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FPK

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Everything posted by FPK

  1. The differences between red and blue are: Max suit sensors are mandatory. I'm assuming that failing to max one's suit sensors can be considered creating a workplace hazard. All crew with the exception of security must stay in their departments. An officer can relocate a crew member outside of his/her department, using force if needed. Failure to comply with security is considered creating a workplace hazard. Officers do not need to hail their targets before arresting/detaining them. Shoot first, take into custody, then talk when it's safe, is allowed on code red. Secure areas are to be bolted down. SOP lists a few secure areas, as well as provides a definition as to what can be considered a secure area: "EVA Storage, Tech Storage, Gravity Generator, Engineering Secure Storage, AI Upload, Teleporter, Vault, Gateway, anywhere else requiring a restricted level of access that does not get regularly used." Officers are permitted to carry more than one lethal weapon, and are strongly encouraged to do so. Officers are permitted to demand access to a department, in order to patrol said department or search it. Refusing an officer entry is considered creating a workplace hazard. All gateway excursions are to be put on hold. Only rescue teams are allowed into the gateway. Lethal force is permitted if the target forcibly resists arrest, or if attempting to detain them is unnecessarily risky. All crew members are to comply with lawful orders from security, or be charged with creating a workplace hazard. Code red is primarily enforced through the workplace hazard law. If the crew fails to follow SOP, they can be arrested for creating a workplace hazard, which more or less works as a blanket punishment for failing to comply with security and SOP. There already exists a means to enforce code red SOP, without martial law. However, as very clearly indicated by the debate raging on in this thread, there is a demand for additional powers for security during code red, in order to enforce code red SOP. I think the root of the problem isn't in how each alert level is defined, but two more subtle issues. One, security lacks the basic access required to make their presence felt on the station during code red, and two, no one wants to enforce code red SOP, in fear of getting bwoinked or called shitcurity. Because only the HoS has basic access to all departments, preforming patrols through departments requires additional access from the HoP, which can feel like pulling teeth for many officers. Many HoPs are reluctant to give out basic access for security, and many officers are reluctant to give back said access once the alert level has been lowered. However, basic access to all departments would allow security to preform departmental searches on code red without dealing with the AI or potentially rogue crewmembers (after all, if there really is something fishy going on in a department, why would anyone in that department let the police in?). Furthermore, basic access would make relocating crewmembers far easier, as officers could walk into the department without having to steal their perp's ID card. Perhaps code red could temporarily give security basic access to every department? I don't want to get into the second part of this issue, that security is afraid of doing its job. I know that I am personally disliked by some for what I do when I play security, and it does make me want to not take up the baton anymore. Even when security players do their job to the letter, the ban hammer looms just overhead, low enough that if they just glance up a little from the horizontal, it can be seen suspended by a thread. I understand the need for such scrutiny, as I've run the gamut of bad officers: inexperienced (but usually well meaning) officers, sadistic powertrippers, powergaming rambos, and many more. However, divine punishment from above isn't the only source of stress for security players. From below, the chaotic forces of SS13 itself rage on, and officers are handed a baton and told to tame them. SS13 is a game about entropy. As the station devolves into a bloodied metal deathtrap in the sky, it falls to security and command to enforce order on a disorderly environment. It comes as no surprise to me that true shitcurity is born from the shell of good officers; When fighting monsters... To reel this post back to the original topic, what should be done to make enforcing code red viable? I personally think that changing alert procedures will handle some of the problems, at the cost of breeding abusive and disorderly behavior from security at a much higher rate. Giving security access to departments on code red will help, but it's not a perfect solution, as lowering the alert level can prove to be a challenge. Perhaps the real change needs to be making code blue more attractive than code red? It's a rough problem to tackle, but it's better to get it done with now, rather than to let it fester.
  2. I'm from California, the Golden State. We have psychoactive drugs, weed and weed accessories, fancy schmancy beer, overpriced everything, weird haircuts, Asian transfer students, a beautiful wine country, redwood forests, tiny spiders that like to hide in shoes, Google, deserts, big lakes, the worst highway patrol to get on the bad side of, weird as fuck weather, good universities and schools, overpriced but really fucking good coffee, hipsters, crackheads, tweakers, stoners, tattooed businessmen, friendly hobos, gentrification, Hollywood, beaches, wonderful hiking trails, and a lot of burrito places. You can check out anytime you like...
  3. I don't think this is the right way to give legal more power. Being able to remotely disable ID cards would give antagonists an even worse time than what they have now. If the purpose of this change is to streamline the firing process, the addition of departmental ID consoles has already done that. It's a novel idea, but I don't think it's right for Paradise.
  4. I LIKE THIS
  5. Trials are usually a huge waste of time. If you want a full blown trial for every prisoner, the process for every trial goes something like this: 1. A trial is declared. A judge, defendant, and prosecutor must be drafted from legal or security. 2. The defendant and prosecutor must collect as much information surrounding the case as they can BEFORE the trial starts. Attempting to use witnesses in court is perhaps one of the most unreliable things about trials in this game, and results in a huge waste of time for everyone involved. Witness testimonies, gathered from the crew and security, need to be recorded, analyzed, then collected for BOTH sides to use. Things like physical evidence need to be properly scanned and the report submitted to the legal office, to be made available to both sides as well. The defendant needs to talk with their client, and the prosecutor needs to talk to the security officers who made the arrest (however, this is usually done with the witness testimonies). 3. Once all the information has been gathered, the trial can start. The defendant, the accused, the prosecutor, the judge, and a court officer all need to be present for the trial. If either side is going to use a witness, that witness must be present for the entire trial, and kept in security. All observers of the trial must be kept silent, aside from whispers. If an observer causes a disruption, they should be arrested for creating a workplace hazard, and removed from the court. Go check out LSOP for how the rest of the trial should go. 4. Once the trial ends, the sentence is passed, and everything has been said and done, it's been at the very least thirty minutes. Justice has been carried out, at the cost of several people's time, which most likely could have been used elsewhere to much greater effect.
  6. This would fall under SOP, then, if we want CEs to take inventory on secure storage. However, because of how frequently and quickly secure storage is raided, any inventory check preformed in game would be fruitless, unless the CE rushed to secure storage on round start to take inventory. The false wall into secure storage (which isn't very secure, but that's getting off topic) in the southeast corner of the room is so common that half the time I walk by as an assistant, I can waltz into secure storage by following someone else's backdoor. It doesn't seem like that much of a hassle to update a single piece of paper with secure storage's inventory, especially considering how rarely secure storage is updated.
  7. It's possible to remove the mask by splashing more than (but not exactly!) ten units of fluorosulfuric acid on your target's face. The gloves can be removed by lopping off one of your target's arms, then reattaching it.
  8. I need to make a longer post to this thread, or even make my own thread on my thoughts about the IAA role, but... Shoving the IAA into a closet doesn't seem like the best idea.
  9. RUN RUN RUN RUN, RUN RUN RUN AWAAYYYY OOOHHH OOOHH AYEYEYAH YAAH Oh wait, Spark got you already. Well, welcome to the forums bud. Don't worry if you're not very robust yet, it comes naturally. Or, you can read Birdtalon's How to Loose Friends and Infuriate People. Aside from that, I suggest joining the discord server for server updates and getting in touch with the community. Enjoy your stay nerd.
  10. It's like a dream come true.
  11. I'll throw in my two bits as a long time IAA player. It's weird to think about, but the IAA really is an underling of the HoP. While the IAA is supposed to answer to the magistrate, the IAA also benefits from having solid connections with the NTR, HoP, and Captain. The NTR, because the NTR is meant to focus on SOP and make sure that the station is running according to NT's standards, which falls under the IAA's duties. HoP, because the HoP manages demotions, and it's good to have a connection with the HoP for when someone needs to be demoted. Captain, because the captain can authorize a demotion for anyone, and the captain is typically one of the last people to contact before contacting CC. The connections the IAA should be making with command are usually neutered by the IAA's strong connection with the Magistrate/SL. A very large majority of the community underestimates how long it takes to write a solid report, move it through the proper channels, then have it enforced by those in power. Enforcing/seeing an output from a single report can take anywhere from ten minutes to more than half an hour. I don't know about suspending IDs. Perhaps if the IAA can cite a reason as to why, then yes, but there's too many shitty IAAs and very little ways to screen for shittiness, aside from reactionary measures like banning IAAs for abusing what very, very little power they have. It's a good idea, and something that could be very powerful in the hands of responsible IAAs, but I would rather have that power be available for the HoP/Captain. From an IAA's perspective, I support basic access. Any agents abusing that access to steal shit from departments will very quickly get banned, considering how important the role is from an OOC standpoint (A frequent response to adminhelps is, "It's an IC problem". If the IC channels for solving such a problem are blocked by greytiding IAAs, it completely defeats the point of the system). Having basic access would benefit proactive agents, and would encourage agents to leave the office and actually go looking for work to do. That's not to say that agents should be sticking their noses in every damn department and every minor dispute, but a good agent knows how much effort to put into a case, and when to step back and not bother. On the other hand, even security doesn't get basic access for all departments. Security has all the reason to have this access, but it's limited to only the HoS. I personally don't think this makes sense from an IC perspective, but it's the admin's choice, and there's not going to be any change to this unless they come together and agree on the change. It's clear that community opinion makes little difference in this regard. However, giving basic all access always presents an inherent risk, for very obvious reasons. Imagine if the clown had basic all access... As for the IAA becoming a direct underling of the HoP... As I said before, the IAA is more like a foster child, who gets bumped around from parent to parent. I used to support having the IAA be under the joint control of the magistrate and NTR, but now I think the IAA really doesn't need an overseer. If there's a concern for the IAA abusing their power, the captain/NTR/HoS could approve their dismissal, depending on the infraction. In short, IAA IMBA, volvo rito blizzard admins plz
  12. The average crewmember shouldn't be able to defeat a borg, god no. But they should have a fighting chance to at least escape a borg, instead of security borgs being instant brig-time.
  13. Being able to spam any weapon with no delay isn't fun or good game design. The reason any gun has ammo or a recharge delay is to prevent someone from constantly spamming shots, without having to worry about aiming or conserving ammo. Currently, disabler shots do drain a secborg's cell, but so slowly that there is effectively no reason not to constantly zone out a target with disabler shots. @Tayswift This won't make borgs useless, it'll just make their disabler in line with almost every single gun in the game. Security borgs currently decimate the average crewmember. When I say average crewmember, I don't mean a member of security or an antagonist. I mean petty criminals, people who engage in crime without antagonistic intent. If we give those people who RP being a criminal little to no chance of surviving a security borg, we eliminate a large part of what makes ss13, ss13.
  14. Good stuff, thanks mate.
  15. Asking for feedback before preforming the edits. I'm unsure of our procedure for editing the wiki, I assumed it would be good to create a thread detailing what changes I wanted to make before actually doing them.
  16. https://nanotrasen.se/wiki/index.php/Roles The descriptions here could use an update. Merge the two sentences in the captain's description with an "and", and decapitalize "Make". Change the second sentence in the HoP's description to: "Issue job transfers and manage the crew manifest." Add "Oversee station repairs, construction projects, and the power grid." to the CE's description. Remove the "entire" from the RD's description, merge the two sentences with an "and", and change "standards" to "SOP". Add "Give advice to command regarding SOP." to the NTR's description, and remove the apostrophe from "it's". Change "or" to "and" in the magistrate's description. Change "any" to "all" in the BS's description. Change the warden's description to: "Oversee the brig and its prisoners, make sure security records are up-to-date, and issue gear from the armory." Replace the comma with an "and" in the pod pilot's description. Bump the difficulty up to "Hard" in order to keep it in line with the rest of security. Remove "Harass Central Command" from the IAA's description, and replace it with "Get ignored by everyone." Change the second sentence to: "Cooperate with the magistrate and Nanotrasen representative to ensure Space Law and SOP are enforced." The brig physician's description says that suicidal prisoners should be brought to the psych, but neither the psych or brig phys page mention suicidal prisoners. Change the first sentence of the description to: "Provide medical aid for security, including prisoners and visitors." Replace "Make" with "Construct", and decapitalize "Station" in the mechanic's description. I'm not sure what "Turn the borgs into swiss cheese when they get uppity" in the atmos tech's description means. It sounds like it falls under the RD's description, if anything. Change the MD's description to: "Attempt to provide medical aid for the crew, then cry as people steal all the medicine from the fridge. Preform surgeries and save lives." Change the virologist's description to: "Create beneficial viruses for the crew, cure epidemics, and get lynched for allegedly spreading the common cold. Be a neat-freak." Replace "discover ancient treasures" with "synthesize dangerous chemicals" in the scientist's description. Change the janitor's description to "Mop up dirt and assistant blood. Have your pimpin' ride stolen by a vox. Get lynched for not using space cleaner." Change the assistant's description to "Visit the station. Be an easily disposable greyredshirt. Attempt to provide assistance, get into fights anyways." Asking for grammar checks, as well as sanity checks on the more humorous descriptions.
  17. I should be working right now, but I want to give my two cents as a security player. Vampires are very underpowered, but excel in movement. Maybe we could push that aspect even further? Oh, and make vampires actually burn in space. The burn damage right now is laughable.
  18. Welcome to the forums, run while you still can. Don't feel ashamed for writing about your character, everyone has a story to tell about their character's creation. I usually run around as Maya Stewart or Derth Guri, and it's been good to see you on station, even if we haven't directly interacted much. Part of the appeal of Paradise to me is that there's a lot of people on station that I might not directly interact with, but their presence adds to the atmosphere and feel of the station.
  19. I think it's great man, really captures what Maya looks like during a rough security shift.
  20. We only interacted a few times in game, but could you try to draw Maya Stewart, my security character? Doesn't matter if you can't remember what the hell she looks like, the only things you need to get to draw her are her green hair and frown.
  21. You can't block the Mike Murdock Are you open to requests?
  22. Here's my late-night two bits: @ZN23X is right about characters who are never antagonists. I agree with @PhantasmicDream, I wish antagonist preferences were character bound, rather than player bound. @bigfatbananacyclops is also right, random characters would unfairly arouse suspicion.
  23. FPK

    New Guy

    Hey, welcome to the forums. If you have any issues with the game, you can ask the mentors or admins for help by pressing F1 in game. Keep the wiki open while you're learning, and don't be afraid to ask questions. This is a very confusing game, until you get the hang of it. Aside from that, I suggest joining the discord server for server announcements, more answers for your questions, and a bot that'll ping you when a new round is starting. Best of luck, I hope you enjoy your stay.
  24. Goonstation implemented this awhile ago. It took some doing and lots of feedback from the community, but now it's a pretty cool mechanic. Kidnapping someone by stunning and dragging away isn't as effective, which nerfs both security and antagonists. Dragging crates and lockers takes ages now, so belt hell and the mail system sees more use. Carts have a lower slow-down than crates, so carts have a mechanical difference from ordinary crates. Packing a bodybag or dragging a rollerbed makes transporting bodies a lot easier. In short, +1
  25. I would give you the full welcome to the forums, but you probably know the drill. Welcome! I like them, it's like getting initiated to a club after being there for months.
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