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Everything posted by TullyBBurnalot
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Representative's Journal: Luca Trovato
TullyBBurnalot replied to Nakhi's topic in Stories of NSS Cyberiad
Jonah Bright here. Don't be Head of Security. Trust me. It's not worth it. -
There I was, tinkering with the piping in Atmosia. The sun was shining through the windows, the carp hadn't arrived yet, and no other Atmos Tech had shown up to piss me off with their obviously inferior setup. I made the critical mistake of assuming it'd be a nice, quiet shift. I apologize in advance for my stupidity. I suppose I should explain what happen. As I was finishing up my setup, I get a PDA message from a doctor. After a couple of back-and-forths where he tries cryptically telling me he needs "something done", I finally get him to admit what it is he's after: the Station Blueprints. At this point, the one thought in my mind was: "This guy has to be shitting me, he's using the PDA to ask me to work for the Syndicate?!". So, obviously, the first thing I do is tell him I'll get on it, then turn around and PDA the Head of Security to tell them I have a traitor for them on a silver platter. Because James Baxter is a law-abiding citizen, gosh darnit! That was my second mistake. You'll see why. Head of Security shows up at Atmospherics soon after and asks to see my PDA, as I had told him that was where I had the evidence. He's accompanied by a Sec Borg, and seems to not like talking. I hand over my PDA, he nods, gives it back to me, then thanks me for my assistance before leaving. I smiled. I thought I'd done well. That was my third mistake. With the setup done, I was seeing if I couldn't get some supercooled plasma, because I was feeling bored. This is when I get a PDA message from the Head of Security, telling me I was going to receive a medal! I was so proud I almost smiled! So, I head out of Engineering, and who should I find waiting outside but the Head of Security. As I was preparing to tell him I'd like my medal extra shiny, he pulls his taser and shoots me wordlessly. Three seconds later, I'm being cuffed. Note: From this point onwards, until my eventual release, I am verbally abusing the Head of Security for being an absolute dingbat. Only not so nicely. The Head of Security refuses to tell me why I'm being arrested. He simply says "we have intel", then proceeds to strip me, search my belongings, put them back on me, then go into Atmospherics and open every locker in there to check for whatever his paranoia was flaring up about. In his defence, he did close the lockers afterwards. At this point, I can tell that the Head of Security turned on the stupid switch and took a traitor's words at face value. I proceed to tell him that he can quite happily search anywhere, because he won't find anything, on account of me being innocent. That's when pulls out a crowbar. And tears out every. Last. Floor tile. IN ATMOSPHERICS! Why? Because "the traitor had a stash, so you have one too". Hey look, my Shitcurity beeper is going off. Lemme just turn that off... So, what does this fantastic Head of Security do after he ransacks through Atmospherics and finds nothing, even after he pulls out every floor tile, checks every backpack, duffel bag and pocket, and even has his Sec Borg lackey tell him I'm likely innocent? Why, drag me to the Brig, of course! On no evidence at all! When I told Security over the radio, I had the Warden go "HoS told me we have intel" too. OOC Note: I'm really glad this guy got jobbaned. Really. Really. Glad. After I'm dragged to the brig, am I questioned? Am I fuck. I am immediately stripped to my underoos and unceremoniously dragged to the permabrig. When I loudly ask why, the Head of Security tells me that "the traitor said you were a traitor too" or something to that effect. He also took my headset. So, the second he lets go of me, I activate the Permabrig Intercom, and tell the station exactly what happened. That I was PDA'd a message from a traitor, handed said traitor to Security, then was unceremoniously and illegally brigged as well because the Head of Security took a traitor's word at face value and decided to permabrig someone with absolutely no evidence. Two minutes later, the Captain announces that I'm to be released. The Warden shows up and orders me to get on the ground, after which I happily tell him that I will either walk out a free man, or stay in Perma for murder. So after the Warden lets me pass, I walk into the interrogation room, ignore the Head of Security being chewed out by the Captain, grab all my stuff and walk out. The Captain intercepts me, quickly asks for my PDA, then sighs and apologizes that I had to go through that. By the time I reach Atmospherics again, the Head of Security had shot himself in the mouth "out of shame". Good. Fucking. Riddance.
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Name: James Alfred Baxter Age: 30 Gender: Male Race: Human Blood Type: O- General Occupational Roles: Atmospheric Technician; Supermatter Engine Technician Biography: James Baxter was born into a middle-class family on Mars, and spent most of his formative years trying his best not to do too much of anything at any given time. This would backfire immensely when he enrolled in high school, and with a bleak future looming just over his long string of Fs, James would turn around and head towards the other extreme. By the time he was done with high school, his hairs had already gone white from self-induced stress. Results, however, spoke for themselves. A lazy layabout turned neurotic overachiever enrolled into college and came out of it with a Doctorate in Fluid Mechanics and an ego to match. Following a bet made on his 27th birthday, James would send his application to become a Life Support Specialist aboard one of Nanotrasen's latest research stations. This is where his particular brand of temperament would surface. Working in a department that rarely received any visitors, and even more rarely got any sort of appreciation by the higher-ups, James became insular, at best, and outright hostile to newcomers at worst. Atmosia was his fiefdom, and anyone who dared touch the pipes would soon meet the hardsuited punch of an angry, bellowing Atmos Tech (as he took to calling himself). This behavior was allowed to continue because, in the words of one Chief Engineer, "Someone's gotta work the pipes". With his recent transfer to the Cyberiad, James has begun to mellow out. Somewhat. A slew of more competent Technicians and a much more relaxed atmosphere contributed to his hostility being reduced to mere verbal abuse. Where before he'd throw someone out, now he'll spend a whole five minutes explaining something before telling the trainee to "go patch some holes up". Insular, detached, easy to anger and quicker with an axe than most people are with knives, James spends most of his days tinkering with the piping in Atmosia, in the neverending quest to find the fabled "Enuff Flow" setup. Qualifications: Doctorate in Fluid Mechanics; Master's Degree in Solid Mechanics Employment Records: 2 years aboard the NSS Luna: Reassigned following end of contract; Currently working aboard the NSS Cyberiad Security Records: Three Counts of Assault; One Count of Trespassing (claims to have "needed to kill the fucking bird"); One Count of Major Trespassing (claims to have "needed to check Atmos") Medical Records: Congenital heart disease. Currently in experimental trial; Chronic migraines; Possible Antisocial Personality Disorder (diagnosis unclear) Other Notes: Tends to alienate anyone who isn't an Atmospheric Technician, and outright threatens other crew with bodily harm if they try to come into "Atmosia". Appears to have an unhealthy fixation on piping.
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This art style is bloody amazing! If you could, per chance, draw up my Atmos Tech, I'd be happy to give you the specifications!
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I disagree that Wizards can be friendly. Mostly because "Friendly Wiznerd" rounds are extended with someone who frankly isn't trying enough to make the round interesting. My solution? THEATRICAL WIZARDS! There's nothing stopping you from completing your objectives and being dramatic about it! You're a SPACE WIZARD for Eris' sake! If you aren't turning up the Ham to Pork-Levels while spewing smoke everywhere and yelling nonsensical one-liners while the validhunters try desperately to kill you, you're doing it wrong.
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Exactly what it says on the tin. I like the new Space Law. It's streamlined, it's well defined, it's got funny pictures. However, one thing I absolutely disagree with is the removal of Dereliction of Duty (or whatever was the exact name). With the current system, the closest you have is Creating a Workplace Hazard, and even then you have to stretch the definition some times. Dereliction of Duty aboard the Cyberiad can be fatal. Engineers didn't set up the Singularity? Say goodbye to power. Engineers couldn't be bothered to set it up properly? OH GOD IT'S LOOSE CALL THE SHUTTLE. Science decides to ignore proper research or Robotics fucks off doing mechs because lulz? Prosthetics go unmade, potentially life saving materials remain unresearched. But the biggest gripe has to be with Command. Let's list a couple of things: Several Captains, as of late, organizing civilian parties in the Captain's Office/Bridge, getting shitfaced and allowing highly restricted items into the hands of the greytide; Rambo HoS who "preemptively" take half the armory "for later" while on Green Alert; Chief Engineers who refuse to overlook such basic things as "making sure the Singularity is on" or "making sure Engineering is fixing that ginormous hole at Departures"; CMOs who lock themselves in Chemistry to make meth (one time is too many. I've personally seen three of these) And the problem is that, more often than not, you end with a Command staff that's either too apathetic to do anything, or is actively preventing any outside influence from ruining their private fiefdom. And Security can't/won't do anything because, legally, they can't (also because the HoS has guns and is yelling at them not to arrest the Captain because "parties are fun"). My point is that Dereliction of Duty is sufficiently different from Creating a Workplace Hazard, and can be applied on so many things, as to warrant being its own crime. Perhaps a Medium Crime, with a note stating that the time issued on the sentence goes up the more said person screws up.
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Hello, long time Detective player here. I've had something bug me literally every round I played as a Detective. As long as a criminal wears gloves, it is physically impossible to ascertain who bombed anything without eyewitness reports. The whole place is bombed to hell, any evidence on the wall is gone (since the wall is gone too), and if you don't have anyone sitting there going "I saw X come out of there just before/after the explosion!", you're basically grasping at straws. Doubly so if the bombing happens in a public area, like maintenance, so your suspect list now includes literally everyone on the station but you. As such, I'd suggest: Bomb Residue How it would work: Bombs, rather than being obliterated on explosion, would leave shrapnel. Tiny bits of it stuck to walls, items, eyes, you name it. These tiny bits of shrapnel can then be collected, and would have a tiny, tiny chance of having a print/fiber (since, you know, tiny shrapnel that just got blown to bits). Mostly, the forensics report would tell you something related to the bomb itself (example: if it was a Soda Can IED, the forensics report would note something like "appears to be a fragment of a logo"); The epicenter of the explosion, and the inner radius, would contain information regarding what type of bomb it was, and what materials were in it. So, for instance, if it was a simple plasma/oxygen Toxins bomb, the report would indicate trace materials of it. If it was a Chemical Bomb, then whatever materials were in the thing. It won't give you a suspect, but it'll allow you to have something.
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remove labour camp from space law and code
TullyBBurnalot replied to Streaky Haddock's topic in Suggestions
My two cents here. Labour camp sentences happen about once every 1000th sentence or so. Maybe less. Because it's far, FAR more practical to dump someone in a cell/solitary/permabrig. It's a sorta-ish-maybe RP thing that, in practical terms, fails to live up to what happens every day on the station. My suggestion would be some sort of assembly line, where prisoners make crates that can then be sent to Cargo for points! -
Reach the highest number without an admin posting
TullyBBurnalot replied to Mrs Dobbins's topic in Civilian's Days
Dos. -
Bright's (Practical) Guidelines for Detective Duty - Revised
TullyBBurnalot replied to TullyBBurnalot's topic in Guides
In addition, they're, as I stated, less lethal. It's still piss easy to kill people if you aim for the head. -
Bright's (Practical) Guidelines for Detective Duty - Revised
TullyBBurnalot replied to TullyBBurnalot's topic in Guides
If .38s were lethals, the Detective wouldn't be a job. -
Bright's (Practical) Guidelines for Detective Duty - Revised
TullyBBurnalot posted a topic in Guides
So you want to be a Detective aboard the NSS Cyberiad? God help you. Here's a revised edition of my previous guide, with more practical considerations being taken. Step 1: Understand your tools You can find most of your crime fighting tools inside your office, but some of them you'll need to go further away. Here's a full list of what you'll need as a proper Detective: The Scanner: This is your bread and butter. When pointing it at an item/tile/wall/whatever, it will tell you any prints/fibers/DNA present on the thing scanned. Prints and DNA samples are presented as a random string of letters and numbers, one generated per each for every crew member (and monkeys. If you find a string that doesn't match records, it probably belongs to a monkey). Selecting the scanner with it in your active hand prints out a report of everything the scanner... scanned since you last printed a report. As such, printing every time you're done investigating something is recommended, or else your final reports will have a lot of junk. You start with one, and there's a replacement in your Closet. The Laptop: Related to the above, it is EXTREMELY important (seriously, can't stress this enough) to carry around a laptop at all times. Seeing as your scanner will immediately give you info on the field, carrying around a laptop will give you quick access to both medical and security records (you get those by default as a Detective) so you can match records to evidence. From personal experience, carrying around a laptop is what distinguishes a case well solved from a murder investigation that drags on for 2 hours. It can also print out Security Records and Medical Records. Obtainable from the laptop vendor in Primary Tool Storage. The Revolver: This is your baby. Treat is as such. And reskin it to The Peacemaker option. Accept no substitutes. In all seriousness, this is your own personal taser. It fires .38 rubber bullets, but can also chamber the VERY LETHAL .357 rounds. In no circumstance should you carry these around unless given specific permission by the HoS and/or Captain. Couple of .357s to the face will kill anything. As it stands, the .38 round can instantly stun regardless of where you hit, and can easily be made via autolathe (usually, Cargo will ask no questions. If they do, ask Science). Keep in mind, your rubber bullets are called "less lethal" for a reason. Do not shoot people more than once, and even then, only if you need to. You start with it, and have no substitutes. You receive two speedloaders by default, in your Closet. The Handcuffs: You're not a Security Officer, but you can carry around these in your evidence bag box, just in the off chance Security isn't there to help. You start with a pair in your office and, unless someone gives you more, that's your only one. Make sure to get it back every time you use it. The Telescopic Baton: Extending the baton (select it while in your active hand) allows you to instantly stun anyone you hit while on Help Intent. The cooldown for the baton is just slightly lower than the stun duration, allowing you to stunlock anyone. The Sunglasses: Makes for great protection against Flashes, and looks cool as hell. You start with a pair in your office. The Smokes and Lighter: What kind of Detective are you if you don't chain smoke? The Coat and Hat: Why yes, you can look cool doing your job. Your coat provides extra armor, and also serves the purpose of holding two extra items. I recommend the two extra speedloaders. You start with a pair, and have an extra in your Closet. The Black Gloves: Useful for keeping your prints away from everything you touch. You start with a pair. The Police Tape: The police tape serves a dual purpose: first, it allows you to cordon off areas to law-abiding citizens and keep crime scenes clear from any disturbance. Second, it gives you reasonable justification to shoot someone in the groin and throw them out if they decide to ignore the very obvious "STAY OUT" sign and break it so they can robust you and take the body away. On a side note, if one of your fellow officers does that, follow the same logic. Being a Sec Officer does not give you the authority to desecrate a crime scene. Obtainable from your Closet. The Flask: As a Detective, you can't get drunk. You also get a custom flask that holds 60 units of any liquid. Do the math. The Tape Recorder: Useful for taking witness statements or for those pesky criminals who insist on having every conversation recorded so they can b*tch to the IAA and still get brigged because they obviously committed a crime. Also useful for when you have an anal-retentive Magistrate who insists on having everything done by the book or else he releases the prisoner (PS: don't be that guy). The Camera: Useful for taking photographs of crime scenes. Focus should be set to 5x5 or 7x7, depending of course on the size of the scene, and the photograph should then be clipped to the forensics report, Medical or Security report, and whatever else is relevant to the crime in question (see below). You start with one in your office, as well as a couple of spare rolls of film. The Folder: Useful for keeping the forensics reports, Medical or Security Reports, photos and odd pieces of paper-based evidence in one, easy to access package. You start with one in your Forensics Lab (right below the main office). The Evidence Lockers: Evidence goes here, logically. If it's a particularly sensitive item, you might want to weld it shut or transfer the item to the Evidence Lockers north of the Brig, next to Interrogation Observation. The Medical Records Computer / Security Records Computer: Allows you access to what it says on the tin, and can also print out Reports. Present in the Forensics Lab. I believe that is all. Let's move on. Step 2: Understand your access In terms of access, you differ from the Security Officer in two points: Firstly, you have access to the morgue, granting you a second point of entry to Medbay and a convenient way of analyzing murder victims without having to pester a doctor to do it. Remember this, however: CORONERS ARE A DETECTIVE'S BEST FRIEND; Secondly, you can't go into closed cells, set the timers, or access the Locker Room or Permabrig. That goes in line with your RP orientation, as you are meant to conduct investigations, not detain criminals. You still have access to the Interrogation Room, Interrogation Observation, and Evidence Storage. Step 3: Understand your role You are not a Security Officer. You are not meant to go around shooting people and brigging them for crimes real or imagined. Your job is to find crime scenes, investigate them to the best of your ability and then set Security on the right path to doing their job. The only situation where your direct intervention is required is when an investigation reveals an obvious culprit, in which case, go ahead and apprehend them before they do any more damage. If, however, your sleuthing reveals only possible suspects, let Security handle it. Of course, all this goes out the window if Security is incompetent/nonexistent (ie: most of the time), in which case feel free to apply justice yourself. In all honesty, this is what's going to happen either way, as Security will almost always be too slow to react to get anything done in any feasible amount of time. Just remember that you're supposed to be an investigator, not a cop, and you should act as such. Act when you know that not doing so will result in unnecessary damage to station/crew. Act when you know that Security won't. Step 4: Understand how to act How you go about your business is, of course, a matter of personal preference, as is your character personality. However, here are a few pointers: Be Polite: Going "bad cop" on someone will result in precisely 0 results in 100% of cases (exception might be made if the person in question is really into roleplay and is willing to look past the apparent shitcurity facade). Be nice to people. Be nice to witnesses, suspects and criminals alike. It will make witnesses more cooperative, suspects more likely to come without a fight, and might even make actual criminals more likely to cooperate with Security and scratch out a deal. If nothing else, it will infuriate criminals who try to get a reaction out of you, and that's funny as hell. Not to mention, nice guys don't actually finish last. People will legitimately like you if you act nice towards them. Be Efficient: Taking 15 minutes to investigate a crowbar left in maintenance will probably result in you getting your sorry ass fired. Taking 5 minutes to investigate a double homicide and producing evidence that link it to a specific person? I got medals for that (or should, at least, *grumble grumble*). Your job is to investigate, and a corollary to that is that you're supposed to do that without wasting any more time than is necessary. This, of course, comes with experience, but some general pointers will be further below. Have a Plan: Learn people's jobs by sight. Know their patterns, their access levels, what they should be doing. Devise plans on how to arrest someone without them realizing you were even there. Know when to strike, or if you should even strike. Know the station inside-out, it's nooks and crannies, every spot that could be used to hide a body or murder weapon. Keep tabs on high-risk individuals, or even set up codewords (having the AI shout a codeword over radio if their Upload gets trespassed is a stupidly easy and stupidly useful idea). This, as well, comes from experience. Constant observation and attentiveness is a must for any Detective, so start practicing. "Know thy enemy and know thyself. In a hundred battles, you will lose not one" - Sun Tzu, The Art of War Step 5: Understand the crew Here's a handy breakdown of the types of people that you'll encounter and what to do with them: Helpful Witness: This person will happily tell you everything you need to know, and will probably even consent to coming into the Brig to help you in your investigation. These people are a fucking godsend. Treat them like saints. Unhelpful Witness: For whatever reason, some people refuse to testify. Maybe they're too busy, maybe they don't like Security, maybe they're just a dick. There are a million reasons one wouldn't want to testify, but hell, you need that testimony. Try to reason with them as best you can (remember, be polite) and, if all else fails, kindly remind them that refusing to cooperate with an ongoing investigation can be considered Creating a Workplace Hazard (Space Law - 207). Willing Suspect: Related to the Helpful Witness. Tell them they're wanted in a current investigation and ask them to accompany you to the brig. More often than not, these are not the culprits, but don't let this serve as a rule of thumb. Plenty of criminals act unfailingly polite specifically to get your guard down. Never forget to cuff them anyway. Most of the time, asking Security to go get them is a better option. Unwilling Suspect: You've tried your best to convince them to come quietly. Draw your revolver, maybe even point at it. Inform them that they are coming to the brig, and it's their choice on whether or not they come with their hands untied. More often than not will require a bullet to the face to be cooperative. Most of the time, asking Security to go get them is a better option. Cooperative Criminal: A rare breed. Will let you handcuff him/her and search through their belongings. Usually accompanied by fairly decent RP. Put them in the Interrogation Room and switch on that Film Noir style. Start asking for accomplices, objectives, stolen items or contraband. Grill them for info (see below) and feel like a 60's action film Detective. When all's said and done, try and convince the people in charge of sentencing to be more lenient. After all, they just helped you and willingly gave all the info, didn't they? If you find one of these, go play the lottery. Uncooperative Criminal: The easiest one to deal with, honestly. Being a dick to Security? Check. Insulting your mother? Check. Yelling "shitcurity!"? Triple check. Complaining to the admins about "ABOOS HALP AREST 4NOREISIN"? You'd be depressed how often this happens. This guy has all the evidence in the world thrown at him and refuses to do anything but yell expletives at you. Dump all the evidence on the Head of Security/Warden/Magistrate, tell them exactly what he/she did, and walk away. Your job is done. Neutral Criminal: These ones come in without a word or struggle and get out without a word or struggle. Sometimes SSD, sometimes not. Hard to tell, really. Step 6: Understand the process Your job. Here's a handy breakdown of what you'll find. The Murder Investigation: The Scene: Locate all exits and stick some police tape on them. Take a picture of the whole thing, put it in the folder, and get to work; The Body: Obviously someone who got murdered. Prints and fibers don't show up on items unless you pick them up, so unless the murderer removed the victim's clothing and then put them back on (which never happens), you won't find anything there. However, if the victim is handcuffed, be it with cuffs, zipties or cable restraints, it's a surefire guess that the restraints will contain SOME sort of information to go on. Another interesting thing to note is blood. Normally, a murder victim will be drenched in their own blood, but if they fought back, chances are you might find two separate traces of DNA, possibly leading to your criminal. As such, remove all bloodied items, scan them, then return them to the body. Searching the body for any unusual items is also a good idea. After all's said and done, deliver the body to the Morgue for an autopsy (see below); The Prints: The manna of the gods. Leads to a very clear and defined suspect. Point your scanner at literally every surface and/or object in/at/near the crime scene. Doors and walls next to the doors are good candidates for print locations, as are closets and crates. As mentioned, clothing already on the body is likely not to have prints, but check any smaller items or restraints; The Blood: Perfect way of figuring out who or what was assaulted if no body is present, unless the murderer went the extra mile and got someone else's blood, put it in a vial, cleaned out the previous blood and splashed the new one in its place (PS: please don't do this). If you find a random string that doesn't show up on the database, then the owner is either a monkey, or in cryostorage (ie, body vanished in cryodorms); The Fibers: Will almost never lead to a specific suspect (except in the case of Heads or unique-outfit jobs, like miners), but can almost always narrow down your list of suspects. Let's imagine you find three sets of prints on a murder weapon, one belonging to a Doctor, another to a Roboticist and another belonging to the Botanist. However, the body itself only has fibers from latex gloves. Do the math. Like prints, only show up on items that have been touched by someone; Witnesses: Useful beyond mortal comprehension. LISTEN TO THESE PEOPLE, THEY CAN PRACTICALLY SOLVE YOUR CASE BY THEIR MERE EXISTENCE. The Autopsy: Should be left in the hands of a Coroner or Medical Doctor, so if none are present, you'll probably be left without one. However, they are incredibly useful when performed, allowing you to see when someone died and, most importantly, how they died, in addition to any chemicals that were present in their bloodstream. The Theft Investigation / The Break-In Investigation: The Scene: Same as the Murder Investigation, really. Make sure to remove the tape after you're done and Engineering comes fix whatever was broken; The Item: Where was the item held? Was it in a closet, a box, or just out in the open? Locked closets that get emagged will have a grey indicator on the lock, rather than green or red, which is a good indicator that there are traitors aboard the station; The Prints: Incredibly useful here. Pretty much do the same as the murder investigation, but with a bigger emphasis on doors, windows, or other means of access; The Fibers: See above Exceptional Case: Cultist Runes The Rune: All runes, including those by IPCs (somehow), are drawn in blood. Scanning a rune with your Scanner will reveal the blood of whoever drew the rune. No exceptions. If you find one, scan it as soon as possible, then get a Chaplain to destroy it with a Null Rod, so it can't be used again. Final Step: Understand your (OOC) role As a Detective, you're under higher scrutiny for Shitcurity behaviour than regular Sec. There's one of you, and you're not even allowed to perform arrests or anything of the sort. As such, acting like Security is a great way of getting both IC and OOC attention spotlighted on you. No one likes Detectivecurity. NO ONE. Even when you are perfectly justified in an arrest (ie: Security just can't make it, you have plenty of evidence, gave the perp plenty of chances to come peacefully), everyone, including Security, will call you out because "YOU CAN'T ARREST 4NORAISON". If anyone sees you Telebatoning anyone (which does no damage), expect to have "ABOOS" called at you. If you so much as DARE shoot someone who was trying to kill you, expect a storm of Disarms. It's infuriating. And if you can't deal with it, this might not be the role for you. Signed, - Jonah Marigold Bright -
I was LITERALLY just made aware of this yesterday. I completely forgot to think about whether LINDA made it finally work or not, and after seeing Dreadweaver use it, I decided to take it for a spin. Ended up cooling 9300 kPa of Plasma from room temperature to 22 Kelvin in under 20 seconds. Holy. Fucking. Shit.
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I'm afraid that if we ever play together, our characters' combined blood pressure might just make Atmosia explode.
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Atmos Tech: Tell people you "need to check Atmos", enjoy full access.
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Praise from Buck. *tears*
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"GODDAMNIT TOXINS!"
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Because some of us like flaunting it, I would suggest creating some way to take Mega Space Carp that were killed by the crew, nail them to a plank of wood, and pinning it on a wall. Would make nice Atmos decoration!
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I was referring to the "Green" livable conditions as a general rule. Also, I never once had to repair injectors, since they're in places that regularly remain intact. Except Toxins, but fuck Toxins. Edit: I'm pretty sure you start taking brute damage at higher pressures than 21 kPa. Unless LINDA was being weird and I stepped from a 70 kPa tile to a 20 kPa tile.
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For the record, this fucking thing was made during a shift where I: 1st) Got a PDA message from a traitor asking me to steal the blueprints; 2nd) Bullshat them, then called the HoS and handed over the traitor on a silver platter; 3rd) The traitor apparently told the HoS that I was a Syndicate agent. HoS literally took it at face value, despite all evidence to the contrary (such as me turning the guy in, and the fact that A CONFIRMED SYNDICATE AGENT WAS SAYING THIS); 4th) HoS decides to tase me wordlessly, cuffs me, ransacks Atmos, then PULLS OUT EVERY LAST FLOOR TILE WITH A CROWBAR because apparently the other agent had a stash. All the while, refusing to tell me why I'm being arrested. Not a sec officer doing this. THE HOS; 5th) With the Security Borg and IAA telling the HoS that he was being stupid (thanks to me quite happily describing what he was doing, which was self-evidently idiotic), he brings me to the Brig, STRIPS ME WORDLESSLY, then drops me in the permabrig. I am not fucking kidding about this. No words. No evidence. Tase, ravage Atmos, leave it a mess, brig, strip to underoos, permabrig; 6th) I actually got an admin to stare dumbfounded at a player's stupidity. Victory is me; 7th) Captain respectfully told the HoS to let me go and I basically yell at the Warden that if he dares cuff me on the way out I'm biting his shins off (ok, not the shins); 8th) I grab my shit, Captain apologizes, HoS decides to commit suicide by mouth-to-gun All in all, my blood pressure shot up to very close to David Buck levels. It was not nice.
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viewtopic.php?uid=1435&f=15&t=4941&start=0 And it's up.
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Alright, seeing as the previous guide is both outdated and broken, say hello to James Baxter’s Atmospherics Guide V2. Now, before we get to the actual piping system, here’s a crash course on the basics of Atmosia (protip: that’s what proper Atmos Techs call Atmos. Do NOT title yourself a Life Support Specialist). Read through this, and you’ll be ready to tinker with the system to your liking. 1) Default, livable pressure stands between 90 and 120 kPa (kilo Pascal). Anything more or less starts doing Brute Damage over time, increasing the lower or higher you go. Extremely low pressure also runs the risk of rupturing your lungs (never tested with high pressure). Pressure starts at 0 kPa and can go into the tens of thousands; 2) Thanks to the fancy schmancy new Atmos system we have on the station (LINDA), atmospheric calculations are now done on a tile by tile basis. What this means is that now you have more than 3 seconds before a single broken window depressurizes a room to 10 kPa and everyone’s blown out the airlock (it takes several minutes, and that’s if the vents are off). In addition, open holes to space also drastically reduce temperature, so if the lack of oxygen doesn’t kill you, the cold will. Lastly, this also means that repressurizing an area takes slightly longer, and isn’t uniform; 3) Gas temperature and gas pressure scale together positively. In other words, the hotter the gas, the more pressure it exerts on the pipe. Thanks to that nifty bit of physics, pressure pumps become useless unless you want to have controlled amounts of gas being pumped. As such, volume pumps should be used, as they don’t check for pressure, but for volume instead. Assuming the pipes’ volume remains the same (it does), that translates into more gas being pumped. This is good, because a single room’s worth of gas can easily become as pressurized as the whole station combined if it’s put through a raging enough fire; 4) There are five distinct types of gases, in addition to the Air Mix: Nitrogen (N2): 80% of the Air Mix. Vox can only breathe this. Is invisible; Oxygen (O2): 20% of the Air Mix. Major component of fires. Is invisible; Air Mix: The breathable air for most species (except Vox and Plasmamen). The system, by default, provides more than enough, so ensure the structural integrity of the Distro Loop (see below). Is invisible; Carbon Dioxide (CO2): Byproduct of breathing. If present in enough concentrations, kills off anyone breathing it. Is invisible; Nitrous Oxide (N2O): In small quantities, also known as “laughing gas”. In large quantities, can pretty much knock out anyone as long as it’s in their respiratory system. Looks like snowflakes; Plasma/Phoron/Whatever: Plasmamen can only breathe this. Highly combustible, highly damaging, HIGHLY DANGEROUS. The slightest spark can set it off. Keep filtered AT ALL COSTS. Looks like a purple mist The Burnalot Killy Gas Scale 5) There are five different “loops”, or piping systems: Waste Loop (Red Pipes): Collects all the filtered air from the station (CO2, N2O, Plasma, excess N2 or O2) and brings it to Atmospherics. The waste loop is then filtered by the various tanks present in Atmosia (see below) and kept in storage. Fed by Scrubbers; Distro Loop (Blue Pipes): Short for Distribution Loop, this is the piping system that takes the Air Mix from the Air Mix Tank and sends it to all the vents present in the station. Useful for repressurizing rooms, killing Vox and Plasmamen with their internals off, and keeping everyone else alive. Feeds Vents; Mix Loop (Yellow Pipes): Useless. You’re not Toxins. Quit fucking around with gas mixes; Air Mix Loop (Teal Pipes): Mixes Nitrogen/Oxygen in an 80%/20% ratio. ENSURE THAT IT REMAINS INTACT AT ALL COSTS; Filtering Loop (Green Pipes): Receives waste air from the Waste Loop and then filters it to the various tanks. In order to maximize efficiency, max out the pressure in the various filters. It only goes up to 4500 kPa, but it’ll have to do 6) You have two major dispensers, one for Atmos pipes, another for Disposals pipes. No clue why you get Disposals, but you’ll be expected to repair that system as well. As for the Pipe Dispenser, here’s what ya need to know: 6.1) Default Pipes: these are the ones you’ll use in Atmosia proper. They are grey: Pipe, Bent Pipe, Manifold, 4-way Manifold: single line pipe, corner pipe, three-way pipe, four-way pipe, respectively. Your baseline; Manual Valve: single line valve that allows/stops air flow, depending on whether it’s open (green indicator) or closed (red indicator); Manual T-Valve: Like the manual valve, but you get to choose between one of two exits, therefore closing off air flow in one direction; Digital Valve: Like the Manual T-Valve, but looks more moderny 6.2) Supply Pipes: these are the only ones that connect to the various Distribution pipes in the rest of the station. Default piping will NOT attach to it, so unless you want to rebuild the whole piping in the Z-Level, all repairs to the Distro Loop have to be done with these; 6.3) Scrubbers Pipes: Like the supply pipes, but for the Waste Loop; 6.4) Devices: useful shit like: Unary Vent: for air. Connect to supply pipes and enjoy the air; Scrubber: for filtering. Connect to waste pipes and enjoy the filtering; Meter: attach to a pipe and inspect it. You now know the pressure and temperature of that pipe; Volume Pump: pumps air based on volume of gas. Useful for maximizing transportation; Pressure Pump: pumps air based on pressure, to a maximum of 4500 kPa. Useful for specific pressure transportations (whatever the hell you need those for) 7) Your biggest ally is the wrench. Use for it removing/placing pipes and the various dispensers. Keep it on your pocket at all times for easy access; 8) You get a nifty hardsuit. Keep it on at all times, you never know when you might need it; 9) Atmosia is kind enough to provide you metal and glass. Use it wisely; 10) Pipe freezers are interesting devices. If pressure is too high in a particular pipe, you won’t be able to simply wrench it off. This can either be due to high amounts of the gas (“natural” pressure) or the gas’ temperature (“heat” pressure). By freezing the pipe, you have a timeframe in which to remove the pipe safely. And by safely, I mean you get hit in the face by whatever was in the pipe. So beware of plasma fires; 11) You get two major computers: the Alarm computer, and the Central Control computer. The Alarm computer will show you where your attention is needed, with a Green-Yellow-Red circle in its display. Green means everything is ok (never happens), Yellow means at least one alarm is reporting a minor problem and Red means at least one alarm is reporting a major problem. The Central Control computer will show you a map of the station with various Green-Yellow-Red triangles. As long as the situation is serious enough (Red/most Yellow), you will have direct access to all options in the Air Alarm: Vent Control: controls the pressure limits for vents and toggles them on/off; Scrubber Control: controls the pressure limits for scrubbers, toggles them on/off and allows you to select what’s getting filtered; Mode: allows you to pick vent/scrubber functionality, with Filtering (regular), Cycle (removes all air, then repressurizes), Panic (removes all air), Replace (removes all air while repressurizing) and Off. You can also select Human/Vox/Coldroom conditions (regular Air Mix/nothing but Nitrogen/Supercooled Nitrogen respectively) 12) You get THE AXE. This beautiful thing can be wielded and can destroy windows and grilles in a single hit! It can decapitate people in under five hits! It can two-shot spess carp! And if you walk around with it in your hands, YOU ARE A FUCKING IDIOT. Anyone can literally walk up to you, click on you with Disarm intent, and run off with the axe. It is a VERY sensitive item that can do a LOT of damage in the wrong hands. If you HAVE to use it (mostly to get into places to fix them or fight space carp), keep it on your back slot, and keep the backpack/duffelbag in your hand. Most greytiders don’t want a backpack full of glass (they’re too dumb to know how to use it); 13) You start with four freezers and a heater. You will not need the heater, so what you need to do is deconstruct it (screwdriver --- crowbar), screwdriver the heater board (turning it into a freezer board), rebuild it, and readjust the piping (screwdriver --- wrench until it links properly). The freezers can (and should) be used to cool gases in your waste loop, and can be upgraded by Science materials to cool gas down to near absolute zero in a fraction of a second. This helps relieve pressure which, if you’ve been paying attention, you will know makes the Filtering Loop’s job a lot easier, since it works by pressure, not volume; Well, that a doozy, wasn’t it? Armed with this knowledge, you should be able to tinker away with the piping to your heart’s content! But, for the sake of an example, here’s my particular setup: Step 1: Cutting Edges Here's how Atmospherics looks like by default: AVE ATMOSIA! Now, this works. You can happily leave this be and it'll do it's job. Not as efficient as anything you can come up with, but it gets the job done. However, in order for this setup to work, let's get rid of all the unnecessary clutter. That includes the vertical row of windows! Let's take a look at the final product: AVE FREE SPACE! Also the windows aren't there. Wonderful! We can get to work. Step 2: Maximizing Efficiency Now, all the gases in Atmosia are kept inside sealed tanks right outside your department, in space. These have reinforced walls with grilles on top, so nothing short of a direct meteor impact or a highly powerful bomb will breach them. In addition, they have enough gas in them to probably last you several IRL days, so don't worry about running out (unless, of course, the Air Mix/Oxygen/Nitrogen tanks get busted). The way filtering works is that the waste air, after going through the whole system, will enter the Filtering Loop, where the various filters will then remove the specific gases they're programmed to check for and send them to their respective tank: Red: The filters. Default gases are the right ones. The only thing you need to change here is the default pressure, since it starts at just over 100 kPa. Leave it be, and you'll never get any filtering done properly. This can be especially problematic when you have a large volume of gas incoming and you need to get rid of it before it clogs the system. Red: Default pressure / Green: New "Target" pressure The picture above tells you all you need to know. Change all the filters to 4500 kPa, and you got yourself an efficient Filtering Loop. Onwards! Step 3: The Cluster Default Atmos works based on a "unary" system, which is to say it's a long string of single pumps. This particular setup works based on a "trinary" system, where instead of single volume pumps, you have clusters of three volume pumps. This setup is also commonly known as "parallel pumps", as the next picture demonstrates. Red: The first cluster, pumping the waste into Atmosia / Green: No fun for the AI The image above needs some explanation. Go back to the first picture, the one that shows Atmos in its default state. Notice how the Mix Loop is both connected to the tanks full of harmful gases (CO2, N2O, Plasma) and the Distribution Loop, and the only reason they're not mixing together is because the pumps are off. Malfunctioning AIs can easily turn on pumps. Do the math. As such, one of the first things you should do is clear that top area. JUST IN CASE. As for the cluster, it's basically there to further increase the amount of gas being pumped. This allows you to more quickly filter out the bad stuff whenever a disaster happens. Step 4: Looping to Loop Alright, get ready for another doozy. Red: Regular air flow / Yellow: Cooling Loop The system looks a lot more complex than it is. In essence, it only really has four components. Think of all the clusters as a single, giant volume pump: The top cluster is connected to the first one shown above. It takes all the waste air and pumps it towards the freezers; The bottom cluster takes the cooled air and pumps it towards one of two possible destinations, thanks to... The T- Valve. Notice the way it's set. With this setup, you can either allow the bottom cluster to send all the cooled air directly to the Filtering Loop, or you can send it back up to the... Middle Cluster. This is here purely to keep the air flowing in a loop, in and out of the freezers, so long as the T-Valve points towards it. Normally, you can let the gas flow directly to the Filtering Loop, but if it's particularly hot (and therefore, at really high pressure), keep the gas on a loop until it's cool enough not to clog Filtering As for the arrows, here's a quick low-down: Red Arrows: Default air flow with this system. Waste ---» Freezers ---» Filtering; Yellow Arrows: Cooling Loop. Waste ---» Freezers ---» T-Valve ---» Freezers (ad infinitum). You can stop the cycle at any time by switching the T-Valve back towards the Filtering Loop Step 5: Cool as the lack of any particle motion The final step will be for you to set the freezers (turning the Heater into a Freezer is explained above) and then activate all the volume pumps. The freezers themselves can be upgraded with Science materials, and take 2 Matter Bins and 2 Micro-Lasers. With the best possible iteration of these items, you can cool gases down to near absolute zero in a fraction of a second. It almost feels like cheating. But, for the default ones... Red: Current pressure and temperature / Green: New "Target" temperature Simply click on the minuses until you reach the lowest you can go, activate all the freezers and have fun. Simple as that. Final Note Thanks for reading this guide. Once again, I'm open to discussion and critique. To all the newbies, make sure to ask Fj45 (pretty sure he'll be here eventually) or myself any questions you might have. In addition, here are a couple of names that you'll want to see working in Atmos: David Buck ---» Fj45; Ryder Holderman --» False Incarnate (thanks for that Citined!); James Baxter ---» TullyBBurnalot (myself)
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For the record, it will have NOTHING to do with the setup as was presented here. I've been tinkering and tinkering, and the design now is far simpler.
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I might get around to making an updated version once I get the time.
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Jonah Bright approves.