bryanayalalugo
Members-
Posts
147 -
Joined
-
Last visited
-
Days Won
2
Everything posted by bryanayalalugo
-
Here's some tips as to how to do Internal Affairs at a reasonable manner that will at least help you be listened or not be considered as incompetent. Appearance: As a IAA, appearance is able to make you look more credible and less likely to be ignored, keep in mind the following: Name, clothing, and body appearance. Name: A name that isn't memey or isn't too weird will make you less likely to be seen as a joke. Clothing: Dos Wear muted color clothing, such as suits - Darker clothing, especially business suits or similar variations will help you look more that you are intending to work and not waste time. Recommended clothing includes: All dark colored suits, suit jackets, laceup or brown shoes, white gloves, leather satchel (grey satchel is also a alternative, but may make you be associated with assistants). Don'ts Do not wear clothing associated with civilians or other departments - Civilian clothing tends to look unprofessional (especially the grey jumpsuit), along with other department clothing which will make you look less competent or not serious at all. Avoid gloves that are not white gloves. Wearing insulated gloves, which is not part of the IAA description, makes you seem more like greytide. Avoid hats all together. If you have a somewhat reasonable hat, such as bowler hat, fez, boater hat or similar, do not use it while attending to business. Avoid shoes that are not the brown or laceup ones. Avoid the grey backpack, it seems too ugly and usually associated with assistants. Avoid accessories that stand out too much. Avoid wearing belts. None of them will go with any suit. Avoid any armor/jackets that are not the suit ones. Body Appearance: Don't stand out too much, never use neon or overly bright colors for your character's body, along with any overly large, spiky, or weird hair/facial styles. A bright green neon vulpkanin, with a huge neon pink afro, IAA is less likely to be listened to compared to a vulpkanin with light brown colored fur and a short or normal looking hairstyle that is a also a IAA. Cases As a Internal Affairs Agent, you are expected to see to certain cases. Unfortunately, cases tend to last too long or information ends up not being given or it's sources goes missing, you have to remember to be both efficient as best as you can, along with making sure that you don't waste time with unreasonable cases. Remember to get as much information as possible, and quickly, before it goes missing and record it! All involved parties should be interviewed or it may look biased! Remember the following points to ask for at the beginning of the investigation for all parties: Who is involved, when did this happened, where did this happened, what exactly happened, how can it be resolved, and why did it happened? Reasonable Cases: These are cases that have some merit on being investigated and will most likely get results if investigated and dealt properly. Command Incompetence: Usually a command member doesn't know what they are doing, are breaking Space Law and or Standard Operating Procedures, or has done no work at all. Recommendations for how to deal with it includes, depending the severity: Demotion, reprimand, or having the Captain, or a higher level official, to speak to the command member. Crew complaint: Usually done because two or more parties are at a conflict, usually at the expense of the other. These recommendations includes: Exchange of money, having the parties involved to talk it out, demotion (if the conflict is caused within the same department for the involved parties) or brigging (if a crime is actually involved). Break of the Standard Operating Procedures: With exception of certain circumstances, SOP should be avoided on being broken. If there is a emergency, the breaking of SOP is fine as long as it doesn't have a severe effect on the station or the crew. Recommendations for a illegal SOP break includes: Brigging (if a crime is involved), demotion, or a reprimand. Unreasonable Cases: Dumb or unreasonable complainer: Usually the one who is complaining is straight out salty, an example is a legal brigging, and clearly wants revenge for having faced a legal procedure. It is recommended to at least listen to them, but at most you could just make a note of it to the relevant staff and/or tell them there is no grounds to continue the case. Legal Break of Standard Operating Procedures: In extreme cases, SOP is fine to be broken as long as there are severe circumstances present, such as a bio hazard and guns are needed for the crew to deal with it. Please note however that certain SOP should not be broken at all, due to the consequences it may have on the station. Examples include the bio hazard handling procedures and unmerited tampering with the AI (such as giving them dumb free form laws). Central Command: You have access to a fax machine that can contact Central Command, remember the following tips. Dos: Keep your forms short and concise, remember that Central Command (aka admins) usually are busy seeing to other things, keep it short with a quick summary, along with a quick recommendation, request of action, or question. Remember to stamp, sign, and add a time stamp. It makes your forms more official, along with making it more credible to be read. Remember to label your paper. By default, the normal paper shows up as 'paper', by right clicking it, you get the option to relabel it. It is recommended that you give a title that includes: The station's name, the department it is from, and what the paper will be on. (e.g. NSS Cyberiad - Internal Affairs - Captain Incompetence). Dont's Never EVER send a butt picture to Central Command, you will die, be demoted, cluwned, or worse: Be ignored for the rest of the shift. Don't send trivial cases to Central Command, such as a complaint of the clown calling a crewmember as fat, such issues can be deal with the station command staff. Don't ask for stuff that are not bureaucratic in nature (a good example is asking Central Command to have the Captain to comply for a legal investigation, a bad example is asking for a bike from Central Command). Do not let any other crewmember use your fax machine. Only authorized personnel, such as yourself, the Magistrate, Head of Security, Captain, Head of Personnel, and Nanotrasen Representative, should be given the chance to use it. Any other crewmember usually has no business contacting Central Command. Chain of Command: Remember that all legitimate issues, especially severe ones, should be dealt with on the station first, specifically by the command staff. If a command member doesn't resolve the issue, despite having the time and resources to, the issue should be taken the Captain, the issue becoming a failure to perform their duties within a reasonable window. If the Captain fails to deal with it, then it becomes a failure to peform their duties on remedying their command staff and should have Central Command informed about it. Example: A issue of constant workplace harassment within the station can become more and more severe towards the command staff if not dealt with, as they have failed to managed their department. Note! Reporting a failure to perform duties of a command staff should avoided if the initial issue is not severe enough (the janitor not using signs when mopping in green alert is a bad example, station engineers not working at all to deal with severe damages, the Chief Engineer ignoring it, and the Captain also ignoring it is a good example).
- 1 reply
-
- 3
-
https://github.com/ParadiseSS13/Paradise/pull/11374
-
Strongly disagree, fashion crimes should instead be implemented, each sentence being a + 10 minutes for every fashion crime of a clothing the criminal scum is wearing.
-
Science in GENERAL is full of issues, but that isn't the topic on hand. Not if you are a blob or a regular AI (who can have their cameras removed to shut down the area the telescience equipment is in), none of which can easily move their cores, and especially the AI getting the coordinates to where it is is largely trivial since it has the same spawning point each round. Traitor AIs, while they can counter telescience, can only do much, besides fully disabling science (e.g. destroying all the RnD consoles). I had been a traitor AI where in two times I have died, it was due to telescience, one from where a crewmember teleported in in the wall behind my core, with no chance of me being able to attack the crewmember, the other time ended with me being hit with a BSA after a gps was teleported in (which I wasn't nor have I armed the doomsday device. That's just overly cheesey, knowing the near exact spots items are in. Chances are that telescience will not removed, considering how hard it is to even nerf science (and even /tg/ of all places thought telescience was a issue and removed it).
-
My suggestion is to nerf telescience, since I don't think suggesting it's removal will go through (although it has it's own issues, and even /tg/ removed it from their own code). Science already has enough stuff to do antag stuff, without having something so strong, because they can easily steal stuff from the armory, they can steal/destroy the AI without warning (and with the AI with almost no counter to it). My suggestions are these: * Randomize the telescience coordinates each round, so people don't just keep it in mind the exact coordinates each round they do telescience. * Blacklist certain areas - Not allow high secure areas to be used with telescience, such as the AI core, the armory, and the secure tech storage. * Not allow telescience to work on solid structures - As in not letting anything teleport in or out of walls and other solid objects, like airlocks and tables.
-
I also agree, if someone ends up in the brig more than twice, they are clearly a issue to the station. On that note on Space Law, I think grafitti should be made a minor crime, since it tends to end to be a massive eye sore (e.g. someone writing "shitcurity" all over the brig lobby and the hallway leading to it) and that janitors somehow tends to be incompetent/go missing early on. Not sure how it should be added however, since Vandalism was changed to Damage of Station Assets.
-
This has been a bit consistent for a few years now, where Security, specifically new ones to the server for some reason goes and takes the bodies of dead vampire to be cremated in the chapel. This behavior, from what I gather, seems to come from some other servers that does have vampires, but their mechanics are a bit different where they are able to revive after a short while after being killed (while ours do not). Not only is cremating the body of a vampire crappy to the vampire player, but it also removes all chance for the vampire to be properly "processed", meaning that if later evidence is found that a vampire didn't kill a person/isn't found to be powered, the vampire in question is pretty much hosed as they have no way of being revived. My suggestion is adding a part to Space Law with disallowing the usage of the cremator on non-changelings, standard EoCs (as in traitor and vampire), and (along with probably tying in the gibber in) pointing out it's usage in terms of changelings.
-
I do agree there should be a chance to revive sharded crew members, especially since these are usually security staff. Cultists get protection when captured, if they don't start teleporting out that is, and if they die, security has to revive them, if circumstances permit, but constructs end up dead and stuck out of the round when dealt with. Maybe have the constructs drop the brain of their old body when destroyed?
-
Also Blueshields that feel entitled to have the Captain's spare ID, and ends up mad/passive aggressive towards you during the rest of the shift when you don't give it to them Blueshields that do actually get the spare ID but uses it to get RnD stuff without asking or telling anyone. Blueshields that hunt down command members that turns out to be EoCs because "they are command". Blueshields who, for whatever reason, are given the Captain's spare headset and decides to bother/get in the way of the department's communications.
-
Message from: S. Shesikor. Message to: Comms Officer Jenkins. Message Title: Raise request (34th message) Message Content: Hello Sir! I was wondering if you were able to see my previous 33 messages concerning my request to ask the Accounting department about raising my pay, since they have blocked off my messages, Sir. I know the company is a bit strapped in resources, Sir, but 3 steaks a hour is starting to not cut it out for me. As a side note, is it true that people get paid in credits? Thank you for your time, Sir. Sincerely, Skakreshss Shesikor.
-
SOP Suggestion: Departmental Tranverse
bryanayalalugo replied to bryanayalalugo's topic in Suggestions
That's a bit different, @Trubus, as it largely focus on the construction aspects of rooms, as in actually building rooms and such (what SOP was that by the way?). I am referring to equipment, and have it written somewhere that personnel outside of department Y requires authorization from Head of Staff X for equipment M. For example, a bit back there was this one engineer went and built RnD equipment in engineering near round start, they later complained when the boards were confiscated that it's not written anywhere that they can't have the machines -
Lately, especially recently, there has been departments that appeared to just acquire/build equipment that they do not have business having/have "authorization" to have it to begin with. In this case, specifically RnD equipment, usually near round start when there are no threats and it's usually green alert. You sometimes see engineering, especially if it involves the mechanic's research server console, building RnD equipment near round start, which they often do not even ask the Research Director before hand and just acquire the boards from tech storage. RnD equipment is something the Research Director is supposed to watch over and see that isn't abused, the issue however is when other departments build it in areas the Research Director almost never has access to, hindering the fact that they have to watch it. Currently however, there is no section to the Standard Operating Procedures forbidding departments from building machines/sensitive equipment of other departments. One could argue that it's common sense, but I believe it's better if it's written down in SOP instead of it just being assumed, as common sense and it being written out are usually two different things at times.
-
On x-ray, the genetics SOP should probably not allow any handing out of powers to security, requiring CMO/RD approval like the rest of the crew, since red alert tends to be called very early in the shift and usually persists for a long period of time.
-
You could do something like tg does, where x-ray doesn't grant you night vision. So you can see everywhere, but if a area has no lights, you can't see into it.
-
I once made this recommendation on another thread: Make shadowlings work against each other. As far as I see at the moment, Shadowlings, as long as they aren't working against the objectives, don't really need to interact with each other. I think they should each be their own "collective hivemind", where they do not share thralls, nor the same hivemind chat, making them independent entities and maybe a objective of "Do not let the other Shadowlings ascend"? Instead of making a station vs Shadowling effort that feels hopeless when one side starts to lose. And on the mindshields, I honestly think they should protect from thralling, because, usually, the moment one Shadowling gets a security officer, it's where the round starts to snowball.
-
I was originally going to suggest some additions to the maintenance drones to make their work more easier, but I then realized that it would make Drones a bit too powerful in regards of whatever is happening in the round. My suggestion is to make a version of the Maintenance Drone and call it "Construction Drone". Their main goal should be to build and fix up the construction station, for those players who want to just build stuff and keep away from the station. I believe they should be given a device that spits out the normal circuit boards and some other basic items (airlock, APC, APC worthy battery, air alarm, fire alarm) and maybe(?) give them hands, and cyborg blueprints. If there is some fear on these Drones getting off the construction station and get to the main station, they could be coded to make it so that if the Drone leaves the construction site Z-level, they should be destroyed immediately, along with given the basic Drone lawset but on keeping to the construction station.
-
There probably should be a adjustment or removal of the casino machines if that is the case with persistence. Alternatively, if you add a certain high random amount of money into your account, lose all the money you gained after Nanotrasen's Accounting Department notices the irregularity with your money deposits and gets you audited.
-
As of the moment, the shadowling icons we have are of a rather generic, boring, bald human, with the only differences is on depending what eye color your character had previously. I suggest that shadowlings are given different appeareances based on whatever species they previously were, where they keep the shape of their species, but with shadowling based variations.. Examples are: Humans - The boring, current shadowling sprite. Unathi - Red glowy horns and frills/fins. Tajaran - Red glowing tails/whiskers? Vulpkanin - Red glowing tail/fur markings. Slime - Black, trasparent body with red glowing veins. Vox - Glowing quills, tails, and beaks. Drask - Red glowing eyes, along on making those weird arm things red and glowy. IPCs (completely odd that IPCs can turn into a organic being, but oh well) - Red eyes/screens with glowing red wires on their bodies. Skrell - Glowing, red tendrils I also suggest on maybe making the ascended version also have species based sprites.
-
This will most likely be very controversial, but... I think the hulk gene should be removed (or at least disabled so it can't be acquired via number means, such as through genetics). Hulk gene is so overpowered, it resists almost all forms of stuns, and it can be used to break through almost everything (walls, reinforced walls, anything that can be destroyed). Not only that, if it's coupled with any other equipment (hard suits, science garbage meme chems, traitor/antag abilities) it ends up even MORE overpowered. Hulk gene is also notoriously also abused by non-antags at times. Even though the hulk gene makes the user end up having with their DNA very unstable, it's still very strong.
-
I am proposing two suggestions in regards of vampires, namely their mechanics. > Make glare go off any time - As of the moment (or at least to my current knowledge) the vampire glare only goes off if the vampire in question is adjacent to any mob. This means that it's almost a 100 percent guaranteed stun, as if the vampire is next to a person (or animal) the person in question will go down and have no chance to go against the vampire since the glare is almost fully effective. I am proposing that the glare to be made so it goes off anytime it is called, being next to a mob or not. > Sleeping Carp incompatible with vampires - As anyone who had mained security or played a decent amount of security, and have encountered them, especially during that time where there were quite a bit of powergamers COUGH , vampires with sleeping carp is literally hell to deal with. There is almost no real tactics with dealing with sleeping carp, besides Security ganging on the vampire (which, unfortunately, is unlikely as Security is usually at some extent incompetent and disorganized), hope that the vampire somehow ended spaced and dead, or stooping low to crappy tactics (such as that grenade lance thing that has been mentioned or a pressure cannon full of shards). What I am proposing is to make it so that vampires are unable to use the sleeping carp scroll on themselves, because a vampire with also a traitor status is considerably strong already.
-
Name: Skakreshss Shesikor Age: 27 Gender: Male Race: Unathi Blood Type: B- General Occupational Role(s): Head of Personnel, Chief Medical Officer, Captain, Coroner, Chef, Janitor. Biography: Shesikor hatched in a distant, small mining and supply based station, non-affiliated with Nanotrasen. After reaching adulthood, Shesikor ends up accruing some debt, leading him to end up getting a contract with Nanotrasen. Before starting a employment with Nanotrasen, Shesikor decides to attend a Nanotrasen college to get some training (And getting even more debts). He ends up getting a minor degree in the medical area. After some years of being part of the medical system, Shesikor decides to return to college to study management (getting more and more debts from tuition). As of now, Shesikor currently continues working for Nanotrasen, with no end to his contract in sight, although he gets the occasional work leave due to medical reasons. Qualifications: Management, Bureaucracy, Medical treatment and surgeries, minor qualifications on station maintanance (cleaning, building). Employment Records: Originally started working on Nanotrasen vessels as a Doctor, has progressed into management positions, with the occasional break from it. Previous records has also found that Shesikor was a minor salesman, although such employment has been found to run along of fraudulent and scam artist activities. Security Records: * Minor Assault - Attacked someone that looked like a lawyer, thinking they were a "bloody corporate tax collector after my stationary supplies, money, and scales". * 56 Sound Complaints - Extremely loud yelling and screaming, usually towards other people. A moderate amount of the sound complaints that was recorded was after Shesikor entered a singing contest, complaint were filled three minutes within the time they started singing * Petty Theft - Found to have stolen some money after threatening someone to audit them. Said audit was found to be false and was in fact a old receipt for a lamp. * Forgery - Has been discovered in forgering a official corporate document with a degree of success, in a attempt to get more stationary supplies. Medical Records: * Poor Eyesight - Patient has been found to be suffering from a genetic based damage rendering the patient to require prescription glasses to be able to see. Has declined any medical alternatives to heal the damage due to "tax reasons" and "the bloody jerks in genetics would probably try to give me super poor eyesight." * Slight Madness - Extensive work and prolonged stress has led the patient to suffer from occasional, slight madness. Usually leads to the patient to have a higthened sense of paranoia, along with a decrease ability on social skills, has been found to be largely harmless. Personnel Photo (Appearance text): A male green scaled Unathi that stands at 6'3". Their black slitted eyes, has six green frills, three on each side of their head. Also has four, red-orange horns, two big ones at the top of his head and two small ones hidden behind his frills. His face usually seems to have a indifferent or nervous look. Commendations [only to be added by admin]: Reprimands [only to be added by admin]: Other Notes:
-
I believe I was the AI there. Captain completely neglected to give the Quarantine law. I was extremely relieved that the Captain left the communication console logged in (even though they died shortly before) to contact CC. Appeareantly the Captain didn't request help from CC?
-
With cult, chaplains are somewhat essentially, as they can provide quick access to holy water and be able to remove runes, if they have the null rod that is. With vampires, while the chaplain is immune to their powers, chaplain isn't really essential in most cases, besides providing holy water for testing. And with chaplains, roundstart vampires, which are usually very weak, are even weaker against the chaplains who not only are immune to vampire powers, but also have access to a weapon. In a lot of cases, chaplains would simply default to murder, the vampire in question cremated/left for dead, and the chaplain resulting uncharged for being a murderous vigilante (or complaining a lot if the rare occurrence of them being charged with murder).
-
Restrict Vampires from being able to use carp scroll
bryanayalalugo replied to Balthusdire's topic in Suggestions
Vampires with carp are literally the worst thing to deal with as Security. Not only do you have to get close to the vampire to the vampire, but chances are that you will end up being glared, a ability which in itself only activates if said vampire is next to a mob, making it a almost 100 percent guaranteed stun. And in most cases, the only few ways to deal with a vampire with carp is only if you gang up on them with several people, and that's if said people get organized, and chances are that by the time Security realize this, the vampire is already powered and with Security gear. It honestly makes, a often times strong antag (if they survive into late in the round) a unbalanced antag. In my opinion, they shouldn't be able to be able to acquire/use carp at all. -
Why not make shadowlings be separate individuals? Meaning that they do not communicate with each other, nor do they share the same thralls with each other or know the thralls of other shadowlings. That way, they have to compete with each other and go beyond their abilities, since they are immune to their own abilities, instead of it just being mostly a shadowling vs. sec thing. I never understood myself to why shadowlings would work together, since you are ascending to godhood, why should there be others to share/take your spot?