-
Posts
1,031 -
Joined
-
Last visited
-
Days Won
1
Everything posted by Keroman
-
Make the choice between Tesla and Singularity a real choice
Keroman replied to Crazylemon's topic in Suggestions
Would there be a way to add something like "durability" to the grounding rods so that they can burn out? Arcs that pass through a gap in the grounding rods could damage the containment chamber over time. You could potentially do something similar with the singulo. The radiation collectors don't drain those plasma tanks nearly fast enough. Make it so they need to be changed at some point during the round. -
Well there was the thread Isaac started about treating Vox as side antags which, I imagine, is more or less the same thing as them being a random round event. I'd definitely like to see more "antags" that aren't forced to fight with the crew for stuff. Traders who have goals to get lots of things are good because it takes longer and doesn't end the round immediately. I like the idea of them asking for body parts from various crewmembers because most of the time those body parts can be replaced with a cybernetic prosthetic. Also, if the traders leave it shouldn't end the round. During my first Vox raider round I wanted to stick around after our trade was complete and let the rest of the round play it's course but every other raider wanted to get back to the skipjack immediately so I was outvoted. I thought it would have been funny for the Vox to be wandering around playing tourist, getting into bar fights, breaking into areas and claiming it was a misunderstanding, etc. The round really could have been interesting for more than just the command staff.
-
Really NTSAM? My guess would have been the computer as your favorite character. But for reals, Mac is mah boy.
-
-
How does it feel to be a rock star, liran424? Although one thing I'd like to point out is that the Combat Shotgun description says it can chamber 4 types of shells, then it goes on to list 5 types of shells.
-
You don't need to put words in my mouth, man. I really hope that you understand that when I say the Server Rules and Space Law don't try to emulate real life exactly it's because I'm referring specifically to this conversation about the exosuit slot functioning as a holster or not. If you want to talk about those other rules or laws I'm all for it and we may agree or disagree on their wording or the need for them, but this conversation is solely about holsters for security. Trying to twist my words to fit completely seperate topics is just building a strawman and not productive for the thread at all. For starters the exosuit slot does prevent accidental discharge. If you're accidentally firing it while putting it into/taking it out of any slot you just need more experience at the game. I've been playing Security for like 3 weeks and haven't once accidentally fired the taser in the process of moving it around in my inventory/hand slots. I have accidentally fired it by clicking on dialog boxes that pop up or when switching windows from something else back to the game window, and that's entirely on me. Also I would argue that the fact a clown can slip someone for long enough to take stuff off of them is less a problem with what items can be worn in what slots and more a problem with the length of time a slip off of a banana peel/PDA lasts. I understand that that's an important part of the FUN of playing clowns and nerfing that would make life more difficult for clown traitors, but isn't that what cuffs/cablecuffs/zipties are for, as well? To immobilize someone so you can remove their belongings with impunity? Ideally if a clown slips someone and can click the cuffs on them immediately there should be just enough time to cuff them, but not quite enough time to click-drag their sprite, find the appropriate slot, and click on it with enough time to successfully remove any items. A Sec player being slipped by a clown needs to recognize that if the clown - or ANYONE - starts removing their stuff it's time to call for backup, and that sometimes backup just won't be available. I honestly can't say that I've seen many non-antag clowns stealing items from Sec officers. Certainly I've had rounds where clowns are annoying as hell and even ganged up on people to slip them or drag them around in a box for a minute or two. Now all this being said I'm actually in favor of adding holsters for Security Officers to hold their tasers in. It would be a nice quality-of-life improvement for them. But I don't think it's an immediate need and I don't think it should be necessary to use holsters to comply with SOP.
-
This guy's around a lot but I rarely get to interact with him. There was the one round he joined security while I was Warden only to later get a borer in him who dragged me off to try and infest me too. I hold no grudges of course. 10/10 would be kidnapped for infestation again.
-
It's what I get for trying to talk to criminals and not just tasing them immediately. What's funny to me is that the very same player who got me while he was a changeling bitched me out the round before for tasing him while he was "cooperating". Edit - For the record my phone originally autocorrected tasing to tasting. Feel free to imagine me walking up to criminals and licking them.
-
It'd be nice to have everything regarding SOP on one single page. There's SOP rules for several different jobs and finding the pages that lists them is not easy for people not familiar with the wiki. I could definitely see listing all the jobs and their specific SOP rules on the base SOP page. Just add an index at the top where you can click on the job title and it jumps down to the appropriate section. This would especially help with security roles (including IAA, Magistrate, Brig Phys, and Detective) as all of their roles are quite different within the security department. Even for players that have been around for a little while can have trouble with following SOP to the letter (it doesn't help when the person being brigged is constantly screaming about shitcurity) and end up making mistakes because we sometimes have to dig through multiple wiki pages to confirm something that we're not 100% sure about.
-
Then change the wording of the SOP to match what 99% of players view as being the correct interpretation. While we don't always try to match the in-game behaviors to real life it is very much true that in the vast majority of police forces which are issued sidearms - lethal or not - they are visible in a holster on the officer's person.
-
Same here, Anticitizen, although I've only been playing Sec for the last few weeks. I hadn't heard that anyone was making an issue of it until it was mentioned in the unique routines thread a few days ago.
-
But is he...
-
Ahoyhoy and welcome to the the rest of your life. One of us! One of us!
-
Also one of the best pAIs I've had the pleasure to work with. And a pretty swell artist to boot.
-
I appreciate the mention, Praxis, but you're totally fine being a sec officer without Maxwell around. Hell, there's far better officers out there to learn from than me.
-
End the traitor's "contact" suggestion at round start
Keroman replied to alexpkeaton's topic in Suggestions
My 2nd antag round ever I started in Xenobio along with another guy. He immediately started rattling off the code words without even being subtle about it. I was like, "Dude, chill." We agreed to work together but he eventually wandered off and did his own thing and got caught. -
I use temporary detainment whenever someone's already being questioned in the processing room (which should really happen in the interrogation, room, but meh.) Since rev has been removed it's less likely for there to be multiple people waiting for sentencing. Only once in the last few weeks have I had 3 people in temp detainment at one time. If the security team makes better use of the space they have this redesign should be plenty.
-
Not mine but don't even give a shit.
-
Laser-eyes, why not. But for reals I like the idea of a stun revolver. Sure, they could trade it to R&D and go grab a taser or something but I bet most Blueshields won't do that. It's a good nonlethal weapon and it's more likely for them to have something more advanced than the Detective because their job is to protect the command staff. CentCom would equip them with something nice but not over the top.
-
I definitely heard about a round the other day where the Vox traders (as they came in peacefully rather than attempting a raid) were allowed onto the bridge to speak with the Captain. They didn't even bring weapons as an act of goodwill. The Captain (or someone) let in a security team that then wiped out the Vox. When I had a Vox trader round last week we had completely nonviolent objectives and successfully traded for everything. I, as the Quill, wanted to hang out on the Cyberiad and let the round run it's course, maybe get into some mischief with the crew and such, but every single other Vox wanted to split so I didn't argue. On rounds that end early when the antag is dealt with I feel bad because most of the crew is hard at work mining or doing R&D or something equally time-consuming and I'd prefer to let them enjoy the fruits of their labor, you know? I had the same thing with my wiznerd round the other day. I went in peaceful, did some trading, made a deal with the Captain, and was going to hang out in Science and use the staff of change on people who really wanted to be turned into something else. Unfortunately it didn't work out that way, but oh well.
-
Got bored and started tearing out all non-essential walls in maintenance. Unfortunately I didn't start until 40 minutes into the round and didn't have help the entire time. A maintenance drone was helping place floor tiles on the exposed surfaces and later a fellow engineer came around and started helping, too. This was by the BS office after I had finished with fore maintenance as well as arrivals. Shots of those below. Arrivals maint by the fore port solars. Super secret surgery room! Who doesn't know about this place anymore? Officer BOOKS stopped by and complimented me on the work, saying having all the walls around there was a security nightmare. I concur, it's much better wide open and well lit. Just fore of the kitchen and botany backrooms. The other engineer was focusing on filling in the space tiles with flooring and making sure there was enough air and such, I was solely devoted to deconstruction. At the top of the screen you can see one of the random maintenance airlocks. Farther fore and starboard is the airlock for the solars in that section. You can just see it where my magboot and flashlight icons are in the upper left of the screen. Also where that sheet of plasteel is, there were like 8 goddamn reinforced walls that I had to remove. I finally know the process by heart... Look familiar? There's usually a couple of intersecting hallways, some reinforced glass panes with girders. We're getting closer to the old bar. Finally, of course, the old bar. We were planning on fixing it up but then I got on a roll of deconstruction. I left a few walls because initially I was hesitant about leaving a ton of floating lights and cameras, and especially the APC and fire alarms. Fortunately most of maint is free of that stuff.
-
End the traitor's "contact" suggestion at round start
Keroman replied to alexpkeaton's topic in Suggestions
I remember the first time I started rattling off the secret code words in an ill-advised PDA message to Neri. She was like, "What.. the.. fuck.. are.. you.. on?" Then I was more direct about it and she was like, "Oh, no can do. I won't turn you in but I'm just planning on hanging out with the HoS all shift." Was fun. -
Trespass in any Security Area (yes, the hallway just fore of the brig lobby is a Security Area) is considered Major Trespass and carries a 15 minute brig sentence, potentially more of the trespasser is suspected of being there for malicious reasons or as an Enemy of the Corp. Most officers don't resort to brigging people who enter that particular hallway. They usually flash/baton cuff, and drag 'em out and get called shitcurity for their troubles despite their lenience.
-
I think Jack Edwardson is the Captain who awarded Maxwell his very first medal for saving the HoP who teleported to the abandoned teleporter without a hardsuit on.