Jump to content

Kyet

Retired Admins
  • Posts

    2,129
  • Joined

  • Last visited

  • Days Won

    48

Everything posted by Kyet

  1. Kyet

    Miner ERT

    Megafauna invading the mining base is not ERT-worthy. They shouldn't spawn that close to the base, and the miners should know better than kiting them back to the base. Security shouldn't need to go to lavaland to attack cult. They can just camp around the cult's teleport runes and arrest everyone who comes through. Or catch cultists on station with random searches. I really don't think teams of ERT going to lavaland is going to end with anything except an ERT-gear-equipped cult. Lack of minerals it not ERT-worthy. Megafauna on station is a serious issue, but the solution for it isn't ERT, the solution is making it much, much harder for megafauna to get on station in the first place.
  2. I am skeptical that this is idea will work. The event char is going to be incredibly annoying, to the point that many crew would rather lose their jobs than appease them. The whole concept depends on the station having a competent NT Rep, which isn't usually the case. I can see many crew members deciding to attack or otherwise actively harass the CEO's kid just to see what will happen.
  3. They've been 'sentenced to permanent imprisonment', so they're considered a permanent prisoner, even if they're not in the permabrig and never were. They're considered that from the moment they're sentenced. The phrasing on the wiki page was changed from 'permabrig prisoner' to 'permanent prisoner' to address this - and make it clearer that it applies after sentencing, rather than being based on where they are.
  4. Please see the updated wiki section and see if it answers your questions: https://www.paradisestation.org/wiki/index.php/Space_law#Escape.2C_Escape_Attempts_.26_In-Cell_Vandalism
  5. If someone is legally issued a perma sentence (ie: sec record updated, put in perma) and then they escape, via any means, the "detained, executed or killed on sight at the discretion of security" applies. If someone is not legally issued a perma sentence (ie: killed in combat with sec before being sentenced) then it does not apply. However, in that situation, if the person is cloned, they can be sentenced for any crime they can be proven to have committed prior to their death. If for example they murdered a sec officer in the fight, they can be re-executed for that.
  6. Due to player feedback on forums, an update has been made to space law. This section here replaces all previous space law concerning prisoners who escape, attempt to escape, or break stuff in their cells. Most of this is simply grouping up all information on the topic into one easy-to-reference section, however, there are a few changes: Successfully breaking out of tempbrig now earns you a full reset of your timer plus an additional ten minutes. "Escaping" is now very narrowly defined. You have to be physically outside of the secure area you're supposed to be confined to. Breaking your cell windows/etc without leaving your cell does NOT count. Running outside your cell when an officer opens it, DOES count. Breaking the barriers that keep you contained (including windows) is "Attempted Escape" which is not the same thing. Attempted Escape allows security to move you to a solitary cell for the remainder of your brig sentence. Breaking lights and other non-barrier-objects in your cell is just in-cell vandalism. Security can't punish you at all for this. However, they're not obliged to fix anything you break, and these are the only objects you can use, so its probably not wise to break them.
      • 12
      • Like
      • honk
      • stunbaton
  7. Space law updated: https://www.paradisestation.org/wiki/index.php/Space_law#Escape.2C_Escape_Attempts_.26_In-Cell_Vandalism
  8. IMHO there should be one simple section that covers all cases. E.g: Any prisoner that escapes from a temporary brig sentence is to be re-brigged for the full timer they had before, plus 10 minutes. Any prisoner that escapes from permanent confinement, or returns from exile, may be detained, executed or killed on sight at the discretion of security. A prisoner who leaves the area they're confined to, without permission from Security, is escaping. Merely breaking internal windows or unsuccessfully attempting to escape is not enough, they have to be out of their cell, or for permabrig prisoners, out of the permabrig. Prisoners who break windows in their cell or otherwise attempt to break the barriers that keep them contained, but do not leave their cell, aren't escaping, but they can be moved to solitary for the rest of their sentence, to prevent further escape attempts. Prisoners who vandalize their cell in a way that does not help them escape (e.g: breaking their bed, botany trays, etc) do not qualify as escaping or attempting escape, and should not be punished. If they want to break the only things they have available to them, let them. Prisoners who are moved by security to another area do not qualify as 'escaping' unless they escape that area. Even if they are out of their cell. E.g. a prisoner moved to brig medical for treatment doesn't qualify as escaping unless they get their cuffs off and escape that room.
  9. REGULAR SURVEY RESULTS: https://docs.google.com/forms/d/1hOKq3Ur-m0VlrpEQ6jdKnkc_vmmEtUvwAIgoXV3fLsQ/viewanalytics SPECIAL SURVEY RESULTS: https://docs.google.com/forms/d/1pCfbQ8XhDWNHHaArCSsSBFpSvGVdB6jvqxE-g7ICvYU/viewanalytics Thank you Dumbdumn5 for running this survey!
  10. More seriously: https://github.com/ParadiseSS13/Paradise/pull/13765 should increase the experience requirements for wardens in a way that decreases the odds of bald wardens. You have a department management console in your office that lets you demote members of your department. You can even transfer them to Civilian, which frees their job slot and lets you get a (more competent) replacement from CC. You can even do this using their ID, while they are dead, and put their demoted ID back on their body, for a demotion they cannot resist. You can also just offer them a job transfer to sec officer "so they can go out there and go after CRIME". May not keep them alive but will at least reduce the chances that EOCs get armory access.
  11. Thoughts: I like the idea of player preferences influencing what antags we get. I also like the idea of admins being able to tell what antags players on the live server prefer. I'm skeptical about polling all ghosts. I feel like they'd just choose the most powerful antags in the hopes of playing as them. I'm even skeptical about polling non-respawnable ghosts. I feel like they'd choose whatever is most fun for them to watch, rather than what is most fun for players actually in the round. I'm also skeptical of polling every round. I feel polls every round would quickly become annoying. Instead, let me offer an alternative proposal: Every player can set "what antags appear in the round" preferences, similarly to how they can set "what antag I am eligible to become" preferences. These are persistent, saved to the database, but can be edited any time in the preferences screen. Because every player (or at least, most players) will eventually have these saved, at any time, the server can poll connected players' preferences to determine what antags would be most popular with players online right now. But, because the preferences are set beforehand, when the player doesn't know what role they will have, it largely eliminates the bias towards "most powerful" antags or "antags that I'd most like to play as personally". Because when setting the preferences, you don't know if you'll get to play as them or not, you're just showing your preference for whether they are in the round at all or not. This sort of system would also allow for things like silently checking living players' preferences for antags, then spawning that antag.... without alerting living players to the fact that this was happening. It would reduce the scope for meta, and also prevent issues like ghosts' preferences influencing what living crew has to fight.
  12. There is really no good reason. I have been considering making them a job anyone can take - removing their karma lock and refunding anyone who bought them.
  13. August 6th: AffectedArc07 has been promoted to Maintainer PhantasmicDream has retired from adminship August 8th: zn23x has returned as a Game Admin
  14. Is it even possible to revive suicided people? I'd rather it was just impossible, instead of it being possible but having SOP not to do it.
  15. Why not just use the radio? "Engineering, please fix the _____ in _____."
  16. I'm considering doing a PR to update the syndicate lavabase ruin on lavaland. Current ideas I am considering: Removing the "syndicate cargo shuttle terminal" computer in the NE cargo area, as it does nothing, and when you interact with it, it just displays a "missing shuttle" error. Removing the two sets of mining gear along the south wall. Aside from the fact they're typically unusable (how, exactly, are syndies on the base expected to cross the lava moat?), they also encourage syndies to break the rules by leaving the lavabase when they're not supposed to. Adding some new areas. One person suggested a bigger explosives testing area - the current area is arguably too small to be testing maxcaps in. Adding more designated job practice areas. Functionally the reason that the syndie lavabase is useful is that it lets you practice some jobs (viro, scichem) off-station in an area where it doesn't matter if you mess up. Perhaps, with some minor mapping changes, it could be expanded to allow the practice of some more jobs. Botany is somewhat off-limits as there is already a ruin for that. Still, perhaps other jobs (chef, xenobio, toxins, some parts of eng/atmos, etc) could be practiced here with a few map edits. Extensive rework or removal of the syndicate comms agent. For example, moving them from the lavaland syndiebase to another ruin. Or giving them the ability to notify all syndicate on station that they exist (once per round, does NOT require the on-station traitors to have radio keys). Or adding some form of counterplay that command can use to eliminate comms agents that reveal themselves, but at a cost. So any comms agent who insists on doing stupid things like talking on common radio using an obviously fake ID can be dealt with without command having to ask CC to do so. Or removing their ability to change the PDA server password roundstart and lock the crew out of the PDA system. Or something else? Adding some cryopods so that scientists/agents can cryo themselves if they need to leave. Unsure if this would free up new spawners for new ones to come in. At the very least though if they need to disconnect they can, without leaving SSD bodies behind. Make the TG weapons_auth implants given to the lavabase syndies actually work. They're meant to stop anyone but the syndies firing their sniper rifles - but the implants don't work. Either the implants should work, or they should be removed. This might also reduce the incentive for miners to raid the base, as it will be harder (but not impossible) for them to get access to high grade syndicate weapons. Removing the atmos canisters from the lavabase atmos setup. They're not even connected to the ports - they're only there for looks and when the lavabase blows up (which it does regularly) they create a much bigger fire (by additional O2/plasma) than would otherwise happen. Converting the entire lavabase into a space ruin. Since syndies can't leave the lavabase and it shouldn't be worth miners attacking it... why exactly have it on lavaland anyway? Add an emagged teleporter beacon, so that syndies who emag into teleporter can use the teleporter to get there. As well as possibly some method of getting back. So syndies can visit the lavabase more easily, without having to traverse lavaland. If you have suggestions for syndie lavabase tweaks, or opinions about these ideas, post them here please.
  17. I agree with AA. There are lots of issues with that map in that screenshot.
  18. AA is right. Letting sec have roundstart implants from R&D, on green, when those implants haven't even been researched yet, is unfair to antags.
  19. IMHO: If the HOP is at their desk, they should be getting through their line fast enough that tickets / a waiting room are pointless. If the HOP is not at their desk, then radio/PDA them. If they respond and come, then you don't need a ticket (since you're probably the only person there). If they don't respond, a ticket won't help you. So, either way, tickets / waiting rooms are pointless. If a HOP is being slow deliberately (e.g: by insisting on stamped paperwork) then adding a ticket machine doesn't fix the problem. In fact, it makes the problem worse, because now the HOP has an additional way to waste your time and be even slower than they were before. Ticket machines / waiting rooms actually encourage the HOP to be slow. They normalize it and reward it.
  20. I'd rather we just remove the ticket machine. A simple line is faster, easier and clearer. The last thing we need is more pointless paperwork.
  21. July 11th: gangelwaefre has retired from adminship to go back to being a mentor sasanek12 has retired from adminship Keroman has retired from adminship
  22. I play RD a lot, but I almost never use the armor. This isn't that unusual, either. Many RDs refuse to wear it. Why? According to https://github.com/ParadiseSS13/Paradise/blob/master/code/modules/clothing/suits/armor.dm#L271 it seems to only activate on hit 50% of the time (unless I'm reading the code wrong). The place it teleports you is semi-random as well. Which means you can't rely on it to always work. Which means that, while its good for evasion, its not very good for direct combat. And even if your only goal is evasion, you can't rely on it 100%. It can be triggered by mundane interactions, like other people hugging you. Which can potentially teleport you at undesirable times. Potentially you can even misclick yourself and activate it by accident. Or a traitor can touch you to activate it, in order to teleport you away from a crowd - so they can take you out alone. While it has some safety systems (won't teleport you on top of a space tile) it doesn't check atmos, nearby mobs, or other threats, meaning it can teleport you straight into a plasma fire, or room with no oxygen, or right next to a hostile, or into another place that's dangerous for another reason. This is especially bad since other people can activate it unintentionally on you by touching you. This can get you killed. It is often an antag theft objective, meaning that wearing it paints a huge target on your back. Traitors can buy an advanced pinpointer that will lead them straight to the armor at all times (I believe), so you'll never be able to evade them forever. Many players would rather lose the armor, than risk being killed for their armor. The fact it is job-restricted to RD, combined with being an antag objective, means that anyone else who is seen wearing the armor is instantly assumed to be an EOC. Which, given how the normal paradise playerbase treat EOCs, is often a death sentence. You can even make security suspicious of you by wearing it as RD. SOP discourages unnecessary use of it. The RD has far better options available. The RD armor is a lifesaver for RDs who cannot or will not defend themselves otherwise. Either because they are not robust, or just don't want to fight while RPing a science nerd. There are also some pretty powergamey things you can do with it (which I won't explain) to maximize its usefulness. That said, many RDs refuse to use it at all, and personally I'll only use it as a last resort. It is good... but it isn't perfect, and in fact has some pretty substantial downsides. It is rather like the other head items. Useful. Can even save you in some situations. But, in many other situations, it can get you killed.
  23. Our forum/discord integration has been updated. This should help resolve the "rate limit" / "EX8" / "invalid template" errors that are sometimes seen when linking your account. There are no new features in this update. It is only being done to address the rate limits of queries in Discord. If you notice anything odd (especially related to synced discord roles) then let me know.
  24. June 4th: rb303 has unretired and is now a game admin again Esenno, Ionward, Fraility, Tourte and DoctorDrugs have been appointed as Trial Admins
  25. April 29: Dovixx has retired as a Game Admin May 19: Cazdon has retired as a Game Admin May 22: gangelwaefre is now a Trial Admin thatdanguy23 is now a Trial Admin qwertytoforty is now a Trial Admin marginalorb is now a Trial Admin regularjoe is now a Trial Admin mrsynnester is now a Trial Admin May 23: radiantflash is now a Trial Admin fludd12 has unretired, and is now a Game Admin again
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use