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Everything posted by alexpkeaton
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I always thought the Blueshield took his orders direct from CC - hence the CC skin on their ID card. NT Rep makes sense in that regard. But any head doesn't, really. Especially because a shitsec HoS might try to conscript the Blueshield into doing sec's job. And while they are tasked with protecting the heads, as Captain, I typically allow the Blueshield to evaluate those threats as the Blueshield sees fit. In fact, a particularly bad Captain will make the Blueshield his personal butler, and that is totally wrong. So I think this should be clarified that a Blueshield acts much as an ERT does, independent of the station's command chain, but involving the NT Rep works.
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I just realized I've been playing SS13 for at least three months and never got around to an iintroduction. Typically I spend my time in the suggestions forum trying to suggest more work for the coders... Seriously, I want to take a moment to say THANK YOU to the admins and especially the coders. The responsiveness to bugs and server issues has just been fantastic, and I've never seen a hot-headed admin, even when the station is burning because of griefers. My stubborn self couldn't do that. So cheers, fellas! My character I've played exclusively for 2.5 months or so is Jack Edwardson. I started out in mining, tried cargo tech and then found my niche with QM... and have since pressed my luck with command (Captain, sometimes HoP). I should just stay in supply but I get cabin fever in cargo sometimes. I've had some fantastic rounds, especially an adminbus round where, as Captain, CC ordered me to marry a Queen, I assembled the heads, told CC no thanks and then sat in handcuffs in the chapel when Valthorne Haliber, my HoP, wed the queen. That was an awesome round. ElysianPrince, I think you were involved in that, and, if you're reading this, I'd love a sequel to that storyline sometime... Val and I tend to frequent similar shifts too. Haven't played much at all since Christmas Eve, been on the road for 7 of the days since then. Much of my amusement has come from reddit or these forums, so thanks for the latter. I've tried a couple other servers early on, but the look and feel of Paradise just isn't replicated anywhere else and other servers just feel foreign. Hello everyone!
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Rules on contraband, validhunting/vigilantism & enemy of NT
alexpkeaton replied to alexpkeaton's topic in Suggestions
You and I both know that isn't happening. That's why it's called "validhunting." The targets are antags and therefore valid. Difficult to pin down, maybe not rampant but a round-killer nonetheless, and the rules currently tie the hands of admins unless there's damning evidence. Regardless of effect on OOC attitudes, what I propose is not inconsistent with reality. Here is the proposal, spelled out: Harmful actions taken against a suspect in a crime are briggable unless ALL of the following can be demonstrated to the satisfaction of the charging officer or investigator: 1) The individual who caused the harm became involved in the encounter with the suspect by chance and not seeking it out, 2) The actions were reasonable under the circumstances, and 3) Any harm done was in self-defense Rules in-game can certainly model player attitudes. A rule such as this is not unique to games or even to Paradise Station. -
So when I joined, xenoarchaeology was already broken. I don't know how long it's been, or what it could possibly take, but is there a known plan regarding fixing and reintegrating xenoarchaeology?
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I never thought of such things as "bugs" though I suppose they are. Was hoping for a little comraderie that I wasn't alone in seeing such things and wishing them changed, but I agree that if github is the place for spelling and grammar, then that's where these suggestions should be.
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Rules on contraband, validhunting/vigilantism & enemy of NT
alexpkeaton replied to alexpkeaton's topic in Suggestions
I was the IAA that round, joined late, and started asking questions when I went to the holodeck and a borg said something along the lines of "everyone here is under arrest." That's the brig physician, blueshield, officer, CE and librarian (traitor). An admin then spirited everyone except me and the borg off to the Thunderdome, which confused me a moment as space-time anomolies occured right then and didn't see anyone move. Here's what I recall. When I got on comms, I engaged in a significant, at least 20-30 minute, discussion on comms about what the hell was going on/what just happened on the holodeck. The HoP, AI and bloodhound sec borg (keep in mind, home players, that there were 4, count 'em, 4 borgs when I joined up at 13:00, at least 2 of them sec borgs, so sec had support, as well as at least a second officer by the time the OK Corral went down) were the only ones communicating on comms, despite me asking the captain to chime in. And, as you pointed out, if the HoP's claims were true, only the officer was 100% culpable, and indeed I came to the same conclusion over comms. As I pointed out at the time, the brig physician and CE have zero arrest power or responsibility, and therefore the witch hunt against them should stop (however the HoP continued to lump all of them in the same basket and pass judgment in them collectively). As for the blueshield, while he has arresting power if necessary, it isn't his primary role (and Blueshields aren't issued a security channel on their headset for precisely this reason). I actually engaged with the vox sec officer on comms, who said he was "scardies" of the holoparisite and didn't get paid to die so he wasn't going to risk apprehending the guy. I responded sayng that really only the officer is at fault here, and to me, it was incompetence. But the HoP was most vocal on comms, throwing all of them under the enemy of the corp bus, saying all of them disobeyed orders. At no time did the captain chime in and confirm any of this. So, what am I supposed to think as IAA? Without any confirmation by the Captain, honestly, I was having doubts the HoP was loyal to NT. Here, three implanted people and a head minding his own business get called rogue by an unimplanted HoP, it's a perfect diversion to distract attention. The HoP is not a magistrate nor an officer, but was making the case against all of them nonetheless. And though I joined late in the round, the only evidence provided to me of any "protection" of the traitor going on at the holodeck was simple association. I asked for an explanation of the protection and got no other answer. They were all together looking to play basketball. The borg wasn't engaged and everyone looked peaceful on the holodeck. Also, let's talk about jumping to kill-on-sight without cause for such an extreme reaction. That's a pretty hefty violation of SoP when there is no immediate threat, and with the traitor being 100% peaceful, there was no cause for that order whatsoever. So, the way I see it, the CE and the brig phys were 100% falsely accused by the HoP. They had no police powers and to my knowledge no way of enforcing any alleged "protection" they were accused of (no weapons). I don't know what was going on over command comms, but the blueshield appears guilty of only minor dereliction, if that. As for the HoPcurity bit, while the OK Corral thing happened briefly, the HoP spent nearly a half hour acting as judge, jury and executioner to the four people involved when I was asking questions aboht the matter. If not HoPcurity, it's HoPgistrate and equally a no-no. And if I'm not mistaken, the HoP had a SMG as well. What the heck was the HoP doing with that weapon on blue alert? That takes a conscious decision to be armed with lethals when the HoP had a lethal-capable disabler in their locker. That's overkill and exceeding their authority, IMO. As for vigilantism, I don't think it needs to be a crime so much as a clause. Basically, sec reserves the right to charge you with assault/murder in actions taken against an antag, and the burden of proof lies on the individual to prove (1) they became involved in the encounter by chance and not seeking it out, (2) their actions were reasonable under the circumstances, and (3) any harm done was in self-defense. If those three conditions are met, the charges are dropped. Kind of like how police officers in the US have to undergo a hearing if they ever discharge their firearm. Was it appropriate and necessary under the circumstances? If so, carry on. If not, disciplinary action and possibly prosecution. -
Ok, I'm going to start this, because I know there are some things that are so small that they don't warrant their own thread. What miniscule change could be made to satisfy your OCD? Here's an example: Attention! captain Jack Edwardson on deck! It bugs me that "Captain" isn't capitalized.
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Rules on contraband, validhunting/vigilantism & enemy of NT
alexpkeaton replied to alexpkeaton's topic in Suggestions
Shadeykins, your point makes no sense. Policing is also for security, for IC stuff, and I'm now suggesting a modification to space law, enforced by security, designed to proscribe more serious consequences for taking the law into one's own hands. The benefit of this will not be that traitors will have more free reign but, rather, that when non-sec characters do intervene with antagonists, they will be encouraged to detain them rather than kill them. Personally, I DO want the admins to be more active stopping validhunting but it seems that is just a bridge too far for "medium RP." -
Rules on contraband, validhunting/vigilantism & enemy of NT
alexpkeaton replied to alexpkeaton's topic in Suggestions
Twin, all due respect, but the "this really needs to come to an end" part kinda kinda burns me up a bit. That's a very impassioned defense of SigholtStarsong you made, that very deftly sidesteps HoPcurity or the whole "three implanted people want to play basketball on the holodeck with a traitor, they must be rogue, GET THEM!" part. The thing is, this conversation has demonstrated my point very clearly: the playerbase is divided on this issue (and I'm not talking about that round, and honestly never wanted this to be a relitigation of it), and divided severely. That's where clearly defined rules, one way or the other, come in. You might not think it's an issue, but I argue that it very much can be tackled, even with the small step I suggested about boosting the consequences IC. We have an issue that's basically considered to be "RP griefing" - if it were real griefing action would already have been taken. Yes, yes, medium RP and all, we can know everything, but what prevents us encouraging security for an IC enforcement of Rule 3 a little better? As you said, usually if you're doing vigilantism, you're breaking Rule 3. Maybe I'm wrong about this. But I'm not the only one, and the playerbase really needs to be brought together with more clearly defined rules or these kind of rounds will continue happening. -
The only thing I might point out is that since sentences can be changed up the chain (officer/Det->Warden->HoS->Captain->Magistrate), the Security sentencing form should leave out the part about "This sentence is final and cannot be legally undone." Perhaps it can be added to any magistrate-specific forms, though.
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Rules on contraband, validhunting/vigilantism & enemy of NT
alexpkeaton replied to alexpkeaton's topic in Suggestions
I understand those who say "antagging is supposed to be difficult," but how does that nullify a better Enemy of the Corp law? How does that nullify the notion that the end should not justify the means - mob mentality and vigilantism can get you arrested in real life and it should get you arrested IC too, even against antags if your actions are not deemed reasonable under the circumstances. Forget for a moment any possible admin intervention. Why can't we just add to space law that just because someone may have committed a crime does not absolve you of what you do to them. It's redundant, you might say? The laws for assault/murder are already there to punish vigilantes if we wish? Well, then what prevents someone from screaming on ahelp "BUT MUH VALIDS!" If we codified it in space law, admins can simply sit back, type "deal with it IC" and move on. Play the role you've chosen, and be prepared to accept new IC consequences if you don't. I think this is a very reasonable and positive first step. Antagging can remain as difficult as it used to be, but now there would be a disincentive for violence against antags. And only a small one, likely, as security would only enforce this new law against those who could have detained and instead, who killed. A sec officer might get demoted for killing someone they could have detained, or worse, if they were not deemed kill-on-sight. Why not extend this notion to everyone? Only the Captain or Magistrate can issue an order to execute or kill-on-sight. tl;dr: Why not scrap the admin piece and just add to space law that actions taken while a vigilante are just as arrestable. BUT MUH VALIDS? Your argument is invalid, the end does not justify the means. Deal with it IC. Is this too much to ask? -
Rules on contraband, validhunting/vigilantism & enemy of NT
alexpkeaton replied to alexpkeaton's topic in Suggestions
SigholtStarsong, I don't want to relitigate that round. That would derail the good here, and that is to provide clarity so that disagreements between us regulars just don't happen. You did misinterpret my motive for saying I was pointing out that the oddity of the situation - here we had a group of server regulars who know the rules inside and out, and there's still a hole in the rules large enough to drive a truck through. Agree with me or not, this is a good reason for there to be more clarity. And I agree with you that regulars should be held to the standard of good play just as much if not moreso than random visitors. We know the rules and are expected to play by them. No one among us can claim ignorance. Should meta knowledge such as this really be employed? A guardian is holographic and not an actual parasite, and that's enough to unleash the validhunting greytide? I'm not being sarcastic - I'm really asking. Should a character really have a complete mental inventory of all the things exclusive to the PDA uplink without having at least reasonable doubt that it may be found legitimately aboard the station, while mining or in space? Right now, characters very much can (and as we both know, do) do this. That's why I try to separate possession from intent. Of course there are situations like... Yes, there are some times where it's obvious. Nuke ops. Crypto sequencers that aren't toys. These represent obvious syndies and their handiwork. What I'm talking about are the times when it's not so obvious. For example, ordering kill-on-sight upon someone not actively hostile for having a holoparasite. That runs a few red lights of logic, in my opinion. And, that's a great way to demonstrate how Tully's modification of the Enemy of the Corp law would be valuable. If this were the law of the land (and it's not, but let's play pretend), the librarian with the holoparasite would be stripped of his job, his items would be confiscated, he'd be given a tracking implant and allowed to play basketball. After the law is done with him, if any greytide decides to take matters into their own hands, they can be charged with murder (or whatever they do). You may not agree that a syndie should be able to walk like that, but at least the matter is clear-cut from the standpoint of the rules. Plus, it allows for a little more RP, what many of us regulars appreciate anyway. I'm not talking about gibtonite. Plus, SoP and space law are clear and specific regarding gibtonite. You don't bring it aboard. It's not specific about things like guardians. Perhaps miners shouldn't bring guardians found on the asteroid outside of cargo. That element of SoP is absent. That's why I briefly suggest an addition to SoP that miners/explorers should formally declare any found items to their superior before bringing them aboard. That way, anything that shouldn't be on the station can be left outside of it. Found a facehugger? Great. Don't bring it aboard in a locker. Stuff like that. That's pretty much exactly the intention of my "good samaritan" vs. "vigilante" shtick. Note the difference with CA's citizen's arrest law. The citizen's arrest allows someone to arrest on suspicion. Sweden does not. You can arrest as a citizen if you saw something happen, see them fleeing from something happen, or if the police say "X is a fugitive from justice." Suspicions need to be litigated through the proper authority, IMO. Otherwise, this is the loophole validhunters and powergamers will look for to murderbone antags for holding some contraband. Play the role you've chosen, and let those with other roles play theirs. Nuke ops and emerged shadowlings are a given. Wizards are a corporate enemy under current space law and even I don't try to RP with them because I know their objectives are always hostile, though if some non-hostile objectives were put into the wizard rotation and the corporate enemy law were modified to Tully's version, I can certainly see RPing with a "good" wizard with a norobes spell. Vox Raiders... are we talking about the same Vox Raiders? They have the Inviolate. They're not Vox Raiders. They're Vox TRaiders. And I, yours. -
This might kick a hornets' nest, but I think it's rather important. And I'd appreciate help boiling down my dissertations to (if possible) usable rules (I have diarrhea of the keyboard, sorry). I just finished a round where a number of people I greatly respect on this server became divided over whether possession of a holoparasite made someone an antagonist. One side, consisting of security borgs, the AI and the HoP, accused three implanted people and the CE as syndicate collaborators due to them deciding to play basketball on the holodeck with the person with the holoparasite. Let me reiterate, these weren't random visitors but server regulars who abide by the rules. While there are some disputes of fact (holoparasites were claimed later in OOC to be exclusive to antag while they can be legitimately found in mining), it doesn't escape the fact that an antagonist was suspected purely because of meta knowledge of syndicate operatives. Rules are foggy when it comes to this, and ultimately, (to my knowledge, anyway) no one did anything worthy of admin interference. While characters are encouraged to not be "Mary Sues," characters are allowed to have as little or as much knowledge of antagonists as they wish to have. That's just the way it is and the way it apparently has been. I think the rules provide way too much wiggle room in this regard, and if not enforcing a higher level of RP regarding this, some protections should be built into space law to protect antags from validgaming, being tagged as antagonist simply because of possession of something without any hostile action. I think there needs to be a discussion about several things to help facilitate this, and the first is Contraband I propose the following rule: Possession of an item deemed to be contraband does not, alone, indicate an intent of any kind. Items considered to be contraband are routinely found in maintenance areas, distributed by supply, dropped by others, made in science or found on the mining asteroid/in the gateway/in space (especially the last of these). Therefore, players must exercise a certain restraint regarding confronting those possessing items normally associated with antagonists or antag play. Ideally, players should report sightings of contraband to security and allow them to handle the matter exclusively. Items that are not of a weapon variety can be confiscated by security. Characters that wish to take the law into their own hands may ultimately be found guilty IC of any assault/theft/murder committed during an attempt to apprehend or any assist to the apprehension of someone who possesses contraband without hostile acts. This is regardless of whether the character possessing the contraband actually is an antagonist or eventually found guilty IC of anything. Additionally, admins reserve the right to take action against players who violate this rule. Space Law corollary: Without witnessed hostility or other evidence, it shall be an affirmative defense against possession of contraband for a (miner/gateway explorer/space explorer) to claim items found on their person or on another person as originating during exploration and found by them. That said, it should be considered a "best practice" for miners to notify the QM, and explorers to contact their head should they acquire any perceived contraband aboard the asteroid. In turn, the QM/head should notify security if any potential problem with security is foreseen. Items declared in this fashion and found to be reasonable shall be considered legal to carry aboard the station unless specifically exempted by the Captain or Magistrate (and the Magistrate has appeal/overruling authority over the Captain in such a case). Whenever possible, the rights of miners/explorers to keep/distribute/sell items found while mining/exploring should be preserved. ---- Now, for a crack at the toughest one... Validhunting I propose the following rule: Validhunting/Validgaming/Vigilantism - in real life, the police investigate crime, and the district attorneys prosecute the offenders (*dong dong*). So should be the case in game: if you are not security and do not find yourself eyewitness to a hostile act in-progress, you should not directly involve yourself in any apprehension of a suspected criminal. If you see someone security is looking for, notify security. While your main motivation does not need to be self-preservation (i.e. running away if near to a suspected antagonist), you should be able to be described in the end by authority as being a "good samaritan" and not a "vigilante." A "good samaritan" calls for help first if at all possible, a "vigilante" will not. A "good samaritan" will seek to contain, disarm and detain a suspected criminal. A "vigilante" will seek to terminate the criminal. A "good samaritan" allows security to take over a situation when they are on scene. A "vigilante" will not be affected by any arrival of authority to the situation. A "good samaritan" avoids lethal force except when someone else will lose their life due to their inaction. A "vigilante" aims for maximum damage, regardless of lethality. If you do not avoid a confrontation, be the good samaritan in it. In the end, be prepared that any action you take as non-security to subdue a suspected criminal/antag can ultimately be adjudicated IC and by admins as being in violation of Space Law/The Rules. Someone's crimes or antag status does not necessarily shield you from being arrested and charged with any assault/theft/damage/murder you may have committed, even those against a suspect eventually charged with a crime. Like in real life, be prepared to accept the consequences of your actions. Remember rule 3: Play the role you've chosen. If you're not security, don't act like security. Instead, give them the information to allow them to be more effective. You'll help them, and they'll help you. Acts that defy one's role (and/or are acts of excessive violence, a violation of rule 4) appearing to be vigilantism are subject to admin intervention. --- Enemy of the Corporation Finally, and I shamelessly borrow this from TullyBBurnalot, but there needs to be a rewording of the "Enemy of the Corporation Law" As Tully put it (here: http://nanotrasen.se/forum/viewtopic.php?f=2&t=4638): I think that pretty well sums it up. I think that validhunting is a real problem precisely because the rules are so unclear about it. I doubt my wording is any more clear, but I hope there might be at least a jumping off point for some rewording and discussion and some action taken here to ensure that "validhunting" can be reduced. tl;dr: I have diarrhea of the keyboard; we need to differentiate simple possession of contraband from hostile intent/antag IDing based on meta knowledge; validhunting can be reduced if we enforce Rule 3 better and redefine validhunting as vigilantism, adopt Tully's modification to Enemy of the Corp.
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Perhaps have the top tier research items findable in certain outer space locations and have a chance for mining rooms to spawn them as well. Have Buzzky guard one of them on the derelict for example. Place another in the clown officer's backpack on the clown shuttle. Another in the drug lab. Perhaps something on the DJ station. And then, as suggested before, gateway possibilities also. Force R&D to want to use telescience for exploration. Let there be something other than mild interest hidden out in space to encourage greater exploration. So much possibility is out there but only bananium is the only really unique thing that can be found in space that isn't somehow createable on station or minable on the asteroid.
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Arenn, actually, I've been on point in each of my posts to further the discussion of the thread. I just pointed out the inflammatory language and tossed it back. And as QM, I do stay busy as best I can. The best way I do is by being proactive, ordering things that may be requested/would be useful. Like sending botany a surprise exotic seeds crate, or distributing first aid kits to heads/security/the public in times of plenty. I work out a good working relationship with science. I provide the RD with a guest pass. I'm on them from moment one to get my miners gear. Sometimes it's like trying to get blood from a stone - even when your miners have had the ore redeemer overflowing for an hour. I grab stuff from the asteroid - spare cargo teleport pad, the three coin room crates, a hardsuit, oxy tanks and vending machine. If things go to shit with my miners, at least I can suit up on the shuttle and save a minute of precious time. I use the RCS to death. I give the second to a miner and open up abandoned crates in the station. And I communicate with my miners. I don't forget about them. I rush to the asteroid if someone needs medical assistance. I make sure they remember to actually come back. I update them with ore priorities. And if things go o shit, that's when I really shine. I unwrench the cargo telepad and drag it to wherever the front line/rally point of whatever disaster is affecting the station. I beam crates direct from the shuttle. I find this is the only effective way to get important locked crates actually unlocked and used. Because the last thing that heads ever seem to want to do is claim/unlock the crates thry screamed at me over comms to order. I'll bypass command often and order station-critical crates on the spot if something absolutely disasterous happens. Five crates of lasers and two emitters get ordered within 30 seconds of a blob announcement, for example. I make sure the shuttle gets sent back to CC promptly. I keep an eye on disposals. I manage the paperwork. I stay active on comms, and watch others' traffic for hints of items others might need. I drop off buckets at chemistry. I collect loose crates. I DEAL WITH THE CLOWN. Multiple times, I've run cargo alone in a crisis, and taken command of the situation during blob when the heads decide not to act. Obviously you've dealt with some lesser cargo personnel. I stay busy.
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Yeah, remind me to deny your virus crate next time I QM for "lack of points" while sitting on my ass passing out collectible hats. Because that's all we do. This and the head-in-ass comment about QM's who realize that heads have to open the damn crate anyway make me wonder. What, did supply not pooper-scoop your lawn or something? Though, cargo being undervalued is certainly nothing new. Assuming your miners show up, aren't shit and don't die, all cargo's got for 60 minutes is getting 5 points a crate from your starting allotment and those scattered throughout the station. And don't say plasma because science is busy on my ass from 12:10 wondering where their GD materials are so the miners' first volley goes their way. And that's typically the busy time for cargo, and don't suggest techs are valuable as my experience is that they typically disappear for the shift for some inane enterprise that involves hacking the autolathe, a mafia crate and Ian. So I'm sorry if virology doesn't get their crate. And all it takes is late round mining production or a supply point bonus to get those hats for the escape shuttle. And I've been in that late round position, messaging all the heads at 13:30 saying we have 500 points, message me anything you want, and hearing zero, zilch, nada. A pizza crate and hats at that point is a cathartic order. You don't have to stare at that number anymore.
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Remove the Die a Glorious Death objective.
alexpkeaton replied to FlattestGuitar's topic in Suggestions
Wow. What an idea. More flexibility, more fun, less of black and white thinking. That was my initial thought. The only problem I potentially see, and this may just be my imagination, is that something like this could end up making antags think they have a license to grief. Remember that under the current rules that you need to be able to provide at least some tenuous connection to your objectives when doing something that could potentially ruin/end someone's round. If someone got a shopping list of objectives, making those tenuous connections would be much easier. I don't want to shoot down the idea though. It's a damn good one. Some people (with all due respect) will say "Oh, this will only encourage the powergaming, min-maxing, greentext seeking people. It's just a game. Deal with it ." However, that's not a reason to avoid changing a system. I do think it's a way to improve the antag system. I just think that if such a system would be implemented, the rules should be drilled in or rewritten to ensure griefing on a large scale doesn't end up being the result. -
This. It can be a stamp on a form or an ID on a crate. Either way, it requires knowledge and approval. It's only 25 points out of my pocket, and I typically ensure that the appropriate party is notified to open it. Like I said, you're not giving the virologist anything they don't already have. It's such a special case that I don't treat it like I would a weapons order from a sec officer or any major contraband. Plus, knowing that the virologist took a hike to find me, I respect their time and make sure to put in the order. That's just not head-in-ass to me.
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I play QM and never ask for a head's approval, knowing that the card swipe on the crate is just as good. I don't consider that being a head-in-ass moron. That said, I support this 100%. CMO's can be flighty creatures, virology automatically gets 3 virus dishes immediately and they are chock full of bad symptoms good enough for any traitor virologist. The only reason you want a virus crate is to have a chance at the rare good symptoms. Give the virologist access to their own crate!
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Not so much a suggestion as a question: I thought the Tesla engine was being considered for integration. It looked cool to me though it was fairly untested at the time. Anyone know the status of this?
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Not a drug to remove active chems like charcoal, but one that would remove the history of any chem taken that shift. I'm talking about a blood-based version of a pee test that would detect THC in the system days after the effect actually wore off. So if someone took meth at 12:05, a sample of blood taken at 14:00 would come back "positive" for meth use. The random event, not gamemode, would be such that illegal chems would be introduced on the station without it obviously being from Chemistry/Research.
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Drug Testing What if the brig physician, IAA, medbay and HoP had a machine resembling the virus scanner in virology (insert a blood-filled syringe, readout shows any active pathogens in the blood) where you can find out a list of certain illegal/all drugs that have been administered during the shift, whether or not they have fully metabolized (currently, you can only see any active chems in the blood). That way, you can check to see if someone engaged in illegal drug use, or confirm the toxin someone was poisoned with even if it fully metabolized. Issue IAA's a box of syringes and the right to engage in "random drug screening" regardless of alert level, and add a line to SoP allowing heads to authorize demotion at their discretion based on having engaged in illegal drug use (however brigging can not occur unless someone has possession of drugs or active illegal chemicals found in their system). Add a new chem that wipes all previous drug use from being found by these new machines, but make it difficult to create/exclusive to botany and have it have crazy side effects (hallucinations, hunger, blackouts, etc.). Mandatory Minimums This rare random event would say that CC has noticed that illegal drug lords have gained access to a nearby teleporter and are beaming drugs aboard the station attempting to cause chaos. CC has issued a zero tolerance policy on illegal drugs and that new punishments for illegal drug creation/distribution/possession have been printed out at all security terminals. (30 mins for possession, perma for distribution, execution for creation) At the same time, have crates of illegal drugs teleported in to the station at random locations all can access (perhaps the old bar always gets a crate and two others spawn in separate, randomly determined other areas of maintenance/station). Only a magistrate would be empowered to circumvent these new laws. Chaos !!FUN!! would ensue. If nothing else, empowering the IAA with random drug screening would be the most fun out of all this, and would give them something to do when there's no complaints.
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I like the modification regarding job preferences. If that's too difficult to code, perhaps add an extra tier or two (Very High, Very Low). This might make the coding slightly easier and not nix everyone's curated job preferences in the event the suggestion is added. IIRC, drones and engi borgs get a large, yet limited, amount of metal between charges. Something like 50 sheets or so. These materials are restored gradually while in the charger (and sometimes you have to wait longer than a max charge for the materials to fully restore), so I am not sure if "infinite tables and racks" is actually possible. Regarding the mother lawset: I think the only thing that might need a modification to the Mother lawset is to ensure that the laws actually get stated by the AI, because interpretation can be left open for a particularly dickish AI to not state their laws because "Simon didn't say" ("Mother"). Bonus: create a "Father" figure in the Mother lawset for the Captain (or for extra !!FUN!!, a major role that is NOT the Captain: NT Rep, Magistrate, CentComm, etc.). Basically a onehuman override clause of the Mother lawset so if "Mother" said no, the "Father" can say yes and force the AI to comply with the "child's" request.
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Remove the Die a Glorious Death objective.
alexpkeaton replied to FlattestGuitar's topic in Suggestions
Making the objectives MORE fun is the point of this suggestion, at least to me it is. Asking someone to remove themselves from the round for that "precious" greentext is typically NOT fun. And that greentext is usually gotten in one of two ways: committing suduko or in a greytiding bloodbath that ends others' rounds as well. We don't want to give such open-ended objectives that might encourage the latter, and neither of those truly create much fun. Can't we be creative enough to make it fun whilst staying alive? Keeping the objective for the 5% of the people who will truly RP it is silly to me. -
Remove the Die a Glorious Death objective.
alexpkeaton replied to FlattestGuitar's topic in Suggestions
Good on you for ahelping that, though, FlattestGuitar.