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Days Won
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Everything posted by Keroman
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It's likely he was talking about either the Binary channel or the AI Private comms channel.
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Apparently these drones had the wrong software installed.
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Prevent people from killing themselves on light bulbsV2
Keroman replied to Hero_Swe's topic in Suggestions
While I feel like the light bulbs should either be changed (i.e. you can't intentionally touch them to harm yourself) or outright removed (replaced with light tiles maybe?) it's mostly out of a sense that I feel that anyone who suicides while in the brig should face the consequences of suicide (i.e. can't be revived.) Having the light bulbs in the cells just provides a risk-free alternative to the suicide verb which is only ever used as a means to punish security for having the nerve to uphold Space Law. Those who are defending keeping the bulbs as-is I want you to seriously consider what the only reason is for a prisoner to injure or kill themselves is. There is literally no other reason to injure or kill yourself (without the suicide verb) than to force a member of security to spend time and resources on you, essentially punishing them for doing their jobs. Even if the light bulbs were to be removed prisoners could still punch themselves half to death which still wastes security and medbay resources, though it's not nearly as bad as having to drag the body down to medbay for revival/cloning. If there was a way to make it so that suiciding by touching the light bulbs in the brig cells counted as using the suicide verb and prevented people from being revived I would be 100% for that rather than changing light bulb handling as a whole. -
A number of players have done just that. It's been used as a public hangout, a way for folks to get away from the station. It's even been a cult base multiple times in the past.
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Hmm... You're saying there'd be more to it than having the icons call the specific commands that are available in the "Exosuit" tab and "Stats" menu? If it would take a huge rework of how mechs work then I'm sure we can wait until the time is right for it. I'll still try to mock up a few icons so people can better see what I'm talking about.
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That's actually exactly what I'm talking about: have icons for Mech commands in the upper-left corner that correlate to some of the commands in the "Exosuit" tab as well as some of the commands in the "Stats" window that you can open up from the "Exosuit" tab.
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That sounds very close to what I'm imagining, although instead of an icon to "switch to next module" there'd be an icon for each equipped module so you could click on the one you want. I don't know if we could port something like that and tweak it a bit but if we could that'd get be a big step forward.
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Well I was more thinking of having an icon for each of the equipped modules so you click on one and that one is then equipped, with the icon being highlighted to show it's active. Instead of saying "Module 1" it would say, for example, "PBT Pacifier Taser" with an icon that shows the in-game sprite. There's not a TON of modules for exosuits and each icon would just need two variants (active and inactive). There could potentially be a reload icon for reloading the equipped module if it's one that requires reloading like the missile/grenade launchers or the autorifle module. Also for modules like the hydraulic clamp you could have an icon to eject all cargo from the storage compartment, although I imagine having the ability to unload specific items from the cargo compartment would involve making icons for every item that can be stored which would be a much bigger job than what I'm proposing. When I get home from work I'll look at some icons and mock up some to better showcase my idea.
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Anyone who regularly uses Mechs knows that it can be tricky to switch between exosuit equipment when in the heat of combat. I've heard that on other servers there's Mech icons so I'd like to propose we implement something similar. What I'd like to see: - An icon to open the "Stats" menu as that's where the majority of your control over the exosuit comes from. - An icon to eject in case you need to do so in a hurry and don't have the Exosuit tab open. - An icon for each of the equipped exosuit modules so you can switch between then quickly. The first two would be simple enough. The buttons could simply say "Stats" and "Eject" respectively. The third point would be more difficult as icons would need to be found or made for each of the mech modules available which can be "equipped" while piloting the mech. Certainly there are some passive modules which don't need an icon. Thoughts?
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I absolutely agree that there should be a limit to the number of genetic powers a person can have. One idea that I had was to make it so that whenever someone injects themselves with an SE syringe (whether it has a power, disability, or is an empty gene) it has a chance to randomly mutate one of the player's other genes just like when you irradiate a subject in the genetics pod. As for a limit on the number of genetic powers one can have there's a couple of ways of going about it. I could see categorizing the powers differently so instead of Minor and Major powers we could change it to a tiered system. Here's an example (not all powers listed): Tier 1 Powers - Cold resistance, Heat resistance, Psy-resistance. Tier 2 Powers - Cryokinesis, Remote View, Telepathy, Read Mind Tier 3 Powers - Hulk, Xray, Telekinesis In this way we could limit a player to having 1 power from each "tier". Antags can still get some good powers but they have to pick and choose what powers work best to achieve their goals, just like traitors have to choose which uplink equipment they want to use, just like changelings have to pick which evolutions they want, and just like vampires have a limited pool of blood to spend using their abilities.
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There are always going to be loopholes for sure, and as Farya said looking for an IC solution is definitely preferable to ahelping, but if you find yourself about to be executed or locked away with no other recourse your IC options have run dry. Oddly enough, G-Glob, I once proposed the addition of a law that was similar to the "theft by finding" thing that was mentioned earlier in the thread. It went something along the lines of: If a crewmember is caught with a high-value item but there is no evidence that they stole it it should be treated as a medium crime with a sentence of 10 minutes. An exception to this should be made if the crew member is actively turning the item in to security or has notified security of their finding and is on their way to turn it in. It got very little traction specifically because the general consensus was that it was trying to patch a loophole that simply didn't exist. I'd like to ask when was the last time you saw someone legitimately get in trouble in the manner you're describing? I can honestly say I've never seen it happen. Shitty security has checks and balances both IC and OOC. If we're going to try to close every little potential loophole the rules list will just be a ridiculous mess.
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I've already stated this twice, I'm not sure how much more clear I can be: - If you find a high value item and report it to the proper authority and... - are in the process of taking said item to the brig to turn it in and... - someone arrests you and tries to charge you as EoC... AHELP ABOUT IT AND AN ADMIN WILL SLAP THEM DOWN. Removing people from the round without legitimate cause is a huge no-no and security players are scrutinized to a heavy degree to ensure they do not do so. This loophole you seem to think exists does not, in actuality, exist.
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Once again I feel inclined to point out that if someone attempts to arrest you while you are in the act of turning a high-value item in you should ahelp it and an Admin will set the record straight with security. The wording of the law doesn't seem to allow for much leeway but in practice any rational player should understand the spirit and intent of the law. What you are trying to argue - that someone could be arrested for bringing a found high-value item to security - does not apply to the situation last night because you did not make an attempt to turn the item in question in. I never heard you say anything about finding the Reactive Teleporter Armor over the radio. Had you done so you likely would have been asked to turn it in. If you didn't want to draw the attention of antags you also could have PDA'd the RD, the AI, or the HoS to make them aware of what you found and your intent to turn it in. As far as I was made aware you did none of those things. You did, however, put the armor on, which in my view turned it from a simple lost and found case into an actual criminal act. I will state this as often as is needed for it to be understood: high-value items are not toys for the crew to use however they see fit, regardless of how they come to be in your possession. Taking and keeping them as a non-antag is against the server rules.
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FYI Brig Physicians already have the same access to the brig as Security Officers. They have the ability to go into the equipment room and rifle through the red equipment lockers if they so desire, it's just that pretty much every Brig Phys I've seen is smart enough to know that doing so will get them in trouble.
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Coldflame definitely summed up my point in a much neater fashion. If you pick up a stun baton, make no effort to turn it in, and run around with it in your hand you can't be surprised when Security arrests you for Possession of a Restricted Weapon. Likewise if you pick up a high-value item, make no effort to turn it in, and run around wearing it or holding it in your hand you can't be surprised when security arrests you for Grand Theft. In real life you wouldn't be like, "Oh, someone left their keys in this car? It's mine now lol." You would leave it be or report it to the proper authorities.
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There's certainly been a misunderstanding here and I apologize for not making myself clear. No member of security in their right mind should be arresting you for turning in an item you found, regardless of what it is. If a security officer does arrest you for it you can likely ahelp it and get released. I never meant to imply that you could get brigged for turning in contraband or high-value items. That being said you obviously didn't attempt to turn in the Reactive Teleport Armor, opting to wear it instead, so this situation doesn't even apply to your complaint. Second, regarding things like station blueprints, if the CE hands them out he should make Command aware that he has given out the station blueprints and who he has authorized to use them. He could even go a step farther and give them a piece of paper with his signature and stamp which the person can show as proof that he's authorized to have it. Worst case scenario an officer who sees the person handling the blueprints arrests them and the CE then has to clear things up with the HoS. It's much better for the CE to be proactive about these things but we all drop the ball sometimes. Any time a high-value item is approved for use by someone who doesn't normally have access to it the appropriate people should be made aware: ideally the person's department head, the command staff who usually has access to the item, and the HoS who can sort things out if an officer tries to arrest the person with the high-value item. Picking something up off the ground certainly isn't a crime, but failure to turn it in in a timely fashion certainly could be interpreted as such, and I would argue that putting it on and running around wearing it absolutely is. You made no effort to turn it in, you were not granted permission to use it. It's my belief that the reason for the rule regarding self-antag is that an antagonist who is tasked with stealing an item can reasonably expect it to be in one of several places. Let's say someone had to steal the Reactive Teleport Armor. They go up to the R&D window to see if the RD is there. He is but he's not wearing the armor so where's the next most logical place for it to be? The RD's locker! He breaks into the RD's office, emags the locker and lo and behold the armor is missing. At that point there's a lot of places it could be. Some folks might check the bridge, Captain's office, etc., or try to get in touch with other traitors to see if they know where it's at. Beyond that they have very little recourse for finding their target. It's only fair that the person tasked with getting the armor have a sporting chance at finding it where it's supposed to be, either in the RD's locker or on the RD's person. These items aren't toys for any random crewmember to pick up and mess about with. They're objectives, they're unique, and it's expected that they're kept safe. If you're not an antag and you come into possession of a high-value item you should do your due diligence and get it to someone who can keep it safe (again, assuming you're not in immediate danger.)
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I was the Magistrate that gave you the sentence. Here is the description of Grand Theft for reference: Because certain items are known to be high-priority targets for the Syndicate to steal taking possession of them when you should NOT have possession of them automatically makes you suspect as a Syndicate. It is entirely possible to get these items without leaving any evidence or being seen by anyone and therefore there is no way for security to know whether you picked it up off the ground or actually broke into a secure area and stole it. If you should come into possession of one of these items you, as a crew member and as a player, should know that it's important - there is nothing else like it on the station, it's known to come from a secure area - and therefore you should, assuming you're not in immediate danger, take it to the appropriate person and turn it in. Once, as Mechanic, I was out exploring and found one of the abandoned teleporters, fixed it up, and used it to get back to the station. In an attempt to get back to the abandoned teleporter where my spacepod was parked I grabbed a beacon and the hand teleporter. After a few failed attempts I figured it wasn't going to work and so I sought out the Captain and handed over the hand teleporter. I knew there was a chance I would be brigged for it, but while the Captain was mildly surprised I was never brigged because I knew it was an item I shouldn't have had and so I turned it in. I didn't run around with it for long as I only needed it for one specific thing and I was done with it within minutes. One other thing I'd like to point out is that taking the high-value items (i.e. items that are regularly chosen as Syndicate theft objectives) is actually against the Server Rules (note section 7.6.) If you're picking them up to turn them in I imagine you'll get some leeway if an Admin questions you on it. If you put said item on (i.e. the Reactive Teleport Armor) and run around while security chases you down then, in my view, you're certainly pushing it. A final, personal note here. I find that many people who say, "I would have done X if they had just asked me," are rarely telling the truth but are simply trying to justify their actions and shift the blame onto the officers. You committed a Capital crime - the worst category of crime in Space law - and you're surprised that Security came after you guns blazing? Well, I hope it was a learning experience.
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Maxwell would buy him a meal for his birthday. Pistachios and coffee, breakfast of champions.
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Eh, you learn these things as you go so no worries! I bet there's things about the game that you know that I don't, especially if it has to do with medbay and surgery. We all have blind spots in our knowledge and there's nothing wrong with that.
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I think maybe you're misunderstanding what Emergency Maintenance Access means. When Emergency Maintenance Access is activated it unlocks ALL MAINTENANCE DOORS, including ones into departments that you wouldn't normally have access to. If you're a Cargo Tech and need to get into one of the ORs you can just waltz right in through one of the maintenance doors when Emergency Maintenance Access is active. Anyone could open the maintenance doors leading into the kitchen backroom, the bar backroom, the crematorium, etc.
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Xeno Lives Matter!
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Reach the highest number without an admin posting
Keroman replied to Mrs Dobbins's topic in Civilian's Days
Aww yiss, lucky 17. -
This is actually optional. As a cultist a while back I stunned, cuffed, and sliced up the HoS in maintenance. His body was found and he came back a short while later with a vengeance, knowing exactly what had happened. I ahelped and was told it was legit.
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I'm all for people being able to rejoin the round as simple animals and pAIs. Cyborgs are fine because they're governed by laws that require them to refrain from certain behavior. I can't say I like the fact that changeling headlugs are now able to be spawned and made sentient since they can lay eggs in any corpse and become human. Unlike golems who can wear backpacks and headsets (but not much else) changelings can use any equipment a regular player can PLUS they can evolve changeling powers. I have seen at least 2 shifts where changelings joined the security force which means the antags of the round now have to deal with them. While this isn't necessarily that different from security having genetic powers handed out to them it is still a pretty big and unnecessary hurdle for the antags, especially if security gets changelings AND genetic powers. I would equate this to the recent PR which allowed pAIs to be placed into security bots. It allows for extreme validhunting and creates an unreasonable level of difficulty for nearly any stealth antag. There is, of course, also the possibility of an antag xenobiologist creating changeling minions which very much tips the scales in their favor by essentially allowing them to create an army of killing machines far more effective than any simple mob or golem. Science SOP would dictate that the RD not allow said changelings out of the lab but so far as I've seen either the RD is ignorant of SOP or the Xenobiologists fail to inform the RD of the creation of a headslug. NT policy is that changelings are EoC which means that they should, at the very least, be killed as soon as they spawn and NOT fed sentience potions. I know that there's a PR in he works that will require the use of plasma dust for slime extract reactions. That should certainly slow things down some (except on shifts where xenobio gets lucky and gets dark purple slimes early), but even so I still believe that headslug spawns should be removed from the gold slime extract spawn list.
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Is fluffy voxxy time yaya!