouldn't be odd, that's not necessarily how chemistry works. Turning this into a mechanical issue won't fix the problem, it'll only add to it. Cults are nebulous by nature and security often make mistakes in an effort to stop them, due to ignorance of the gamemode or impatience. Punishing crew by dealing toxin or brain damage due to security's mistakes isn't gonna make the issue less of an issue, you create a new issue. As I stated earlier in the thread, you sometimes attempt to decult people who aren't cult to begin with, because there is reason to believe they could be exposed, despite the lack of physical evidence. If the cult is running rampant, you now have to pause the effort of chasing them, because you've just heavily damaged, or killed, an innocent crew member who now requires your attention, while the rest of security falls apart because word gets out that you're wounding or killing innocents. Security's least favorite gamemode (to me and many others, at least) has now become that much more of a chore to deal with. Nobody wants to risk punishment in a round they're already reluctant to play, so the number of security personnel who cryo during a cult round rises. If we want to make this an IC issue, let's find a way to do it without punishing people who shouldn't be punished, i.e. the innocents. There are already plenty of examples of security killing people who shouldn't be killed, let's not add to it. Making the null rod changeable would be nice, but prayer beads does not cut down on the "just in case" testing in the slightest, it only increases their frequency. (Usually "just in case" testing happens in processing for seemingly unrelated crimes) Alternatively, make this an OOC issue, under either the metagaming, powergaming or validhunting rule. The problem here is that, again, the cult is nebulous at the best of times. Should a security player be warned, or even banned, for cult testing someone running through maintenance with no ID and their face hidden? Probably not. Should they be punished if they force holy water down the throat of everyone staying safely in their department during red alert? Absolutely.
    1 point
  5. A few other points worth raising. If I were to give holy water damage, I would make the damage happen around the point a cultist gets deconverted. No antag will ever use a toxin that takes 150 seconds to do anything. Even if it was codified into SOP, as someone pointed out, SOP doesn't have much teeth unless command wants to enforce it, or an IAA/NT rep raises a stink about it. There is currently a PR under review to allow the chaplain to switch rods mid round, which would allow them to use rosary beads against cult much easier. https://github.com/ParadiseSS13/Paradise/pull/14206 People mention that the chaplain is required to make holy water, however there is a second way to acquire it, people are just spoiled about having a 1000u tank. Combine water, wine, and mercury, sec could easily take wine bottles to chem. On the subject of it dealing damage however, pure mercury does brain damage if ingested, so it dealing damage wouldn't be that odd. Mechanically I think toxin damage is better than brain as brain can be fixed with manitol, almost everything that fixes toxin damage also eliminates chems in the body.
    1 point
  6. Now only pros can smoke. Just need to keep a pack in your pocket and crank through 10-20 packs a shift. Git guud. #smokingmeta#addicted4lyfe#whoneedslungsanyways I've been using Tetra in every game with a character creator for nearly 20 years now. She never started smoking until she worked security on the NSS Cyberiad. It started with randomly bumming a smoke on the shuttle ride at the end of a long shift, that then became a planned ritual every round, it eventually turned into chain smoking. Its almost a necessary painkiller and stress reliever for working security on this station. #seclife#whydoweneedmorehashtags
    1 point
  7. Okay so I'm nowhere near done looking at all these but had to stop for this one. I love your style in general, my fav so far is how you draw slime people, but this one just stands out. The text spam the AI receives showing on the screen is ao fantastic and probably something every AI can relate to LMAO
    1 point
  8. You know. I am starting to believe we should be giving our security crewmembers classes on the potential negative impacts of smoking on their job performance...
    1 point
  9. Was more referring to this line But so long as you say that it counts, then that's all my concern was. I assume that them being cuffed to be processed would count as 'the area they're confined to' even if it doesn't exactly read as such at first glance, but makes sense to be so after reading it a few times.
    1 point
  10. They've been 'sentenced to permanent imprisonment', so they're considered a permanent prisoner, even if they're not in the permabrig and never were. They're considered that from the moment they're sentenced. The phrasing on the wiki page was changed from 'permabrig prisoner' to 'permanent prisoner' to address this - and make it clearer that it applies after sentencing, rather than being based on where they are.
    1 point
  11. Not really. I believe the quetion myself and Rythen have is this; If a perma prisoner escapes custody successfully, but was not yet put into perma, are they valid for execution or can nothing really be done to them at all other than re-capture? I'm fully aware it defines what escape counts as, however I feel it should cover situations such as this as well. They were never technically put into confinement, but they were going to be anyway, and thus escaped their sentence.
    1 point
  12. Please see the updated wiki section and see if it answers your questions: https://www.paradisestation.org/wiki/index.php/Space_law#Escape.2C_Escape_Attempts_.26_In-Cell_Vandalism
    1 point
  13. I pretty much disagree with this whole thing, at-least as far as changes go. I do agree that security testing everyone at random is an issue, I yell at them for it myself, but making holy water lethal or having a lot of downsides isn't the way to go about it. I'd be more in favor of Pennwick's idea, if anything, and even then I'm skeptical about changing the mechanical side of things. An SOP change or something would do relatively fine I'd think, as Security is OOCly expected to follow the more serious parts of Security SOP and I'd think that would count as something they were expected to follow. I main sec and I dislike officers testing every single person that goes through processing as well. However, security can already be incompetent as it is, I see no reason to add another layer of incompetency to it. Much less one that can end up killing other players.
    1 point
  14. Chaplain is not always avaliable and killing people just because sec suspects from them is not gonna solve anything, is just gonna make stuff more frustrating as now you gotta be resurrected instead of just waiting some minutes.
    1 point
  15. Due to player feedback on forums, an update has been made to space law. This section here replaces all previous space law concerning prisoners who escape, attempt to escape, or break stuff in their cells. Most of this is simply grouping up all information on the topic into one easy-to-reference section, however, there are a few changes: Successfully breaking out of tempbrig now earns you a full reset of your timer plus an additional ten minutes. "Escaping" is now very narrowly defined. You have to be physically outside of the secure area you're supposed to be confined to. Breaking your cell windows/etc without leaving your cell does NOT count. Running outside your cell when an officer opens it, DOES count. Breaking the barriers that keep you contained (including windows) is "Attempted Escape" which is not the same thing. Attempted Escape allows security to move you to a solitary cell for the remainder of your brig sentence. Breaking lights and other non-barrier-objects in your cell is just in-cell vandalism. Security can't punish you at all for this. However, they're not obliged to fix anything you break, and these are the only objects you can use, so its probably not wise to break them.
    1 point
  16. Oh, I forgot, this was an early sketch that was trashed
    1 point
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