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  1. This design document is part of three things we'd like to see in the server. The other design documents can be found here: Design document: Job Trainee (https://www.paradisestation.org/forum/topic/24513-design-document-job-trainee/) Design document: New role: Constable (https://www.paradisestation.org/forum/topic/24514-design-document-new-role-constable/) This has been copy-pasted and originally been written by @Norwest (Copied over from the post in the admin section) Discord project discussion: https://discord.com/channels/145533722026967040/1158447668536811700/1158447668536811700 Design Doc/Mechanic New Mechanic: Fines Inspiration: Speeding tickets, speed traps, and similar shenanigans SOP, and its Internal Affairs enforcers, need more teeth. The hassle of brigging people for minor crimes means that they're generally not enforced. Let's solve both these issues, along with introducing new emergent-gameplay options, by adding a mechanic for people with appropriate access to levy fines. Mechanic Outline: -Fines can be levied through a Security Records computer (which means you have to actually have access to levy the fine, and can't just steal or print a board or HUD) -Options include 'Criminal' and 'SOP' fines, classified as 'Minor,' 'Moderate,' and 'Major,' along with a fill-in-the-blank pop-up (basically, the same mechanics that we already use when changing someone's arrest status). The actual cost itself of the fine is applied automatically to the account linked onto the record (20, 50, or 100 credits), and is logged like all other entries in the Sec records console already are. -Once the fine has been approved, the credit account linked with that same Security record will automatically have the credits subtracted, and a PDA message will be auto-generated informing the subject that the fine has been applied. -If the credit account would be negative, the account amount is instead set to 0 and the subject is automatically set to arrest with a notice of the negative number of credits they're required to work off in the Labor Camp. Example: -Joe Chemist (account #12345) makes krokodil, and gets reported for doing it -IA Agent Papermann investigates, confirms the report, then applies a fine to Joe via a Security console in the IA Office. -This causes Joe's account to lose 50 credits, and a PDA message to be sent to Joe's PDA reading "Greetings! This auto-generated message is to inform you that your NanoBank account #12345 has been fined [50 credits] due to a [moderate SOP violation], specifically ['making krokodil']. This fine was applied by [Papermann, Internal Affairs Agent]." (the credits shifted by fines would be moved from the affected account to the Command one, as that'll keep the money from straight-up disappearing but also create plenty of opportunities for drama) -Joe gets pissy, breaks into the IA Agent's Office, beats up Agent Papermann, and steals his ID card. Security's busy because 'HALP VAMP MAINTS,' and doesn't respond in time. -Magistrate Angrymans witnesses the event, and fines Joe for the breaking and entering, assault, and robbery. Joe's account would be put to -37 credits by all these fines, so Joe's account #12345 is instead set to 0 credits and Joe is automatically marked for arrest with the tagline 'BANKRUPT - Place this person in the Labor Camp with 37 points on their prisoner ID card." -Joe is eventually arrested. The Officer puts Joe's prisoner ID card for 37 points, then sets Joe to work. Joe serves his time, gets out, and is free to presumably cause more havoc. Specifics: 1. DB queries: -The Security records console would need to query the accounts DB based on the user's name (Joe Chemist, say), and to affect the credits of account linked to that name. -The Security records console would need to send an automated PDA message (using the 'Send Admin Message' function, sender origin 'Automated Records System,' sender's job '[blank],' recipient '[character name],' message '[see above].' -If an account is set to negative by these fines, there should (ideally) be a function that would revert the account balance to 0 and automatically set the account holder's name to arrest with the auto-generated message [see above]. 2. Extra functionality: -This system would depend primarily on the Security Records console. I like the idea of running it all through the Labor Camp points console, but that one doesn't actually have records listed already, and adding that kind of functionality to the console sounds like a lot of work, so the Sec records console seems a much better and safer approach. -The auto-generated PDA messages can presumably go straight from the Sec records console, but the whole 'negative account resets to 0 and auto-generates an arrest warrant' bit will probably be more complicated. I'd love to see it implemented, because the whole concept of a 'debtor's prison' sounds like a great gameplay element, but I also understand if that's a DB query too far.
    5 points
  2. Edit: The topic is locked but the suggestion isn't. See the latest reply in this thread for more info. This design document is part of three things we'd like to see in the server. The other design documents can be found here: Design document: Job Trainee (https://www.paradisestation.org/forum/topic/24513-design-document-job-trainee/) Design document: New mechanic: Fines (https://www.paradisestation.org/forum/topic/24515-design-document-new-mechanic-fines/) This has been copy-pasted and originally been written by @Norwest (Copied over from the post in the admin section) Discord project discussion: https://discord.com/channels/145533722026967040/1158446583763976192/1158446583763976192 Design Doc/Job New Role: Constable Inspiration: Paul Blyant, Space-Mall Cop We could use a Security-adjacent role, one that's equipped and able to handle greytiders breaking things without also getting heavily involved in the Sec-vs-antag balance. Having a 'tider-focused role should help reduce some of the low-end but emotionally-upsetting issues such as an asshole Engineer resisting a demotion, a greytider smashing windows in Cargo, or two newbies beating each other half to death in Cargo. At the same time, we should be cognizant of the inherent risk of any similar role ending up as Sec Officer Lite, similar to the classic 'detcurity' issue that's plagued Detectives. This 'Constable' role is geared specifically around providing a series of strong barriers - structural/mechanical, rules-based, and simple social coercion - to prevent them from falling into the same issues, while still letting them forcefully resolve low-violence situations. Role Outline: Unlock requirements: 4 hrs as a Security Officer, 2 hrs as Internal Affairs Agent Starting text: "You are the Constable. Your job is to mediate disputes and maintain public order." Department/boss/starting location: Legal (reports to Magistrate), starts in Labor Camp shuttle checkpoint Starting access: Holding Cells, Courtroom, Maintenance Starting equipment: custom jumpsuit, armored jacket, and soft cap (similar stats to the Sec jumpsuit, standard armored jacket, and Security soft cap), Skills HUDSunglasses, black gloves, radio (non-bowman, has Procedure encryption only), judo belt (starts equipped on belt), and a cardboard 'Constable equipment box' (starts in backpack) containing pepperspray, flash, handcuffs, security hailer, security holobarrier creator. Starting numbers: 1 (can be altered by HoP). Starts with mindshield. There's a number of key elements here meant to keep Constables from getting directly involved in the Sec-vs-antag action. I'll cover the specifics here: -The hours requirement (both Security and Internal Affairs) means that anyone playing a Constable has already played Security first, and has done at least one shift watching over Sec in Internal Affairs. Rather than being an in-between role for people aiming to be in Security, the Constable is instead a 'retirement' job for more experienced players who want to robust greytiders but don't want to chase down antags in Maintenance. -As they're technically part of Legal, Constables report directly to the Magistrate rather than the HoS, and cannot be ordered around by them. -Without Security comms access, Constables cannot hear the usual Sec callouts of 'VAMPIRE MED MAINTS NEED HELP.' Additionally, without Security HUD access they won't be able to spot wanted individuals on-sight. -Constables lack any ranged weapons whatsoever, and will have restrictive SOP preventing them from making arrests in Maintenance (see below). This is by design, as it helps keep Constables out of Maints and provides obvious refuge for both greytiders and antags who want to avoid 'em entirely. -As they don't have Weapon Permit access on their IDs, any Constable who picks up a disabler or baton will be arrested and called out by Beepsky for doing so. Additionally, without bowman headsets Constables will be vulnerable to flashbangs. -Without Brig access, Constables can't bring suspects to the Brig Processing, raid Evidence, or process permabrig prisoners (see below for requested door access changes). They'll be able to access the holding cells for temporary prisoners, and nothing else; this will keep Constables' interactions with Security Officers and the Brig in general to the minimum necessary to brig greytiders. -By having weak gear, minimal access, and restrictive SOP/rules preventing them from taking part in Sec-vs-antag fights, Constables are also low-priority targets for antags. Constables can still defend themselves if attacked, ofc, and can pursue a 'tider who runs, but simply ducking into a Maintenance corridor renders the greytider immune per SOP to the Constable. Design Changes Needed: 1. Mapping: Access changes (using Boxstation as an example; other maps will require similar small-scale changes): The holding cell doors (dark green circled) below will need to have access changed from Brig-only access to Brig or Holding Cell access ('access' to 'access_one,' Brig access = 63, Holding Cell access = 2). Another windowed set of Brig doors should be added above (light blue) to keep Constables out of the Brig proper. All other Brig doors (yellow) should remain the same. Similarly, there'll need to be Holding Cell access on the doors leading from the Labor Camp Shuttle room to the outside. In some stations, like Delta/Kerberos this already exists, but other ones like Box/Cyberiad will need a couple doors modified to allow for that (while still keeping Constables otherwise separate from Security). 2. Computer access: The holding cells, Labor Camp, and Security camera consoles all utilize Holding Cell access ('2') already, but the Sec records console will need to be modified to allow for Holding Cell access only to operate it (access_one, add '2'). 3. Sprites: A custom uniform, jacket, and soft cap for the Constable, to differentiate them from Security Officers. I'd recommend a blue-and-grey color scheme similar to the Blueshield to mark them different from the red-and-black of Security (or Syndies), but I'm open to whatever the spriters come up with. 4. Gear: Constables can use the Labor Camp Shuttle terminal rooms on all maps, as that already has all the computers they need. The room ('Security Prisoner Shuttle') will need to have a tank of pepperspray for Constables to use for refills, and will also need at least one personal locker, renamed 'Constable's personal locker' or the like. Q&A: 1. Do you really expect this to keep Constables from turning into Sec Officer Lite? I fully expect there to be challenges with implementation, and that we'll have to whack a Constable or two when they go running into Maints to pursue a greytider. However, unlike 'detcurity' there's a lot of mechanical discouragements to keep Constables from being able or wanting to go too far: they don't have a gun for taking people down (unlike the Detective), they don't have access to Security comms or a reason to be in Maintenance in the first place (unlike the Detective), and the Constables' lack of gear and access makes them a poor target for antagonists to nab. Finally, making the Constable role require time as a Sec Officer and IAA to unlock means it'll be staffed by more-experienced players, who will generally already be clued in to the job's less-lethal role. 2. How do you see the Constable interacting with the planned system of fines and tickets? While I didn't put it in above directly, I'd like to see the Constable have the authority to issue fines instead of prison time. Giving them the authority to remotely issue fines also lets them slap people who run away into Maintenance, which should cut down on Constable players feeling blueballed by people running away in the first place. Fines also open the door for a lot of interesting gameplay options, including using the criminally under-utilized Labor Camp as a 'debtor's prison,' letting people bribe Constables to look the other way, etc.
    4 points
  3. This design document is part of three things we'd like to see in the server. The other design documents can be found here: Design document: New role: Constable: (https://www.paradisestation.org/forum/topic/24514-design-document-new-role-constable/) Design document: New mechanic: Fines(https://www.paradisestation.org/forum/topic/24515-design-document-new-mechanic-fines/) This has been copy-pasted and originally been written by @Norwest (Copied over from the post in the admin section) Discord project discussion: https://discord.com/channels/145533722026967040/1158446817105690735/1158446817105690735 Job Trainee Design Doc Inspiration: A 'student driver' bumper sticker I think we've all seen dead players bitching endlessly about "dipshit doctors not able to fix me," unaware that the MD in question has only played on Para once or twice before. Similarly, we've seen powergaming antags robust the hell out of new Sec Officers without mercy, whereas they might have shown more sympathy if they'd known the player in question was just starting out. It's no cure-all, but giving our playerbase knowledge of who's a newbie should make things easier for the new players, both IC and OOC. Problem is, we need a way to notify players 'hey, this guy's new' in a way that's a) respectful to everyone involved, b) clear and unmistakeable, and c) requires no extra effort, either from overworked admins/coders or from newbies still struggling to figure out the controls. This DB change aims to accomplish all three goals, ideally without major changes in code to boot. Changes Needed: 1: Joining a job for the first 4 hours (effectively 2 shifts) causes a player to receive an alternate job name. All other factors - access, gear, name, etc. - are unaffected. Affected jobs are as follows: -Security (Security Officer => 'Security Cadet') -Engineering (Station Engineer => 'Engineer Trainee,' Atmos Tech => 'Atmos Tech Trainee') -Medical (Medical Doctor => 'Medical Doctor Trainee') -Science (Scientist => 'Scientist Trainee,' Roboticist => 'Roboticist Trainee') -Cargo (Shaft Miner => 'Shaft Miner Trainee' or 'Junior Shaft Miner,' depending on the coders' preferences) Alternate titles, such as 'Electrician' or 'Surgeon,' are affected in an identical fashion ('Electrician Trainee' or 'Surgeon Trainee'). Anyone who already possesses >4 hours in said job type will be unaffected. 2: After the DB logs 4hrs gameplay for a player in an affected role, the 'trainee' alt name is removed. On their next login, prior Sec Officer Cadets will be Sec Officers, MD Trainees will be Medical Doctors, etc. This will require adding alternate job titles for the various jobs listed above ('cadet,' 'trainee,' 'junior [X],' etc) so that they're logged appropriately in-game. No other rule, wiki, SOP, or other code changes are expected; this is meant to be as low-effort as possible. This will also require no further effort from players or 'mins, and can be altered in-game if the player affected wishes to alter it. Since they're just alternate job titles without any other mechanical differences, the IDs should update appropriately from 'Electrician Trainee' to 'Electrician' if an ID computer is used in-game. Job slots will also be unaffected by the number of 'trainee' players around, although admins or in-game Command players are ofc free to add more relevant slots if a particular department is chock-full of newbies. Q&A: 1. Why those jobs in particular? I chose the 'generalist' jobs because a) they're obvious targets for newbies learning the game, and b) these jobs in particular have major effects on others. I see no need for a 'Cargo Tech Trainee' role, for instance, because newbie CTs are already expected and won't screw over other players or the round as a whole when they make mistakes. Meanwhile, I'd suggest adding a 'trainee' tag for Miners because the role is not newbie-friendly, and dying is expected; it won't necessarily compel action from others, but players are more likely to search for a dead newbie Miner who didn't know how2internals than they would for an experienced Miner who got ganked while trying to fight megafauna. 2. What about additional jobs, like the Detective or Geneticist/Virologist/Chemist, etc? While I'm willing to give those jobs a shot too, I think it's best if we try a limited roll-out with obvious jobs like the ones listed above. If that goes over well with the playerbase, then I think we can consider adding similar tags to other jobs. 3. What about Command roles? Should there be a 'Junior CMO,' say? I'm on the fence about that too, as Command roles depend on authority from the people being governed, and I worry that people might automatically disregard any words coming from a 'Junior HoS,' say. For that reason, I think we should avoid adding it to the initial roll-out, and that if we decide to go ahead with it in the future, that it should be done by an opt-in approach (i.e. that anyone taking the role with <10 hours as CMO can choose to select 'Junior CMO' but won't automatically have it assigned to them in a similar fashion to above). 4. What do you hope the playerbase's reaction will be, and what do you worry it will be? On the one hand, I hope that players are more sympathetic and understanding to anyone with the 'Trainee' job title, and show them more sympathy and understanding. I worry that some people will inevitably see 'Sec Officer Cadets' as easy prey, or scream at any 'Medical Doctor Trainee' who tries to help them out, and as such I'd want to roll this out with some general announcements and reminders how we as a server want to be welcoming and accepting towards newcomers. Over time, I expect that our playerbase will end up fairly receptive to the change, albeit with some occasional corrections and prompting needed; there will inevitably be some assholes, but I expect that social pressures will keep them from being too dickish over the larger scale.
    3 points
  4. Design has been brought up in Discord (thanks Landerlow!), and the following changes are proposed: 1. Mindshield removal: The Constable is to start without a mindshield, and is eligible to be a Syndicate agent. Like the HoP, they're blacklisted from many roundstart antag roles (cult in particular, and I'm not opposed to blacklisting them from changeling/vampire at roundstart too); however, they can either start as a Syndicate agent or become one mid-round. (there was obviously a lot of discussion about this, but the key deciding factor was to make the Constable a reasonably-shady guy, one who neither Security nor Legal would trust too much. The blacklists should keep the Constable from overly affecting the round if they're an antagonist, but also keep Security from fully trusting the corporate legbreakers too much either) 1(a). In line with this, the Constable can either voluntarily receive a mindshield from the HoS, or be pressured into taking one. (Yay for emergent gameplay! Security may choose to browbeat the Constables into receiving a mindshield to protect 'em from Dantalion vampires or mindslave implants, or might choose to do nothing. I expect this to be a different discussion between different people every round, and for the question of mindshields to keep a certain degree of mistrust between Constables and Security, which is by design. This is meant to be a paranoid station, after all) 2. Initial hours increased to 20 hours as a Security Officer (was 4), and 4 hours as Internal Affairs Agent (was 2) (This was in line with the Constable being made less-trustworthy, and therefore less likely to count on support from station Security. Without that, any Constable will need to be more self-sufficient) 3. One starting Constable role at lowpop (<50 players), increases to 2 at higher. Can still be increased further by HoP or other on-station ID computers. (this is both to encourage the 'buddy cop' approach, and to have the Constables keep an eye on each other for misbehavior) 4. SOP changes: The SOP about Constables in Maints has been altered to let Constables pursue targets into Maintenance, but not patrol there. As before, Constables are not to conduct searches. Revised SOP point #1: "1. Constables may pursue a suspect who flees into Maintenance, but may not conduct regular patrols in Maintenance and should instead report suspicious persons spotted there to station Security. Constables may not demand access to the interior of other Departments during regular patrols, but may be provided access by the Head of Personnel or by the relevant Head of Staff to assist with peacekeeping if requested;" (This was revised to allow for some leeway on pursuing people into Maints, while still making it clear that Constables shouldn't be getting too involved in Maintenance, as that's meant to be antag-friendly territory. Conversely, with the whole 'no mindshield' revision Constables are a lot less trustworthy on the whole, and there's less of a risk of Sec Officers trusting Constables to buddy up in Maintenance) 4. Loadout: Several options were suggested for a Constable melee weapon, with the following design goals in mind: a) Not usable at range (to both prevent Constables from easily affecting Sec-vs-antag fights, for instance, and to encourage longer and more exciting chases), b) Can't easily be taken away (since Constables will spend a lot of time wrangling greytiders, and can expect to face a lot of wall shoves and vendor-crushing), c) Gives Constables an advantage in a 1v1 fight vs. an experienced greytider, and also doesn't let Constables easily dominate a fight with a regular antag (similar to the design approach for the judo belt, basically), and finally d) If possible, is also thematically appropriate with the image of Constables as a semi-trustworthy corporate legbreaker. Based on the above, the following options were suggested: -Keep the judo belt, OR use a judo bio-chip implant -Use the police baton implant that's already in code, minus the knockdown (20-30 stamina effect only, so 4-5 hits to stamcrit) -Use a modified stamina-dealing form of the Enhanced Musculature implant, minus the knockback (your punches do 20 stam damage on harm intent) Overall, I'd prefer the musculature option. It gives a cool, unique effect that's very thematically appropriate for a greytide-wrangling legbreaker, it makes Constables dangerous in close-quarters without giving them a means of overly affecting others at range, it's vulnerable to EMPs (which antags have easy access to) while remaining effective against greytiders, and it can't be taken away by an experienced 'tider. I acknowledge this will take some additional work, as it'll need a custom option which also automatically installs itself on the left arm (so that it doesn't overwrite IPC power cords in their right arms), but I think it's the best option for the character. Assuming this is implemented, the Constable will then lose the starting judo belt, and the Constable SOP will be modified to remove the mention of a judo belt. Conclusion: The big change was the mindshield removal, and I'll admit I took a lot of convincing myself. However, I've been convinced that it would go a long way to making the role a lot more interesting: it neatly solves the issue of 'detcurity' by making Security distrust Constables, it makes the role a good deal potentially more sinister while still letting them be helpful peacekeepers, and it introduces immediate complications (does the HoS try to force the Constables to use mindshield implants? Do the Constables accept them themselves, and if so, what happens when some HoS inevitably mindshields a Constable traitor? etc.) which will be dynamically resolved in different and interesting ways each round.
    1 point
  5. October 2nd, 2023 @Kyet has retired from their position as Game Admin.
    1 point
  6. TL;DR: Full: I used to 'main' CMO - my pet peeve was incompetant doctors who didn't ask for help, and did more harm than good. Having this will help (good) CMO players, and other medical staff, to know who to watch over incase they need a nudge in the right direction. Currently I play antag a lot, and yea, I do feel sorry for the new secoffs I drain as a vamp. (Though its worth noting I always bring all my drains to medical no matter who they are). However, I don't think the problem with antags targetting newer officers for the gear would be the issue, like, sure theres plenty of asshole antags who WILL do that, but I think the problem is other security officers, mainly security officers known for redtexting and overescalation, who will see the 'cadet' and completely disregard them or refuse to come to their aid when they need it, or prefer other robust/redtexty partners. Yea, I also know that these types of officers are the loud minority, there are plenty of amazing officers who are great at teaching new seccies, Corvidium & Oorm are two examples. Side note: With the other proposal (Constables), why not have Constables as the 'entry to security' role? As for engineering, I believe they already have the 'help new guys' culture perfected already, whenever I've asked for help on the (admittedly few) times ive played engineering, there has ALWAYS been someone there who is enthusiastic about teaching me. I can't speak much for science, or cargo, as I don't play those at all, and with the Upcoming 'NT Careers Advisor' thing thats proposed and being made, Service will also have a mentor to help them out in character. Fiiiinally, I do believe it should be a bit more than 4 hours - 10 hours at least. Its hard to grasp the basic game mechanics in 4 hours, let alone learning a somewhat complicated job with lots of dead ends and weird niche mechanics such as Medical Doctor.
    1 point
  7. The paid shifts idea is something I've already as well been sticking to, given the minor persistence that has been around on paradise regarding character friendships and all. I've also noticed a large portion of the assistant population is either: New players, who won't be motivated by money because they're in the job because they want to learn the absolute basics, or: The regional tider population, who usually have very high initiative to already set up shops or run their own gimmicks. This is really just looking to solve the issue of bridge hoboing, which this will do little to fix it feels, which is a cultural issue.
    1 point
  8. Me spending the entire shift redecorating the bar only for either nobody to come in, or the only people who do come in are shitters who immediately get blackout drunk Heck, it even happens with chaplain. Outside of holy water for cult and vamps the crew tends to ignore you, unless you're a tider chaplain. It sure is a sad state this quote "medium rp" server is in.
    1 point
  9. Well that's straight up griefing at this point. You can't just break into somewhere and grief other player's workplace, doesn't matter if they annoy you or not. If sciencists are not doing their job then you should contact RD to either get them to work or fire them. If RD is not working contact Captain, NT Rep or IAA to get them to work. imagine you're a roboticist, other roboticist is completely new and incompetent and you go out of your workplace to fix some shit, or to eat and get some mats from cargo You come back and you see some asshat broke in and is doing your job as librarian bcs their IPC friend is dead. I would be mad and I imagine you would be too if you came into hacked open doors to your workplace. This is very toxic mentallity my man. "Someone didn't do what I want and got me annoyed so I will literally stop them from being able to enjoy their game". You know the saying. If the world followed the rule eye for an eye we would all be blind. I was ignored multiple times at RnD. Duh sometimes I would go there, get shutters closed on my face, I would message the scientist inside RnD, RD, Captain and maybe CE on PDA to whine, to just get a response from anyone and get ignored. I would knock on the window to RnD for like 10 minutes asking if anyone's inside, while calling out science on common radio every 30 seconds or so just to never get any response. I know that RnD can literally ignore you, but that's why we literally have heard of staff. Not to just be "Scientist++" or "Engineer++", but to maintain their department. And if RD is an ass then there's a captain who's job is to maintain heads of staff. Does asking RD and Captain always works? No. But it should work.
    1 point
  10. Maybe I'm wrong. But when people aren't doing their job. And are just ignoring you when you need something. I feel like it's justified to break in and get what you need. Or break in and tell someone to do their job. The number of times I've seen multiple scientists in a row ignore the line at R and D. Walk in, print grenades, beakers, tools for themselves and leave. Ignore the radio. Just "I want to do my thing, so the rest of you can get fucked". This includes the RD. Ignoring the line and R and D (or not even knowing how to do it because they spent all their hours at sci making grenades). I feel like a department head should know the basics of their department. But that's another story. If I get ignored by multiple scientists and the RD when I need stock parts. I'm breaking in and disassembling their shit to get the parts I need. Because it's funny. Even as an antag I make sure to service the line if I'm there. I'm not the only player. Others want to do their thing too. And they need stuff to do whatever thing they're planning. I get it. You want to test out that grenade mix. But taking a few minutes to work the desk isn't going to stop you doing that. Shutting the shutters will sometimes make me go away. Other times it will make me deconstruct your walls and shut off your sci chem APC. "Oh so now you want me to fix your APC? Can I get those upgraded tools first please? Thanks." If robotics takes all the materials from the first orm delivery(including diamond and bluespace which they aren't even going to use at this stage). I'm going to ask for those mats. If I'm ignored. I'm going to break in and take ALL of their materials. They have access to sci. They can get what they need after we do R and D and upgrades. Or wait for the next load from mining. You realize we can upgrade your machines robotics. We can upgrade the whole station. But we can't do it unless we have the materials and levels to do so. Every department is worse off now. As for assistants, sometimes we are very busy and have assisting to do. We don't have time to ask for things. We need those insuls for reasons. We have VERY important things to do. That workplace hazard isn't going to build itself! But in all seriousness, if I do break in somewhere as an assistant, feel free to robust me. I won't fight back. I know I'm in the wrong and deserve what's coming. I don't want to ruin your game. Tabling, grabbing and dumping a screaming assistant in the disposals may even make your round more fun. As a side note, check what alert the station is on. If it's red, sec probably don't want to be dealing with your shenanigans. If it's green/blue, sec still probably don't want to be dealing with your shenanigans, but at least they have time to do so. And don't be a dick to them. They're most likely dealing with you because you pulled some dumb shit.
    1 point
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