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Everything posted by Landerlow
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December 15th, 2023 @ItsMarmite has unretired and resumes their position as Game Admin
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November 9th, 2023 @ItsMarmite retired from their position as Game Admin @Qwertytoforty has been elected as the new Head of Staff taking over from Sirryan.
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November 1st, 2023 @S34N has retired from their position as GA.
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October 11th, 2023 @Coolrune206 has passed their trial and has been promoted to Game Admin @Rurik has passed their trial and has been promoted to Game Admin @Gatchapod has passed their trial and has been promoted to Game Admin
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So, I am locking this topic. Not because the idea is off the table, but because the approach to designing the document will be a bit different. I will post any revised documents here. Participate here: https://discord.com/channels/145533722026967040/1158446583763976192 And preferably write down your final suggestions/improvements/edits to the role here: https://docs.google.com/document/d/1Tk96zBYMdtec2UrOS3UbYQgjEzBhgksCvYf_vzlMHDo/edit?usp=sharing
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The support wasn't 'that' big but besides that: It didn't work. Players already said on the PR that it would most likely only diminish creative freedom and not change much else, as you can't just 'force' someone to play differently, and I agree. I think the current PR up is a good one. https://github.com/ParadiseSS13/Paradise/pull/22701
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Honestly you make good points and as for the sprites I LOVE them. The bobby one especially. As for the other one? Don't forget, even though you're but a constable, you're a constable on a high-tech research station. That you would be a bit tougher (looking, even as constable, would not be out of place in my opinion. Just make sure they stand out from security, which is achieved by not wearing the redshirt. God I'm falling in love with each update, sprite, etc. I hope with every fibre of my being this is implemented. EDIT: The idea of a whistle goes REALLY well with the bobby uniform, I just figured :D
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EXCELLENT job, Norwest. I wish I could code. I'd code it in right this instant, heh. I was wondering though, for ranged weaponry; How about letting the constable use (and perhaps spawn with) a bola? How do you feel about that? Or do you feel a bola is too powerful? It would be lame if the constable just bola'd anyone on the spot but on the other hand, it is only a single use item and I do think they are hard to come by once the supply in the security vendors is empty. (I forgot if you can get 'em in a cargo crate but it costs credits to order crates and I imagine sec won't order a whole crate just for a bola).
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That would be great. We could also actually make SOP or something in that regards for assistants that they actually do have the responsibility to work on the station. But as for assistant: Would you want a separate 'general' assistant role? Or would you like for there to be an assistant role for each department (though I would exclude command and security for that, there could be separate roles, constable comes to mind as entry-level security job - I hope that gets implemented). For command... secretary? I would be more RP-focussed but god the possibilities. (And before people start: The moment any secretary puts on a schoolgirl outfit, goes UwU and does weird shit, I would obviously deal with that :P) --- But let's not derail too much.
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Plot twist: Constable and IAA conspire and split the profits (assuming Jane Chef paid in cash). This has a lot of RP possibility but from an admin perspective we should also try to define as best we can what is and what is not over the line, so to speak.
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October 2nd, 2023 @Kyet has retired from their position as Game Admin.
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This design document is part of three things we'd like to see in the server. The other design documents can be found here: Design document: Job Trainee (https://www.paradisestation.org/forum/topic/24513-design-document-job-trainee/) Design document: New role: Constable (https://www.paradisestation.org/forum/topic/24514-design-document-new-role-constable/) This has been copy-pasted and originally been written by @Norwest (Copied over from the post in the admin section) Discord project discussion: https://discord.com/channels/145533722026967040/1158447668536811700/1158447668536811700 Design Doc/Mechanic New Mechanic: Fines Inspiration: Speeding tickets, speed traps, and similar shenanigans SOP, and its Internal Affairs enforcers, need more teeth. The hassle of brigging people for minor crimes means that they're generally not enforced. Let's solve both these issues, along with introducing new emergent-gameplay options, by adding a mechanic for people with appropriate access to levy fines. Mechanic Outline: -Fines can be levied through a Security Records computer (which means you have to actually have access to levy the fine, and can't just steal or print a board or HUD) -Options include 'Criminal' and 'SOP' fines, classified as 'Minor,' 'Moderate,' and 'Major,' along with a fill-in-the-blank pop-up (basically, the same mechanics that we already use when changing someone's arrest status). The actual cost itself of the fine is applied automatically to the account linked onto the record (20, 50, or 100 credits), and is logged like all other entries in the Sec records console already are. -Once the fine has been approved, the credit account linked with that same Security record will automatically have the credits subtracted, and a PDA message will be auto-generated informing the subject that the fine has been applied. -If the credit account would be negative, the account amount is instead set to 0 and the subject is automatically set to arrest with a notice of the negative number of credits they're required to work off in the Labor Camp. Example: -Joe Chemist (account #12345) makes krokodil, and gets reported for doing it -IA Agent Papermann investigates, confirms the report, then applies a fine to Joe via a Security console in the IA Office. -This causes Joe's account to lose 50 credits, and a PDA message to be sent to Joe's PDA reading "Greetings! This auto-generated message is to inform you that your NanoBank account #12345 has been fined [50 credits] due to a [moderate SOP violation], specifically ['making krokodil']. This fine was applied by [Papermann, Internal Affairs Agent]." (the credits shifted by fines would be moved from the affected account to the Command one, as that'll keep the money from straight-up disappearing but also create plenty of opportunities for drama) -Joe gets pissy, breaks into the IA Agent's Office, beats up Agent Papermann, and steals his ID card. Security's busy because 'HALP VAMP MAINTS,' and doesn't respond in time. -Magistrate Angrymans witnesses the event, and fines Joe for the breaking and entering, assault, and robbery. Joe's account would be put to -37 credits by all these fines, so Joe's account #12345 is instead set to 0 credits and Joe is automatically marked for arrest with the tagline 'BANKRUPT - Place this person in the Labor Camp with 37 points on their prisoner ID card." -Joe is eventually arrested. The Officer puts Joe's prisoner ID card for 37 points, then sets Joe to work. Joe serves his time, gets out, and is free to presumably cause more havoc. Specifics: 1. DB queries: -The Security records console would need to query the accounts DB based on the user's name (Joe Chemist, say), and to affect the credits of account linked to that name. -The Security records console would need to send an automated PDA message (using the 'Send Admin Message' function, sender origin 'Automated Records System,' sender's job '[blank],' recipient '[character name],' message '[see above].' -If an account is set to negative by these fines, there should (ideally) be a function that would revert the account balance to 0 and automatically set the account holder's name to arrest with the auto-generated message [see above]. 2. Extra functionality: -This system would depend primarily on the Security Records console. I like the idea of running it all through the Labor Camp points console, but that one doesn't actually have records listed already, and adding that kind of functionality to the console sounds like a lot of work, so the Sec records console seems a much better and safer approach. -The auto-generated PDA messages can presumably go straight from the Sec records console, but the whole 'negative account resets to 0 and auto-generates an arrest warrant' bit will probably be more complicated. I'd love to see it implemented, because the whole concept of a 'debtor's prison' sounds like a great gameplay element, but I also understand if that's a DB query too far.
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Edit: The topic is locked but the suggestion isn't. See the latest reply in this thread for more info. This design document is part of three things we'd like to see in the server. The other design documents can be found here: Design document: Job Trainee (https://www.paradisestation.org/forum/topic/24513-design-document-job-trainee/) Design document: New mechanic: Fines (https://www.paradisestation.org/forum/topic/24515-design-document-new-mechanic-fines/) This has been copy-pasted and originally been written by @Norwest (Copied over from the post in the admin section) Discord project discussion: https://discord.com/channels/145533722026967040/1158446583763976192/1158446583763976192 Design Doc/Job New Role: Constable Inspiration: Paul Blyant, Space-Mall Cop We could use a Security-adjacent role, one that's equipped and able to handle greytiders breaking things without also getting heavily involved in the Sec-vs-antag balance. Having a 'tider-focused role should help reduce some of the low-end but emotionally-upsetting issues such as an asshole Engineer resisting a demotion, a greytider smashing windows in Cargo, or two newbies beating each other half to death in Cargo. At the same time, we should be cognizant of the inherent risk of any similar role ending up as Sec Officer Lite, similar to the classic 'detcurity' issue that's plagued Detectives. This 'Constable' role is geared specifically around providing a series of strong barriers - structural/mechanical, rules-based, and simple social coercion - to prevent them from falling into the same issues, while still letting them forcefully resolve low-violence situations. Role Outline: Unlock requirements: 4 hrs as a Security Officer, 2 hrs as Internal Affairs Agent Starting text: "You are the Constable. Your job is to mediate disputes and maintain public order." Department/boss/starting location: Legal (reports to Magistrate), starts in Labor Camp shuttle checkpoint Starting access: Holding Cells, Courtroom, Maintenance Starting equipment: custom jumpsuit, armored jacket, and soft cap (similar stats to the Sec jumpsuit, standard armored jacket, and Security soft cap), Skills HUDSunglasses, black gloves, radio (non-bowman, has Procedure encryption only), judo belt (starts equipped on belt), and a cardboard 'Constable equipment box' (starts in backpack) containing pepperspray, flash, handcuffs, security hailer, security holobarrier creator. Starting numbers: 1 (can be altered by HoP). Starts with mindshield. There's a number of key elements here meant to keep Constables from getting directly involved in the Sec-vs-antag action. I'll cover the specifics here: -The hours requirement (both Security and Internal Affairs) means that anyone playing a Constable has already played Security first, and has done at least one shift watching over Sec in Internal Affairs. Rather than being an in-between role for people aiming to be in Security, the Constable is instead a 'retirement' job for more experienced players who want to robust greytiders but don't want to chase down antags in Maintenance. -As they're technically part of Legal, Constables report directly to the Magistrate rather than the HoS, and cannot be ordered around by them. -Without Security comms access, Constables cannot hear the usual Sec callouts of 'VAMPIRE MED MAINTS NEED HELP.' Additionally, without Security HUD access they won't be able to spot wanted individuals on-sight. -Constables lack any ranged weapons whatsoever, and will have restrictive SOP preventing them from making arrests in Maintenance (see below). This is by design, as it helps keep Constables out of Maints and provides obvious refuge for both greytiders and antags who want to avoid 'em entirely. -As they don't have Weapon Permit access on their IDs, any Constable who picks up a disabler or baton will be arrested and called out by Beepsky for doing so. Additionally, without bowman headsets Constables will be vulnerable to flashbangs. -Without Brig access, Constables can't bring suspects to the Brig Processing, raid Evidence, or process permabrig prisoners (see below for requested door access changes). They'll be able to access the holding cells for temporary prisoners, and nothing else; this will keep Constables' interactions with Security Officers and the Brig in general to the minimum necessary to brig greytiders. -By having weak gear, minimal access, and restrictive SOP/rules preventing them from taking part in Sec-vs-antag fights, Constables are also low-priority targets for antags. Constables can still defend themselves if attacked, ofc, and can pursue a 'tider who runs, but simply ducking into a Maintenance corridor renders the greytider immune per SOP to the Constable. Design Changes Needed: 1. Mapping: Access changes (using Boxstation as an example; other maps will require similar small-scale changes): The holding cell doors (dark green circled) below will need to have access changed from Brig-only access to Brig or Holding Cell access ('access' to 'access_one,' Brig access = 63, Holding Cell access = 2). Another windowed set of Brig doors should be added above (light blue) to keep Constables out of the Brig proper. All other Brig doors (yellow) should remain the same. Similarly, there'll need to be Holding Cell access on the doors leading from the Labor Camp Shuttle room to the outside. In some stations, like Delta/Kerberos this already exists, but other ones like Box/Cyberiad will need a couple doors modified to allow for that (while still keeping Constables otherwise separate from Security). 2. Computer access: The holding cells, Labor Camp, and Security camera consoles all utilize Holding Cell access ('2') already, but the Sec records console will need to be modified to allow for Holding Cell access only to operate it (access_one, add '2'). 3. Sprites: A custom uniform, jacket, and soft cap for the Constable, to differentiate them from Security Officers. I'd recommend a blue-and-grey color scheme similar to the Blueshield to mark them different from the red-and-black of Security (or Syndies), but I'm open to whatever the spriters come up with. 4. Gear: Constables can use the Labor Camp Shuttle terminal rooms on all maps, as that already has all the computers they need. The room ('Security Prisoner Shuttle') will need to have a tank of pepperspray for Constables to use for refills, and will also need at least one personal locker, renamed 'Constable's personal locker' or the like. Q&A: 1. Do you really expect this to keep Constables from turning into Sec Officer Lite? I fully expect there to be challenges with implementation, and that we'll have to whack a Constable or two when they go running into Maints to pursue a greytider. However, unlike 'detcurity' there's a lot of mechanical discouragements to keep Constables from being able or wanting to go too far: they don't have a gun for taking people down (unlike the Detective), they don't have access to Security comms or a reason to be in Maintenance in the first place (unlike the Detective), and the Constables' lack of gear and access makes them a poor target for antagonists to nab. Finally, making the Constable role require time as a Sec Officer and IAA to unlock means it'll be staffed by more-experienced players, who will generally already be clued in to the job's less-lethal role. 2. How do you see the Constable interacting with the planned system of fines and tickets? While I didn't put it in above directly, I'd like to see the Constable have the authority to issue fines instead of prison time. Giving them the authority to remotely issue fines also lets them slap people who run away into Maintenance, which should cut down on Constable players feeling blueballed by people running away in the first place. Fines also open the door for a lot of interesting gameplay options, including using the criminally under-utilized Labor Camp as a 'debtor's prison,' letting people bribe Constables to look the other way, etc.
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This design document is part of three things we'd like to see in the server. The other design documents can be found here: Design document: New role: Constable: (https://www.paradisestation.org/forum/topic/24514-design-document-new-role-constable/) Design document: New mechanic: Fines(https://www.paradisestation.org/forum/topic/24515-design-document-new-mechanic-fines/) This has been copy-pasted and originally been written by @Norwest (Copied over from the post in the admin section) Discord project discussion: https://discord.com/channels/145533722026967040/1158446817105690735/1158446817105690735 Job Trainee Design Doc Inspiration: A 'student driver' bumper sticker I think we've all seen dead players bitching endlessly about "dipshit doctors not able to fix me," unaware that the MD in question has only played on Para once or twice before. Similarly, we've seen powergaming antags robust the hell out of new Sec Officers without mercy, whereas they might have shown more sympathy if they'd known the player in question was just starting out. It's no cure-all, but giving our playerbase knowledge of who's a newbie should make things easier for the new players, both IC and OOC. Problem is, we need a way to notify players 'hey, this guy's new' in a way that's a) respectful to everyone involved, b) clear and unmistakeable, and c) requires no extra effort, either from overworked admins/coders or from newbies still struggling to figure out the controls. This DB change aims to accomplish all three goals, ideally without major changes in code to boot. Changes Needed: 1: Joining a job for the first 4 hours (effectively 2 shifts) causes a player to receive an alternate job name. All other factors - access, gear, name, etc. - are unaffected. Affected jobs are as follows: -Security (Security Officer => 'Security Cadet') -Engineering (Station Engineer => 'Engineer Trainee,' Atmos Tech => 'Atmos Tech Trainee') -Medical (Medical Doctor => 'Medical Doctor Trainee') -Science (Scientist => 'Scientist Trainee,' Roboticist => 'Roboticist Trainee') -Cargo (Shaft Miner => 'Shaft Miner Trainee' or 'Junior Shaft Miner,' depending on the coders' preferences) Alternate titles, such as 'Electrician' or 'Surgeon,' are affected in an identical fashion ('Electrician Trainee' or 'Surgeon Trainee'). Anyone who already possesses >4 hours in said job type will be unaffected. 2: After the DB logs 4hrs gameplay for a player in an affected role, the 'trainee' alt name is removed. On their next login, prior Sec Officer Cadets will be Sec Officers, MD Trainees will be Medical Doctors, etc. This will require adding alternate job titles for the various jobs listed above ('cadet,' 'trainee,' 'junior [X],' etc) so that they're logged appropriately in-game. No other rule, wiki, SOP, or other code changes are expected; this is meant to be as low-effort as possible. This will also require no further effort from players or 'mins, and can be altered in-game if the player affected wishes to alter it. Since they're just alternate job titles without any other mechanical differences, the IDs should update appropriately from 'Electrician Trainee' to 'Electrician' if an ID computer is used in-game. Job slots will also be unaffected by the number of 'trainee' players around, although admins or in-game Command players are ofc free to add more relevant slots if a particular department is chock-full of newbies. Q&A: 1. Why those jobs in particular? I chose the 'generalist' jobs because a) they're obvious targets for newbies learning the game, and b) these jobs in particular have major effects on others. I see no need for a 'Cargo Tech Trainee' role, for instance, because newbie CTs are already expected and won't screw over other players or the round as a whole when they make mistakes. Meanwhile, I'd suggest adding a 'trainee' tag for Miners because the role is not newbie-friendly, and dying is expected; it won't necessarily compel action from others, but players are more likely to search for a dead newbie Miner who didn't know how2internals than they would for an experienced Miner who got ganked while trying to fight megafauna. 2. What about additional jobs, like the Detective or Geneticist/Virologist/Chemist, etc? While I'm willing to give those jobs a shot too, I think it's best if we try a limited roll-out with obvious jobs like the ones listed above. If that goes over well with the playerbase, then I think we can consider adding similar tags to other jobs. 3. What about Command roles? Should there be a 'Junior CMO,' say? I'm on the fence about that too, as Command roles depend on authority from the people being governed, and I worry that people might automatically disregard any words coming from a 'Junior HoS,' say. For that reason, I think we should avoid adding it to the initial roll-out, and that if we decide to go ahead with it in the future, that it should be done by an opt-in approach (i.e. that anyone taking the role with <10 hours as CMO can choose to select 'Junior CMO' but won't automatically have it assigned to them in a similar fashion to above). 4. What do you hope the playerbase's reaction will be, and what do you worry it will be? On the one hand, I hope that players are more sympathetic and understanding to anyone with the 'Trainee' job title, and show them more sympathy and understanding. I worry that some people will inevitably see 'Sec Officer Cadets' as easy prey, or scream at any 'Medical Doctor Trainee' who tries to help them out, and as such I'd want to roll this out with some general announcements and reminders how we as a server want to be welcoming and accepting towards newcomers. Over time, I expect that our playerbase will end up fairly receptive to the change, albeit with some occasional corrections and prompting needed; there will inevitably be some assholes, but I expect that social pressures will keep them from being too dickish over the larger scale.
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September 27th, 2023 @Miraviel has retired from their position as GA.
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Yes, even in outer space, mail is a thing to be delivered! I arrive at the station and go to cargo. I don my awesome delivery uniform. A little bit later, the first batch of mail arrives. As I go about delivering mail, sometimes, not everything goes as planned ... ...and sometimes, it's downright hazardous! We definitely have alcoholics on station: Sometimes, the clown pranks security. But sometimes, security pranks back, by giving the clown a nice gift by mail post. ...THE DANGERS I GO THROUGH FOR BUT SOME DAMN MAIL NT, apparently, can be generous to their NT reps: Now ... if you are conversing with a traitor through your PDA .. don't accidently PDA the courier instead.. WHAT DO Y'ALL ORDER?! ...even as we leave the station, I deliver some final mail. Of course, the scene is always hectic. Glory to space mail delivery! I love this update. And the people that roleplay with you when you deliver the mail. Keep it up people. I have been laughing my ass off this entire shift.
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I personally fear it might lead to elitism. Perhaps make it a role selectable for mentors and admins? I am aware that would perhaps 'feed into' the elitism but on the other hand, I feel that if you are a mentor/admin you should be able to behave yourself properly and are held to a higher standard in any case. Any abuse/misuse of the role would be dealt with.
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In regards to the other job titles: I'd love for example 'off-duty' and 'retired'. I mean .. I even have an old-man character! It would fit very nicely!
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It's not about making antagging around the bridge hard, I think. It's because it's generally annoying and is dumb in my opinion from a RP perspective. You're literally sitting/laying down in the middle of a busy hallway, in front of the most important area on the station. This has been an annoyance of mine since forever. There are specific areas to hang out. There's the dorms, the bar, even the library. There's a garden on the station too and lots of places in maintenance areas that you can build a cool hangout if you so desire.
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Remove/modify paychecks for the 'assistant' job.
Landerlow replied to Landerlow's topic in Suggestions
As I said earlier: If assistants want a proper job with proper pay, they could go to the HOP and the HOP could put them in the department that fits the custom job the most, or put them into the service department by default, if that works correctly with paycheck allocation. Or indeed a 'miscellaneous' job, that would be put in the 'service' department by default, for example. -
Remove/modify paychecks for the 'assistant' job.
Landerlow replied to Landerlow's topic in Suggestions
Amazing! :D I have changed the poll to remove the reference to 'lowest' paycheck. The question still stands, as assistants get the same paycheck as crew who have an actual job. Also I must say that I'm happy about the mail system :) -
Remove/modify paychecks for the 'assistant' job.
Landerlow replied to Landerlow's topic in Suggestions
To avoid going in circles, let's keep it to the question/original suggestion. It had nothing to do with bridge hobo'ing specifically rather it was used as an example of what *some* assistants do. The question is: Should we reduce the paychecks of civilians? If yes, how much? I made a poll on the opening post now, so that it can be voted on to have a bit of a better perspective of where the general preference lies. -
Remove/modify paychecks for the 'assistant' job.
Landerlow replied to Landerlow's topic in Suggestions
I like the RP reason of 'taking a break from regular duties' when joining as an assistant. A reduction in pay would be fine with me, too. Perhaps somewhere to 30-50% of the normal salary payouts. -
Remove/modify paychecks for the 'assistant' job.
Landerlow replied to Landerlow's topic in Suggestions
Personally I've found assistant weird as a title. Assistant to what, exactly? Assistants literally don't 'have' a job by default. I'm not saying they do not contribute to the round, not at all. All I mean is that they do not have a job in the workforce at roundstart. They can still contribute to the round. Not *every* assistant is a bridge hobo, and I understand that it might have come off as a generalization but I also pointed out that they do other things such as just enjoy their shift at the bar, go about their lives on the station and that's absolutely fine. Even people bridge-hobo'ing is fine (even thought I don't like it personally). I just don't think they should be paid to do it. If someone wants to join as assistant (IMHO 'civilian' would be a better general title) that's also fine. Just don't give them a paycheck. You could perhaps get some more alternative titles for the 'assistant' role, to create perhaps more roleplay, but that's perhaps something for a different time/thread. -
Remove/modify paychecks for the 'assistant' job.
Landerlow replied to Landerlow's topic in Suggestions
And if they did that, they could be fired to rectify it. As Henri also said:: People already do this and I too think that the change in paycheck wouldn't change this much more to be honest. From a gameplay reason, it won't make *that* much of a difference since the paycheck isn't that much but from a roleplay perspective it would make sense for assistants to get a lower/no paycheck.