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Habalabam
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Everything posted by Habalabam
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This must have been suggested before. Background: Is it just me or are people brushing off security more than they used to? I played four rounds Yesterday as an officer and every time I was dealing with highly uncooperative witnesses who couldn't believe that it was their problem that they were in restricted areas, that they posessed artifacts that they shouldn't have, that other witnesses reported them carrying weapons etc. I was accused of being a ling, shitcurity, traitor, imbecile, incompetent, gay, blind etc over common channel. Many were non-antags, but every one of them knew why they were being approached/detained and had taken active steps to be in the situation they were in. I think it is metagaming when people are willingly digging themselves into a demotion because they know they will have a job next round. It effectively steals a security officer for the duration of the process. Is there a way that people would have more insentive of being part of a safe and productive workplace? That people would hope to take as little as possible of the time of the security officer? That engineering would make their best efforts to re-establishing mining if something happened? I would suggest that if: * Crew objectives were met (round score). They could also vary to a greater extent so that the captain and department heads could face some variety when directing the various efforts. Science goals. Mining goals. Xenoarcheology. Viral research. Production goals. Secret goals like capture of a live xeno/wizard/ninja for research etc. Maybe engineering needs to set up the cargo bay to be a factory. Not to mention away missions. * No antagonist achieved all their objectives. ... then the entire crew would receive a fifth of a karma each. If this was the case, then people would support eachothers efforts more. People would report crime and hope that the person was being caught. Engineering would be pressed to re-establish mining efforts. It would simply give the crew a communal sense of direction and insentive. And people would also be more vary about accepting responsibilities way above their competence levels.
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Yes, we need more ways that witnesses and a dispatcher desk job would benefit the officers effort on the station. I did suggest more HUD functionality. It was well received, but hasn't been implemented yet. I also think that the curfew during red alert should be enforced to a greater extent. During red alert, people shouldn't be in the bar causing trouble, out playing laser tag, or figuring out how to lube up the floor. The clown shouldn't be pranking engineers or the security force. People should actually RP being concerned about being without a space suit on a space station that is being threatened.
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Oh, so it is a variant of the antags who get a protection objective? That is cool. Maybe they should have some dedicated tools at their disposal, like: Vampire compass imbued with trace evidence (saliva, bats, blood) pulled from the vampire. There should be some hassle with this, it should not be as efficient as a pinpointer. Maybe some single use nitrate spray to reveal the vampire "true face" for a duration. Some field test equipment to run blood sample. Creating temporary barriers that works only on vampires. Pills that make the vampire reject the blood (possibly pass out) when feeding on whoever took the pill. Crucifix that works like riot gear against vampires. Creating an invisible 3-tile wide barrier in front of the person holding it. This should be high-profile by having unmistakable graphics and they could even be chanting something latin. I feel that there is a realm of possibilities here, but I would wish that the chaplain and librarian had some angle to the vampire story.
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So it is like a normal vampire round except their presence is revealed at round start and they have additional and dedicated people after them? Wouldn't this offset the balancing that today is calibrated against secrecy and a distracted security force?
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This may be a question. This may be a bug. I was playing as drone. I didn't figure out how to see the wiring beneath the floor. I would assume that drones would need and use this information. If it was at all possible, drones could even have a "ghost" image of what the original wiring was so that an area can be restored even after a huge explosion.
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There is something to be said about human nature when the objective "survive til the end" ends in conflict even in rounds where the metagamers know that there is no necessary inherent conflict. I most often roleplay the borer as the discoverer/learner who has struck gold by encountering sentient species for the opportunity it entails of mutual mental growth. I suppose there are other possibilities, like borers being bred by NT to replace tracking implants.
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I've only had 10-20 borer rounds. To me it was great RP almost every single time. Sad to see it go. It is a common sci-fi theme which should have a ss13 equivalent. I enjoyed it in the form it was, but I see that I may be in the minority. So I hope it's revamped to be playable to most.
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And which space law paragraph is applicable when an individual is found to be affiliated with such an organization before any actual criminal act has been committed by this individual?
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I play medical and security a lot. Science always provide HUDs when I need them.
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Roller beds are rolled up by mouse-dragging them onto yourself.
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Security officers are meant to be first on a crime scene. It's part of the job description and their standard equipment should be accordingly. In fact, detective and HoS should berate officers for NOT wearing gloves at a crime scene. If a set of finger prints come back to an officer, it will quite likely be disregarded anyway as it isn't difficult to have an explanation for it. It is nothing but hassle for the detective. I think it makes a better narrative, and RP, that the detective can announce that finger prints were found. Any officer can ask cargo or medbay for a set of gloves, and will get it. And even if it would make a balancing issue, which I don't agree with, then it seems metagame'ish to have something so obvious taken away for the contingency that the officer may be antag. Security officers already start out with a whole arsenal to disable people. If it helps, then make the security gloves a different kind than the normal black gloves so they leave distinct fibres. This would even give a hint to the detective if fibres from regular black gloves were lifted.
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With the addition of ambassadors and Magistrate
Habalabam replied to Streaky Haddock's topic in Suggestions
I think two blueshields makes sense even in regular rounds. Blueshield is a single point of failure and there is little flexibility in just one person. I think blueshield as an organization needs to respond when a department head may need evacuation, escort or protection. Today this is usually at the expense of the security of bridge/captain. I often play as CMO and to me the blueshield is mostly non-existent after I have my death alarm implant no matter how the round plays out (riot outside or in medbay, evidence of cult in the isolation ward etc). -
In general, I think that stuff that that you run out of should be obtainable. But I would encourage that this should increase cross department RP instead of every unit being self supplied. Gloves for security by default I agree with. Granted, you can bag evidence without touching them, but the crime scene definitely gets contaminated. Especially point of entry. I also think there should be some way of manufactoring gloves. The reason I think that you should start out with gloves instead of obtaining from some other source is because the consequences are indirect, not relevant to all game modes, and will make somebody else (the detective's) work harder and less realistic. Besides, since securing evidence is a job requirement, gloves would be standard issue. The HUDs can be manufactured. I think it should stay that way. Science must provide. Wheelchairs. They should be possible to manufacture and it would be good if medbay started out with one or two. They could be collapseable. Rollerbeds should be possible to manufacture. Hardsuits. Yes. I have worked on a couple of oil platforms and larger vessels. There are always evacuation suits for everyone. In SS13, it would not be out-of-character if people were expected to embark the evacuation shuttle in full hardsuits. It would also give people something to do during the ten minutes if they otherwise would just be loitering around the escape area. In the game, the escape shuttle is regarded a safe heaven. Given that it is a emergency evacuation with stuff like meteors smashing the station hull, it's not exactly canon. Surgery table in brig. Not sure if I agree with that. Patient transport could be responsibility of paramedic or the trains that are being contemplated to alleviate other transport needs such as hauling cargo and transporting prisoners. Riot Gear. I understand the logic in that three riot gear hard suits will cover a 3-tile-wide corridor. But I agree with OP.
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Newest civilian jobs to replace assistants
Habalabam replied to andrewmeythaler's topic in Suggestions
Yes, it makes little sense that the least supervised employees are the assistants. I think assistants should belong to departments, which would probably include being given indicative titles and general access within said department. This would require some programming because the authentication/authorization levels within the department would need revamping (physical access to engineering will no longer mean that you are qualified to push any button) not to mention that we may need to reconsider wether or not every department local authorization tweak still needs to through the HoP. This would encourage people to test out new departments as assistants and makes the trainee situation more explicit and manageable for the department heads. And it would help out security because there would less percentage of people naturally roaming the corridors (especially during curfews). -
In corporations it is not easy to put metrics on employees for incentive models for this exact reason. The strong the link between KPI and incentives, the less you will see of the desired behavior because at some point it will always be easier to game the system than to do the desired behavior intended by the person defining the KPI. Some jobs are better suited than others. To stand out, it is easy to go towards the extremes (eg "silly things as chef", "here is some extra access for you"), but is that really the desirable backdrop of a good sci-fi narrative or gaming experience? Is it what you want 90+ people to strive for? Is it really what you originally intended to incentivise for? And, when you have gained karma, do you find that people mostly spend it? Or are they holding out in the event that some über-cool job/species will appear. I suspect some people regretted purchasing the customs officer for a while.
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This will significantly increase the utility of security officers by the command staff. Coordination of officer efforts through the security records encourages HoS to sit more at his desk and the security department will benefit more from it. With the arrival of the holding area and magistrate position, there will be more focus on booking and due process, which probably also will be centered around security records.
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I think that there should be two additional security HUD related statuses. As it is, the option to bring somebody in is "arrest", which often result in a takedown. If I as a department head want to report somebody missing, then I want security to be on lookout, but not to taze and brig. If we receive an emergency call from somebody, but they fall silent or it is otherwise unclear what happened. I want this person to be friendly approached by an officer. http://en.wikipedia.org/wiki/Person_of_interest If somebody is accused of something or spotted trying to sneak into AI upload or something, but not sufficient evidence to be brigged, then I want to "flag" this person so that I and other security officers can keep an eye on this person and that other officers will read the notes on this person. So I suggest two new options for security status. * Flagged (probably unawares of his own status, may be part of an ongoing investigation, if this person is involved in anything then bring up his/her security notes) * Person of Interest (yes, I know we have "arrest", but officers should have immediate indication of wether or not this is a missing person or a person believed to be armed and dangerous warranting a takedown at gun point).
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Looking forward to checking those out. Wonder who is the supervisor. HoS or CMO. For that matter, I wonder who is the supervisor of the Magistrate. I assume he is not part of the security dept. The court room thing didn't really work out in the past, so I'm excited to see the gameplay around this. In the past when I've played warden, I find that processing of prisoners gets congested really fast if they weren't caught red handed and booking activity attempts to follow due process establishing testimonies, witness accounts, forensics, confessions etc.
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I think you're exaggerating. Getting a doctor during riot rounds is worth the implant. The arrangement encourages Security / Medbay interaction. A permanent residing physician in brig would face even slower rounds than the ones where medbay is slow. CMO is in charge of managing the medically trained resources.
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But you don't feel that a normal doctor (probably implanted) that is pulled from regular duties will suffice?
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I think that there are many scenarios where a dumbed down medbay inside security makes sense. But I think that this has already been achieved by having the facility there. CMO and HoS can work out the manning on a continuous basis.
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Oh thanks. I forgot to check that page. Still, not very actionable for heads or subject to be consistently enforced by security, which I feel that this thread about.
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I think this role should be already covered by warden requesting CMO for a doctor, or the CMO asks the warden/HoS for a doctor to gain access to this facility in rounds where transporting to and from medbay is problematic. It is really not that different from the security area in medbay, but we're not talking about about CMO needing a security officer in his staff.
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If we want to avoid shitcurity, then I think security should be careful about acting outside mandated space law. There is a single sentence in the wiki "BackStory" that mentions "not all religions are permitted". Pretty thin and not something that is ready to be consistently enforced. Especially when it is speculation wether or not you should act at all. Does your memory include where you have that memory from?
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Like I said in a recent thread, I think fiddling into recycling makes a lot of sense. It's a space station. Getting stuff up there is not free. Recycling is also the kind of activity that the cargo tech can choose to optimize and expand when things are slow. Since cargo is a good starter position for new players aquainting themselves with SS13, I think there should be gameplay options within cargo that would showcase gameplay elements that are useful and that will develop relevant skills for other departments. I think that is a good reason to put a Ripley in there, just to find out how mechs work.