Coldflame
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Everything posted by Coldflame
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The problem is, you have no way knowing if they'll help you or not---likewise, there aren't a whole lot of compelling reasons to help someone unless you're good IC friends with the person--I realize there's a definite a roleplay component to it, and that's fine and great--but that only goes so far; people are basically selfishly motivated, and when the only thing you have to bribe them with is cash that's more or less usesless...well, you get the idea. There's also the fact that there's absolutely NOTHING you can do to prevent the person from turning you in; whether or not they explicitly agree with your plans---nothing is stopping them from turning around, marching straight to security and having them turned in and likely taken out of the round, permanently. This isn't an issue averted by mindslave implants being used. Anyone who's mindslaved who doesn't want to be will usually end up 'accidentally' getting caught (I've also seen this happen with cult and rev in the past). In the end, assuming people will avoid roleplaying whilst still trying to enforce it simply isn't going to work. In my personal experiences I've rarely seen people mindslave people who they don't know either IC or OOC. I've also quite rarely seen mindslave implants be used as means to completing an objective rather than a TC sink to dick around with on a round with easy objectives.
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Yeah, you can do that and have 2tc left over. I've done it a couple times. Tabling someone also gives a long enough window and they're unlikely to radio it in time. Personally I'm not a huge fan of mindslave implants as a concept (it's a substitute for roleplaying getting someone onto your side as an antag and gives you freedom to pull bullshit like making someone suicide). There are perfectly valid roleplay alternatives (explosive implants, briefcase full of cash). It turns an interesting gimmick for a traitor into something far more easily achieved through using a win button (which antags have enough of already)
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Chewing off your hand instead of using the actual handcuff removal mechanic in general was probably unintended to begin with, so a better fix would probably be to stop you being able to bite your hands whilst cuffed.
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I'm certainly in agreement that atmos needs to be a lot faster to be realistic and get rid of several gameplay issues it creates (atmos tech being pretty much useless, decompression not working, plasma spread far too slow), but I believe the reason this hasn't already been done is that speeding up LINDA increases the server load to the same degree of the speed increase (even doubling it would have severe impact on the amount of lag), along with speeding up LINDA being an in-depth process rather than just changing some values. Without a complete rework of atmos I think it's going to be an ongoing problem that everyone's going to have to deal with.
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I could see this working at a hefty TC cost (double digit), to reward traitors who could otherwise pull off theft undetected with little gear anyway. There would be serious balance concerns with it otherwise. This could also see some interesting use outside of faking your theft objective, though (replacing the HoS' gun with a fake then attacking him, giving you the upper hand whilst he tries to figure out why his gun's not firing). As far as specific examples go, the nuke disk may have issues in that it's unlikely to be discovered as a fake at all until it'd ruin the round by having been replaced, though that might actually be pretty interesting.
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Shift-clicking antags with AntagHUD enabled should give info
Coldflame posted a topic in Suggestions
As the title. I feel like ghosts with AntagHUDbeing able to see objectives and other assorted information could make committing to observing the round more enjoyable, as opposed to the current situation where AntagHUD isn't really worth forfeiting your respawn right. I guess the only real argument against this one would be the risk of metagaming, though that's an issue with AntagHUD already. -
I thought the biggest issue (aside from balance or missing features) with the gamemode is it can't end until forced to by an admin or crew transfer? Having it in the rotation could lead to some rounds with a lot of waiting if it comes up when there are no admins online.
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UO- You shouldn't be involving yourself in an arrest as non-sec. If you do and let a changeling or vampire get away, you're putting the crew in jepoardy, something which is deserving of a space law charge if the magistrate or warden deem it so. AoP- The idea for this charge was to introduce brig time as a measure for individuals who take actions deserving further punishment than a demotion. If you choose a privileged position and knowingly abuse it to such a degree, you deserve more than a demotion. EI-Demotions aren't an effective way of preventing harassment of a crew member. The most likely job to be harassing someone is a civilian or clown, both of whom are more or less ineligible to be demoted in any meaningful way. Without such a charge, there's simply no way for such a person to be punished without delivering a sentence outside of space law, which indicated a need for the crime to be introduced.
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Unlawful obstruction- 'Aiding and abetting- Knowingly assisting a criminal is a crime.' Whilst preventing an arrest could fall under this, it doesn't cover situations involving incompetence during an arrest, people trying to be helpful and letting criminals get away, or interfering with an investigation or brig processing. Abuse of position- The assault charge doesn't carry any penalty for misusing a weapon you're given nor does it lead to the weapon being revoked. Assault also doesn't cover other abuses of you job such as misusing ID computers or abusing arrest powers as an officer. Excessive Inconvenience- The charge is very subjective and certainly needs some cleaning up, but currently, it's not an offence to continually stay just shy of crossing the law whilst trying to ruin an individual's round. Perhaps if it were somehow quantified it could work, though again that just creates problems of skirting the line. Wasting sec time- Shitcurity will be shitcurity, though it's probably valid that giving it more tools isn't a great idea.
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Aren't CM xeno balanced towards a group of 50 humans in armory with guns using tactics, yet still reliably win more than half the time? I doubt it'd be hugely fair towards a standard paradise crew, especially considering xenos are now delegated to event status.
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You're right with that one about crying shitcurity ;p To be honest, if someone is trying to eff with you as sec, you'd normally take these scenarios as a serious issue that they might /actually/ be a operative, the amount of times I've had a fake crypto and tricked sec into it, I eventually get caught and the decal is just removed, but I see where you'd be coming from if you've spent like 15 minutes upwards chasing this dude with a fake crypto when there could be; a traitor stealing the Cap's laser gun, someone murdering the RD, someone absorbing the CMO in maint etc.etc. But really, they'd be resisting arrest so you've got something to brig them for once ya catch them. The abuse of duty, I think that's best for SOP changes really. Generally the process for such a situation the following takes place: -Non-sec or Rookie/Incompetent officer sees someone with fake trator gear -Reports as confirmed traitor -'Suspect' gets tracked down over the course of a 20-minute manhunt without surrendering or stating the items are fake -Arrested and searched -Released without penalty despite having inconvenienced most of sec at the best, or the entire station at the worst in a completely avoidable manner. Considering the entire situation can be averted through the person being looked for saying the items are fake, making it a crime you could potentially get a couple minutes for doesn't really seem that severe. Abuse of duty is intended for situations that go above the level of a SOP violation.
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That'd be aiding and abetting, same sentence as the criminal in question. Other than that the last two seem like something that'd cause sec to just arrest absolutely everyone for having a goof around, a little joke which alot of sec officers would take on the cheek rather than hunting them down to arrest them for a 5 minute sentence. Aiding and abetting is usually only enforced with regards to accomplices, though it could be applied. Not to mention the kind of person who would be dragging people away from officers is the kind of person who would cry shitcurity and constantly complain 'I didn't break any laws'. The last two are no worse than vandalism or resisting arrest with regards to officers who want to brig everyone for as long as they can. I just feel that sec need more tools in their proverbial arsenal towards people who intentionally load up on fake traitor gear and walk around maint until they see a sec officer then run away pointing at their decaled ID, or people who will follow someone around an entire shift trying to make them have less fun for whatever minor reason happened within the first quarter-hour of the shift (also, slipdragging for periods upwards of fifteen minutes is still not something you can be charged with at really needs to be).
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A few rough suggestions, might think of some others later: -Unlawful Obstruction (Minor)- To, without good reason, prevent or create an obstacle to security forces ability to operate efficiently or detaining a known offender. You may also be considered guilty of this offence if you attempt to assist security without their consent and in doing so directly prevent their success, however this is at the discretion of the warden, magistrate and HoS. For example, dragging a prisoner away from sec officers because you believe them to be innocent instead of going through proper channels. -Abuse of position (Medium+demotion)- To, beyond the level of neglect, use your job role on the station for personal gain or to assist towards other crimes. For example, an engineer failing to set up the engine or scientist refusing to research would not be guilty of this crime- A sec officer or doctor taking advantage of someone in their care's vulnerability, or the HoP creating all-access IDs without consent or good reason would be. You would also be guilty of this offence if you misused equipment available to you, for example the HoP or BP using their weaponry in situations outside of self defence. -Excessive Inconvenience (Minor)- To take excessive or repeated steps with the sole intent of causing unprovoked annoyance, inconvenience, or inability to work, to an individual without apparent intent to cause actual harm. This could range from repeated vandalism of workspace, slipdragging someone for extended periods of time, or following a specific person around harassing them for an extremely long period of time after being asked to stop. Slipping people over or annoying people on purpose to a reasonable level does not fall under this offence. -Wasting Security Time (Minor)- Intentionally taking steps to falsely incite security forces to take steps to prevent a crime you are fully aware has no risk of happening. Waving around an ID with decal or an Arcade Machine toy does not constitute an offence- Creating a fake crime scene or asking someone to report your possessions of the fake items would. Reporting a fake crime or acting as if a member of a hostile organization (Cult of Nar'Sie, Wizard Federation, etc) may also make you guilty of this offence, severity and time cost taken into account.
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I like the idea, but restricting end of round will invariably end up with players getting banned who otherwise would have been perfectly fine community members. I'd agree with it if it were something you get one or two warnings about before a punishment, and perhaps only banning explosions bigger than 3x3 to still let people play with some of the toys they made over the course of the round.
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I don't see how that's a disadvantage, personally. It removes a controversial advantage, but I don't see how having an overlay alone is more disadvantageous than having nothing at all. if you're in aim mode you can't fire a gun without targeting someone if it were an overlay you'd choose between the overlay and your weapon being able to fire. if anything aiming at someone would let them know you're an extra click away from being able to actually fire at them.
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I'm pretty neutral on this, but I'd just like to add that SS13 doesn't feature 'aim', so I don't really see how you can have an aimbot (not to mention that BYOND doesn't actually require you to click on your intended target's actual location to hit them). As I understand it, if you have aim mode placed on somebody you've already had the opportunity to have shot them?
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As someone who plays sec/blueshield a lot, I've got a few suggestions for the department in general as well as individual jobs: SOP enforcement: Now the round starts at green alert instead of blue, I think it'd make sense to expect sec to follow the related SOP. Changes I propose would be: -Sec start without armor or helmets- These can now both be found in each sec locker, to be taken at blue alert of the discretion of HoS/Warden. This has the side effect of preventing open-carry tasers until blue alert -Sec officers no longer spawn with tasers. The armory now starts with nine tasers instead of three, to be distributed either at blue alert or at the decision of the warden. -(More controversial and might not be a good idea) Batons are now only available from the warden instead of sec lockers, leaving sec with only flashes and pepperspray at code green. Brig Physician: I don't own this role, however I've noticed a few issues with it that might be worth addressing: -Remove access to equipment storage and the prison wing. There's no reason for them to have it, at all. The only logical reason would be to reach a prisoner in danger at perma, but a brig physician entering perma should usually be with an officer anyway -Remove their baton and pepper spray (if they actually spawn with them, not sure). Again, I have no clue why the brig physician gets or needs these. They're a doctor, not a sec officer with a white uniform and a medkit. -Access to a bed and essential surgery tools- The brig physician currently has to cart any prisoner or officer with a broken bone or other internal injury to the medbay anyway, which almost makes their job redundant beyond first aid. Space law along with the IAA/Magistrate: Space law currently doesn't really enforce due process for suspects before they are sentenced IAA and the Magistrate: Currently they don't see much use. Usually a bad HoS will ignore IAA/Magistrate, and a good HoS won't need them anyway. -Append space law that any prisoner facing a sentence over 30 mins is allowed to request legal representation, which must be upheld if at all reasonable. In the event the sec department has the IAA or Magistrate, locating such a person is the responsibility of the suspect. -Append space law so that any prisoner with a sentence over 45 mins is allowed to request a trial, which must be upheld if at all reasonable. The trial should be as fair as possible and, ideally, not have the same party in charge of both prosecution and delivering the verdict (If possible, a jury trial would likely be fair though it would slow down the process in most cases). Blueshield: Right now the blueshield's pretty balanced and not really missing anything, though I still think it could use some other changes along with the other sec roles: -Fax machine? The blueshield's one of the most likely to know of impending threats to the station and not be directly dealing with it, along with one of the most likely to be a neutral party during head disputes/incompetence. -Sec officer access- The blueshield already has access to all of the gear available to sec officers by default, and access to equipment storage would give them another recharger (currently they can only access one), along with being able to get a new set of handcuffs without bugging sec for them. -Remove detective access- There's no reason for them to have it. I'm not even sure it's intentional the blueshield starts with it. -Spare ammo? The detective gets two spare speedloaders, so I'm not really sure why the blueshield doesn't even get one. It might be a balance concern, but he spawns right next to cargo anyway. Sorry about that wall of text. Might add some other suggestions later if I think of any.
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First: In this sitiation: The security were not doing their job, his timer was already ticking away, he was in the brig medbay, and I had to go investigate something. With the help of the brig doctor I was able to put him in for his remaining 20 minutes. Secondly: The detective's revolver rounds are lethal (Last I checked) Third: I could not give two shits about my internet, but when the "difficult to get" hulk gene is always found and distributed within 10 minutes. Although thanks to having mutadone to fix it, I will just load up on that at the beginning of every round. .38s are the default load and non-lethal (however can still cause serious harm when used several times)..357, the lethal alternative, can't be loaded without modifying a NT revolver or using a syndicate one.
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I feel like the blueshield getting a sleek pistol instead of a revolver would be fitting, but I feel like a handgun would erode the noir feel of the detective. I don't really have much to say with regards to the other suggestions
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An extra TC of cost precludes buying stimulants at the same time, which is the main reason it's considered OP.
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Bumping it up to 14 or making it nukeops only would fix the majority of the issues with it.
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I'd support this, though I feel that being able to lolconvert also makes cult less fun for both sides.
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I believe this is intentional to make shadowling fair, though perhaps there could be a better solution.
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ION is Dean Hall's newly announced game. It's a Sci-Fi MMO focused on building and living on structures in space. It's 'inspired' by SS13 (to the point the Nanotrasen logo is featured), and will be released on PC and Xbox One at an undisclosed point in the future. I'm curious what people on paradise think of it- Personally, I'm pretty cynical of it until we see more. Features such as voice chat (assumedly) and a lack of being open-source (also assumedly) take away a lot of what makes SS13 so good in my opinion.