whiskeyfur
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Psychiatrist's Notes - Jack Edwardson
whiskeyfur replied to alexpkeaton's topic in Stories of NSS Cyberiad
In my mind that puts them into the category of the deranged and insane then and deserve psychiatric care, not more beatings... unless that's what it takes to keep them controlled and safe. -
Psychiatrist's Notes - Jack Edwardson
whiskeyfur replied to alexpkeaton's topic in Stories of NSS Cyberiad
It was a bit of an exaggeration to say they'll go straight to harmbaton. I was aiming more towards the fact I try not to even bring legal action into the minor incidents if it can be solved on the spot. Stun baton for everything? no. Someone having minor contraband? If that was the worst they did I'll note they had it, warn them and take the contraband for disposal. No reason to go the full monty on them. (Lowsec) trespassing? If they needed something I'll escort them into the area and look for someone who DOES work there and see if they're willing to help. I did joke with a guy about having a syndie soap bar... asked if he thought that would make him look like a bad boy to the ladies. Was it contraband? No. -
My first time ever on the NSS Cyberaid
whiskeyfur replied to ZN23X's topic in Stories of NSS Cyberiad
The biggest thing I remember from my first round was the fact it was an extended round, that it was actually fun RPing just as a civie and learning the way things are, my first cloning after getting stupid with the air tanks... low stress, lots of time to learn the (IC) rules and systems in place... At the end of the round, imagine my disappointment when I'm told the truth about how chaotic it gets with traitors, vampires, wizards, changelings, shadowlings, cultists... and that an extended round is not likely to happen again. Next round, 10 minutes into the game I get kidnapped by a vampire and eaten, then cremated. -
May not have been in security.. but as captain, I believe that qualifies in the sense what they do is still my responsibility. I don't remember the exact details any more but as captain I had a HoS literally go rogue, throw insults over comms to the point even the NT rep came down on him in common... basically.. the epitome of shitcurity. It was bad enough Wolf who was NT rep recommended his removal. Finally I had enough one more incident and 2 previous warnings, told him to come to the bridge. He didn't take demotion too well and went rogue. It took security and Alice (our blueshield that round) to finally bring him in. The problem? His warden came in, refused to accept this, and also tried to start a fight. Alice robusted both of those bastards, in full riot gear without even breaking a sweat. AND NEITHER OF THEM WERE ANTAGS. Soon enough we had replacement warden and HoS but that experience basically told me even as captain, I can't always trust security... and that's a bad position to be in. This incident is one of those reasons I'll take the captain slot as a last resort or if I'm really in a mood to abuse myself...
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Psychiatrist's Notes - Jack Edwardson
whiskeyfur replied to alexpkeaton's topic in Stories of NSS Cyberiad
Every time I've played security I've tried to work it out on the spot without the need for brigging anyone, and even took a few to see the psychiatrist. That doesn't mean I hadn't hit the clown a few times to get his attention though.... I swear people only play clowns so they can grief. I will say, not all security reach for the harmbaton as a solution to everything. -
I would like to see that instead of disabled, their access is logged and reported. That way, you need to track someone's movements? Set the id on watched, even link it into their arrest state of watched+. To be a sneaky captain/hos, set a suspected cultist to watched and track him back to his friends...
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Shuttle back to CENTCOM to replace permabrig and IC method to quit
whiskeyfur replied to whiskeyfur's topic in Suggestions
And why would NT want to waste the resources to cryo a non-worker when they can be shipped off to earth instead? Cryo implies they're still an asset to the station... the shuttle is the final GTFO (that round). If it's at the character's option, that's one thing.. but if it's because of a medical/mental issue? that's different. It can also be a chance to pull a Weyland-Yutani and try to get someone who has a xeno egg in them off to corporate HQ... It can also be the end result of a short prison term too... 15 minutes in the brig. Still don't want to work? Shipped out. The 15 minutes is to give them time to think about it. -
A Shuttle Back to CENTCOM I would like to suggest a shuttle that sends the people back to centcom for reassignment or discharge back to earth. Reasons it can be used: It gives an IC way to quit your character without leaving them SSD all over the place... Permabrig prisoners can be shipped off... the permabrig on station becomes a temporary holding area for those prisoners Mentally unstable individuals can be sent back for more specialized care It can also be a way for characters to quit in protest in response to comdom's and other bad chiefs. Don't like your boss? HoP not giving you a job change? or don't want a different job? Leave. Come back next shift. The end result is the CHARACTER is out of commission for that round, but the PLAYER is allowed to continue, perhaps to be a golem, maintenance bot or ERT members should the opportunity arise. NT's view: If you aren't going to be an asset, you are a liability. A few minutes in the brig is fine.. but someone who proves time and again that they are not an asset, there's no reason to keep them. And if they're driving people away... that's even worse. Put them on a shuttle and send them back to centcom. If they're not willing to work, send'em home to earth (or wherever). Those unable to work (PTSD?) can go back for specialized care. And if CENTCOM gets too many people leaving 'cause the captain is being one of those... the admins can drop the hammer on the captain then even on rounds with no NT or IAC rep. OOCly, The player becomes a ghost and could continue his round, but his character is done. The cryo bay can be set to not automatically delete people then, just leave them in the tubes if they intend to come back that round. If they intend to leave completely, they can go onto the shuttle, or just stay in the departure's lounge and go SSD, someone could then push them onto the shuttle. One of the reasons I'm suggesting this is I measured how much time I wasted as a doctor on people who were SSD... something like 1 out of 4 patients. There's no reason for that other than network issues. Plus all of those SSD who are still on station when the emergency shuttle leaves? That's a bummer for a doctor who takes his oath to do no harm seriously.
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I think a combination of alerts would have to be doable... it's quite possible to have a medical and an engineering incident... so the alert system might have a problem because setting medical and THEN setting engineering, one will override the other. Probably the best interim solution is to give the captain more discretionary power. If there's an emergency condition, he can outline in a broadcast to everyone which SOP laws are getting modified for the duration of the alert. Medical and engineering? He suspends the laws on weapons for medical personal only (and only for the syringe gun), and also tells everyone that engineers are to be given full access. Violating THAT is a separate charge in itself like someone who refuses to get their shots or a scientist who keeps engineers out of his workplace, both would be facing brig time and potential demotion/firing.
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Bottom line for me is this: Too many people think it's 'fun' to grief security and ignore what they say when the real problems happen. And this breaks immersion for those who really want to get serious about it. The usual response? "It's just a game..." Well, sorry. Common sense here... if you see a bunch of cops surrounding a building in a standoff, guns drawn... do you walk up to those cops and start messing with them? No. And anyone who says yes to this needs their head checked... sadly it seems in game, the standing answer is yes. This is not acceptable.
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AI modules and upload circuits are in lockboxes
whiskeyfur replied to Jared12100's topic in Suggestions
I guess one way to mitigate the whole access level is a compromise. In order to produce AI boards, the RD has to swipe his card into the terminal before it'll let the operator make those boards. Otherwise, they're locked out. Could do the same for a number of other items too, and illegal? Emag or RD again -
I would like to see a dispatcher type position too set up in securit and actually used, where someone is set up to use the cameras and crew monitor to see where and how everyone is, and can call security to any potential issues that come up. It's an easy job in that they don't have to interface with people, and it's very, very useful to security. Similar idea to someone in atmos actually watching the air monitors and checking for alarms. Or medical and monitoring crew health. I'm surprised these stations are not manned more often. They are critical to stopping most antags and issues before they start or compound into situations beyond any recovery
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Malphystoh started following whiskeyfur
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I would suggest tht if the sign is up, then just walking into the door will not open it. You have to turn the sign off, which would have the button to enable and close it on both sides.
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Standard Operating Procedure Update
whiskeyfur replied to TullyBBurnalot's topic in Wiki Development
My view from the captain's chair... if it makes things more efficient, let me know and we'll come to an agreement. Just be prepared to defend it 'cause I will try to poke holes in your proposal, including safety concerns. -
Glowshrooms and shadowlings don't work at all
whiskeyfur replied to TermedClepe2's topic in Suggestions
Glowshrooms and light panels really are the only way to control their growth, as even security, no matter how robust they are, can't catch a shadowling who decides to bail and go somewhere else. These light panels and glowshrooms are a /necessity/ to control their movement. Removing glowshrooms will give these shadowlings not just a 90% chance of victory but 99/100 I feel.