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Showing content with the highest reputation on 11/26/2021 in all areas

  1. Welcome back! There have been alot of changes in that time but some that come to mind off hand: Pod pilots/mechanic being removed, jobs like magistrate no longer being karma locked, but instead security hour locked annnnnd a couple of big ones such as: MAP ROTATION!!!!! and the removal of tazers in favor of disablers to start to rid ourselves of that "instant stun" kind of combat. Best to check the changelog once you boot up the server to get a complete list of all the changes.
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  2. Thanks to Toob for the picture. Captain and Navy Representative.
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  3. topic raised on discord, which i find quite valid. currently, we have two types of implants, the "rnd" implants installed and removed through internal organ manipulations, and "syringe" implants, installed through injecting and removed through implant removal surgery. Having two quite different things named practically the same - implant, creates some confusion on how to deal with them for many. My suggestion is simply to rename one or the other, and give it another name. some suggestions like RND implants being renamed to augments, or syringe implants being renamed to chips was sounded over at discord. Feel free to propose your own
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  4. What This Would Do? The overarching idea with this would be to shift the current Brig Physician "slot" from a Medical-focused role to a "Brig Assistant" role. This would shift them from being a Brig Physician (a doctor) to a Correctional/Detention Officer (formerly Brig Orderly). To pull directly from Wikipedia, orderlies are utilized in various hospital departments. Their duties can range in scope depending on the area of the health care facility they are employed. For that reason, duties can range from assisting in the physical restraint of combative patients, assisting physicians with the application of casts, transporting patients, shaving patients and providing other similar routine personal care to setting up specialized hospital equipment such as bed traction arrays. In this case, the ideals of a "hospital" would be swapped for the ideals of a Brig. What Would Their Duties Be? Dealing with minor injuries of Prisoners (scrapes, bleeding, etc.) Preparing and facilitating the transfer of seriously wounded Prisoners to Medbay. Ensuring that the Brig/Cells remain clean and in working condition. Assisting the Warden with their duties of Prisoner Management. Ensuring Prisoners with special needs have said needs met (vampires get monkey cubes, Solitary Prisoners are still fed, etc). Assist the Warden with Brig Control (sometimes Officers are bogged down in work, giving the Warden a helping hand in the Brig would be wonderful QoL) Assisting the Warden with properly getting IDs Terminated, DNR'ing executionees, and keeping processing/evidence clean and ordered. Overseeing and facilitating IAA/Prisoner interactions. Aka, doing anything for the warden that they need that they’re too busy to do, or involves leaving the brig Why Bother? Why Replace the Brig Doc? Honestly, a lot of this work could just be done by the Brig Doc. The issue I personally see (and one that was brought up in the Community Meeting and one that gets brought up every time anyone utters the words "BrigBay") is that Security has been given an insanely safe place to get treated or implanted without the paranoia of a Doctor messing with you/robbing you/etc. SS13 thrives off of chaos and paranoia. Removing a possible vector of Antagonist/Security interaction is something I personally dislike a LOT. A Doctor, if they're slick enough, should be able to take advantage of their "trust" as a Doctor to do antagonistic behavior: hell, its part of the reason they're a Traitor to begin with. The counterpoint I see to this would be "well I don't want to get round-ended by some Doc just decapping me". To that, I say the same thing I say to any Officer who's scared of getting antag'd: get a partner and stop doing stuff by yourself. It is 10000% your fault if you die or get antag'd while on your own. Another issue with Brig Doc at the moment is they become an implant factory. They either remove every implant that comes in from a Traitor therefore removing any possibility of an antagonist sneaking in a storage implant or the like OR the give Security a free and safe place to get Combat Implants. If you want Combat Implants, go to Robotics (its not like they're doing anything better). If you want surgery done on an inmate, bring them to Medbay. Another reason I personally would want an Correctional/Detention Officer for is to make life for the Warden much easier. With a population getting up to 150 on bad days, an extra body in the Brig to deal with and RP with Prisoners would be a massive helping hand. This would free up Officers to continue patrols while the Warden and Correctional/Detention Officer hold down the fort that is the Brig. This does NOT mean that the Correctional/Detention Officerwould be able to arrest Antagonists. They would be the same as the Warden: their "power" ends at the doors to the Brig barring VERY extenuating circumstance. What Gear Would They Have? Currently my thoughts would be to replace the Brig Doc's office with an Correctional/Detention Officer' Office. This would include: A small desk setup, much like the Warden's An Implant Monitoring Console A locker with Detention Officer's Supplies (see further down) A MediVend (the small one with bandages and ointment) One (1) Toolbox One (1) Bar of Soap/Cleaner Spray One (1) Medical Gurney (the roller-bed-thingies) Correctional/Detention Officer Supplies One (1) Telescopic Baton (maybe a wooden baton? wood fit the theme) One (1) Detention Officer's Jacket (reskin/repurpose the BrigDoc one?) One (1) SecGasmask (for teargas in Perma if needed) One (1) spare headset One (1) SecHUD Sunglasses (the IAA variant, to prevent setting status) One (1) flash One (1) SecLight One (1) Pepper Spray Standard Operating Procedure (WIP) GREEN The Detention Officer may not perform arrests or searches outside of the Brig unless given specific permission by the Head of Security or Warden. Exception is made if there are no active Officers or Warden; The Detention Officer may assist the Warden in their duties regarding prisoner management, movement, and care. This extends to Temporary Prisoners, Permanent Prisoners, Prisoners on the Work Camp, Solitary Prisoners, and inmates on Death Row The Detention Officer is permitted to carry a flash, their baton, and a can of pepper spray; The Detention Officer must maintain the cleanliness, order, and basic functions of the Brig, Processing, and Evidence. If major repairs are needed, Engineering may be contacted and escorted around the Brig for repairs; The Detention Officer may escort prisoners requiring surgery to Medbay personally, and make sure that they are returned to the Brig before being released. This must be authorised by the Warden. The Detention Officer must wait until someone is brigged and their timer starts before bringing them to the Medbay. Exception is made if the Head of Security or Warden permits it, or there immediate medical aid is required to prevent death; The Detention Officer may not stop a timer if a prisoner is being treated. The timer is to continue while they are treated. If the timer runs out during medical treatment, the prisoner is to be released after treatment; The Detention Officer is not obliged to treat any injuries prisoners sustain from self-harm. If they die from self-inflicted injuries, they are to be placed in a body bag labelled with their name and "suicide", and delivered to medical for storage in the morgue. BLUE All Guidelines carry over from Code Green; Additional equipment may be provided by the Warden for self-defence. RED All guidelines carry over from Code Green; All guidelines carry over from Code Blue.
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  5. Going to keep this short and simple - The deconversion time for cultists is far too long. Security can arrest a cultist, drag them to processing, fill them with holy water, and then it just becomes a babysitting game for about ~3 minutes. Meanwhile, the cult grabs someone and effectively instantly converts them due to the way the Offering and Spirit Realm runes work. Sitting around in processing for the long-ass time it takes to deconvert people isn't fun, either for the captured, buckled cultist or the babysitting officer. Reducing the amount of holy water needed to deconvert people to about 1/2 or even 1/3 of what it presently is would hopefully streamline an otherwise quite boring process and keep the round moving - plus, it would be a minor yet effective nerf that the cult desperately needs.
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  6. Hello to all! In game, several of you may know me as Skakreshss Shesikor, the paperwork lizard, or "that damn Unathi HoP with the paperwork". I believe that to some extent, paperwork in game can lead to a higher RP in it's on way. Let's hope we can improve the paperwork in game! In the club, it is expected to maintain one's behavior cordial and polite. Thank you for your time!
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