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I would like to note that, as the person who made the Lethal Force chart, that the intention of the “yellow zone” IS that you can lethal them, but really shouldn’t be shooting them till they husk. If I have to tap the “Lethals != Field Execution” sign more often I’m going to get it tattooed to my forehead and just start slamming my head into a desk. If people are shooting to husk more often than they are shooting to maim, that’s an issue that can be solved both ICly as well as OOCly. But, and I say this with a large majority of my time in Security recently, that is not something I see happening enough to warrant extreme anger at Security as a whole. There is nothing MAKING a player shoot officers with a 357 or grabbing a desword or using adrenals. You can do every single goal minus the NAD and perhaps Warden’s Gloves completely stealthily with enough prep and disguise work. If you threaten an Officer’s life you should expect just the same threat in return. Winning should be decided off a merit of skill and preparation, not off some odd honor code that most new Officers don’t know of and most antagonists laugh about as they kill the fourth Seccie that shift.3 points
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Security are the 'defense' force for a corporation that employs deathsquads, on a station that has nuclear, chemical, and biological weapons. The general idea of the use of force is to go one level above what the suspect is using. Hence if they're using stuns, you use lethals. Security shouldn't be honour bound to use the same level of force against people to be nice and give them a fair chance. They're jackbooted thugs of an evil megacorp. I don't see why we should try to decrease the lethality of sec encounters for people who attack them. If you don't want to get gunned down by sec, don't use weapons against them and run away instead.2 points
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I am going to look into coding this or helping but possibly adding a traitor pneumatic cannon that is job specific for the engi department. This EoC pneumatic cannon would be able to hold large items and extra small ones and or be able to hold chems and liquid for quick blood clean up. It would be a steep 8 TC but worth it due to the only difference would be examining it while in hand just like painted gloves. Please let me know any ideas to add or remove!2 points
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Starting notes: This post is going to be covering why the current implementation is such a mess, and won't really be offering solutions. I'll probably make a forum post later explaining some possible routes for them. Why evopoints fail as a meaningful resource system: - You get too many compared to the cost of abilities, 10 evopoints will get you everything you want and then some. Every ability cost 1-2 evo. This is made even worse due to their options being pretty boring and bad - They don't actually interact with the other abilities you have access to, meaning that it's only used for one thing - Reroll is totally sidelined due to the above, and really won't be used even though it's a cool concept Why chemicals don't work as a resource system: - Cannot be increased in any way, meaning that changelings on higher populations are gonna get screwed due to the sheer amount of people playing. This also means that players won't feel like they're making progress. - They have a high cap and low recharge rate. Encouraging people to sit in a locker for a minute or more is terrible for everyone involved, and so heavily encourages "cheese tactics". The idea of chemicals is to make a changeling wait for an opening, go in with full chemicals, and get out after using them to win the encounter. This does not work in practice, because 90 people play here, not 15 (Lowpop cling is fun as fuck btw it's actually amazing and was designed specifically for that setting). - Forces abilities to directly compete against each other, stuff like speed legs VS epiOD is way more stupid with chemicals taken into account rather than just looking at something like a cooldown. - Forces abilities to have a low power level. Allowing this stuff to be spammed super heavily means that the stuff you get needs to be kind of shit. The whole "Absorb"/DNA/Transformation mechanic is underdeveloped -Absorbing someone? Cool. Does less than it really should. Absorbing someone doesn't feel satisfying, it feels tedious. - DNA sting kind of trivalizes absorb type mechanics, making the ever present action button only used if absolutely required. -Transformation is kind of ass, you don't get their clothes, their ID, or useable information about them. As many people don't use the notes feature, you're normally left in the dark. Plus this is highpop so good luck impersonating anyone with an actual character because you probably don't know them (I feel bad for the clings that get me). - It's a bit clunky to use, being forced to stop is weird (God I love TG radical menus) Abilities: - A few of them are total griefing tools. Hallu sting, spiders, and resonant shriek are really only used for purposes of griefing, rather than doing anything fun. These also aren't very good. -Some of them are just bad in almost every situation. Organic space suit is really, really bad and is worse than taking fleshmend and doing a spacewalk. Digital chamo is a sick joke against anyone that takes it. Last resort is awful but really funny. -Some of them are really good but really boring. Fleshmend does what it says on the tin, which is really, really boring. Augmented eyesight is great, but nobody is all that happy to take it. Armblade is a fireaxe that puts a KOS label on you. The sting that mutes you sure does that. It's this most bog standard vanilla icecream shit that makes you think "Man I wish I rolled tot". - A lot of them encourage low interaction gameplay. Mute sting stops someone from trying to call for help, and removes an option they have. Blind sting removes an option they have for escaping. Removing options causes frustration, and using your options effectively, also known as skillfully playing, is taken less into account. -Most of them instantly out you for being a changeling. You can't blend in if the use of your own abilities make you stand out. -I didn't have another place to mention it, but changeling claims to be "versatile", which is complete bullshit. Abunch of bad options does not make for a good varied kit. Regeneration: - Serves the purpose of making cling KOS 100% of the time, that's good? Kind of, but it does kind of suck they have an awful ability that pretends to be good. - This is used to get rid of robotic limbs startshift, nothing else - If you were seriously hurt due to a firefight, reviving is still a bad idea. In those 40 seconds they are going to probably find you, cuff you, and then strip everything you have. Hivemind: - ":g am the HOP come for AA" is an example of the kind of things you're going to hear, it encourages people to do objectives for the other changelings without any real gain. - The risk of actually finding a buddy is removed. Put bluntly "working together" as a cling isn't common because you actively looked for each other, and when it goes happen it's like 3 people just murderboning. - Hivemind link isn't an ability that is ever used, nor is it used for anything good when it is. Pretty much just used to fuck up other clings. Dunno why this exists when you can simply... talk to them. Actual changeling lore stuff: - The "Oh yeah they're actually just some random alien" absolutely ruins roleplay potental, giving people 0 reason to even attempt to roleplay with a changeling at all. - Changelings not being crew, but rather someone who replaced crew, is a nightmare. Letting silicons straight up murderize changelings sounds funny on paper, but it ends up just creating extreme "technically not validing" situations. God forbid someone accidentally kills a changeling and now everyone is scratching their head on what to do next. - It's underdeveloped so people just throw whatever they want to into it and say it's how it should be. Most people have a notion of what changeling should be... informed by themselves and nobody else. Changeling doesn't have an identity, and complaining something isn't "changeling like" is a silly argument. Well, there you go, if you yourself have issues that I didn't mention, throw them below. Remember to keep cling off at all times.1 point
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The general opinion seems to be that Security has become too liberal with the use of lethals lately, however as we all know, many of the circumstances are "technically"(The holy word) permitted under Space Law. I think some small, but maybe impactful changes to the content of the wiki can lead to more defined game experience with a clearer line on what lines to abide by. I write this post to make a few comments on certain sections, provide some better phrasing or changes, followed by my intended impact and open discussion that may actually change something. https://www.paradisestation.org/wiki/index.php/Space_Law# (Space Law link for those unaware.) If you have that link open, scroll down to the use of deadly force section, where I’ll be spending most of my time for the remainder of the post. I’ll begin with analysis of the lethal-warrant categories and end touching on the first paragraph of the section. LETHALS AUTHORIZED Often times, this sentence can be seen as KOS because of the vague nature of some of the categories below, additionally because of the golden word “technicality.”. Two are most in question. Since interpretation is key here, I think it’s best to narrow the scope. Armed and Dangerous(Stun weapons, Lethals, etc.) Firstly I would like to point out “stun weapons”. If you are say, a traitor and have stolen a disabler, that alone, per space law provision, warrants a disproportionate response of opening the armory for a baton or disabler being stolen. I have seen this as justification to use lethals because it is “technically” allowed. From a gameplay standpoint, say you’re traitor, you’ve stolen a baton or disabler, do you think it’s reasonable to be considered armed and “dangerous?” Which leads me to my second comment. Proposed Solution: Remove stun weapons from lethals authorized, and place “lethals” under the recommended, heavily armed tab. I’d remind you, that on the Paradise Sec Wiki, Security serves as a DEFENSE force. We should be reactive, meeting where the antags are rather than beating them to the next level of escalation. If stun weapons are combined with my definition of dangerous(defined in my second critique), then sure, authorization. However, in gameplay, in RP, either one, meeting stun weapons with a laser gun, when stun weapons alone can largely be stam damage is an out-of-touch portion. Impact: You’re not met with a laser gun because you stole a disabler from an officer. These are two disproportionate responses, and many antags try to AVOID round removal or killing, however it tends to be encouraged given the famed “armed and dangerous” section. “Dangerous.” Now what does dangerous mean in this context? You’ve robbed an officer? Killed an Officer? I have no more comments under than being up to interpretation, which has lead to very rigid gameplay, which then leads me to my proposed solution. Proposed Solution: Define dangerous as one confirmed crew kill or more. If those stun weapons were used by an individual that killed a crew or Security Officer, then it should warrant an “eye for an eye” clause. The antag made the move to kill someone? Then they brought it to that level and the force should be reciprocated as such. Impact: This rewards non-murderbone antag gameplay and the players that suffer when lethals are authorized and they have actively killed nobody, while preserving the loud antag style. This also encourages Security to be more engaged with who they’re targeting, as if they make a mistake, it could be considered manslaughter. Antag punishments tend to be admin only, however Security consequences remain up to the HOS or Magistrate, almost entirely IC, and this by in part raises the standard. Enhanced Individuals(Stims, Implants, Bio-Chips) I was once of the position that meth and implants warranted lethals, but after some thought I can’t find a justification as to why that is so. They’re not inherently dangerous on their own, only typically in combination with a weapon that would land you as heavily armed. They’re limited resources that doesn’t pose a threat, and shouldn’t warrant an open armory because they alone can’t kill crew, save for maybe an EMP implant. I’ve seen officers kill individuals in crit because of adrenals, or freedoms ,or maim them for those reasons. Proposed Solution: Remove this from the lethals tab all together as they’re not a weapon or life threatening, besides possibly EMP implant. They can be caught without lethals, and back to my central point that Security should likely be meeting antags where they escalate, not beating them to the punch. If they’re heavily armed, or considered dangerous on my definition, then armory will be open under those reasons, not simply because of adrenals. Impact: Players aren’t beat to death when already down(something I admittedly have done), having their legs broken because they used freedoms, or simply over the top responses. Concluding Thoughts I’ll leave you with a few questions. “As a member of the station's Security force, you are one of the best armed and protected people on the station and equipped with the latest in non-lethal weaponry. Situations that warrant the use of Deadly Force are few and far between. In the vast majority of cases, you will be expected to use your non-lethal tools which are many times more effective than lethal options to defuse a situation. In general, if it is possible to capture personnel non-lethally you should. If you do not, expect to have to justify yourself to Internal Affairs to not get fired and to Administrators to not be Jobbanned.” How reliable of a paragraph do you believe this to be given the WIDE variety of circumstances lethals “technically” can be utilized? Leaving it up to interpretation has left for the backdoor argument, of authorized, therefore just, and relying on the player to make that choice leads to a very slippery slope. Given what is allowed, imagine for a moment if a majority of security chose to maximize the opportunities in the status quo because they “technically” can. Personally, I see Sec gameplay headed in that direction, and it’s simply optimal to narrow the scope and create better parameters that reward a softer approach for all players involved. Are you happy with the status quo? Also multiple assailants would move up to recommended given these changes(I'm not adding another section that's self explanatory given arguments provided.)1 point
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Title of Event: Unitverse Reality Disorder The Idea: I got this event idea, when i saw event suggestions, with some didnt "make trough", and this event is specially created to place in it ANY type of event what is not good with lore (like skeleton gang event suggestion, it can be used in this event, because in this event, when SM explode everything stop make sense). Oryginally i got this inspiration from people blowing up SM and don't have concequences of it other than radiation and big hole in station, now it bring risk, and antagonist who did it is not safe from concequences. How to trigger: "Universe Reality Disorder" (URD in short) event is only triggered when SM crystal explode. Process of event: SM explosion will create "Universe Reality Disorder" event, this event can trigger 1 of 3 different "power" levels of URD event. Small Explanation of "Power" levels: After SM explode, you have levels of events, and they have different % to occur depending how many players are on server and its split to 3 levels of power "Low", "Medium", "High". The Risk levels: Low Risk URD - There can be given all small risk events like: players look is randomly changed, animals become randomly big or small or other small events what don't make strong changes on station or too much chaos just 'strange' moments. Medium Risk URD - On this level it can become more serious, you can add any event here like (the above said) skeleton gang event, random person become atagonist and antagonist can become normal person, in most cases it create chaos. High Risk URD - My favorite level of risk, because it can create whole new scenerios and touch whole station in most cases, it can create absurd event like 50% people become clowns and 50% other people mimes, and they got objective to fight with each other, and "superior" (mime or clown) and when lets say, all clowns die, round end, this is only one of my event suggestion, you can give here any other big scale event what can "change" gameplay even dumb ones like all "flesh" races become IPC's and IPC's become in flesh, creativity depend on person. Events caused by URD don't need to be negative, they can be funny, strange and even possitive ones. The Chances any%: 30< | When less than 30 players, URD chances: Low:75% | Medium:20% | High:5% 30-50 | URD chances: Low: 65% | Medium: 25% | High: 10% 50-70 | URD chances: Low: 50% | Medium: 35% | High: 15% 70-100+ | URD chances: Low: 33% | Medium: 33% | High: 33% other: there can be different automatic anoucement depending on "power" of URD Actually i don't know how to calculate % so this one can look bad, just make is scale depending on players, but mainly it need me 33% in all 3 levels (even chances to occur) when high population This event is just to be "root" for other events what can't be realized in other way because of "lore" if you have any ideas how i should define levels in better way, give me comment about it, i will try write back. WARNING! THIS EVENT CAN BE ONLY TRIGGERED WHEN STARTING SM (BIG ONE) GET EXPLODED, ONE TRANSPORTED FROM CARGO DON'T COUNT!1 point