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Posted (edited)

Tl;dr version: Currently, Seccies have to juggle low-speed stuff like "teach a baldie how to not hit himself" and "toss the Clown out of Medbay again" alongside high-speed stuff like "harmbaton a vampire" and "cremate changelings." These two roles don't gel very well, so let's split them into two complementary positions.

 

Introduction: As a job, the Security Officer is easily one of the most thankless ones. There is no learner position, no easy way to get into the job, and lethal consequences when you make a mistake. You're thrown into the deep end right from roundstart and expected to swim, and it's no surprise that few people do. Even for those who figure out how2redshirt, the role remains an extremely demanding one at all times; "quiet Sec round" is a contradiction in terms.

This also makes the game much more stressful than it needs to be for everyone involved. For Seccies, it means calls of "FUCKIN SHITSEC GO HOME" at the same time they're getting calls of "HALP VAMP SCI MAINT," which tends to leave the redshirt in question burned out and uncaring. I've heard this phenomenon discussed in real-life law enforcement, where it's referred to as "paradoxical policing:" law enforcement is derided for their misbehavior over minor crimes like noise complaints at the very same time they're being called out for not doing enough to stop major crimes. For the crew, it makes calling Security a dubious proposition, as you aren't liable to get a rapid response and might well get complete shitcurity if you do.

Another major issue is of gaining experience and learning the role: as there isn't any new place to learn how2redshirt, new Sec Officers are left trying to figure things out on the go. This is a problem with other roles as well, but a lesser one since other jobs are ultimately trying to help. A Medical Doctor or Roboticist might get some LOOC salt if they're taking a while in fixing someone, but that's a much more rare thing since they're ultimately still trying to assist the person. A Sec Officer is virtually guaranteed to get insulted, especially if they appear new, because much of their role is messing with other players' fun. Even taking too long to strip someone in Processing will get people complaining on comms, let alone if the other player manages to unbuckle themselves. Given that sort of problematic learning environment, some sort of intervention to help newbies would be very useful.

One of the solutions used IRL is something I think we could adopt here, which is splitting the people handling major crimes apart from the people handling minor ones. As of now, Sec Officers are a single murderblob tasked with handling both "halp baldie beating me" and "HALP LING ABSORBING ME MAINT," which tends to leave them responding with either too much force to the first incident or too little for the other. It also leaves a more "low-speed" Security role for both baldies trying to learn the game and more experienced players looking for an easier round, and provides a much more tangible sense of little-s security to the crew (since a Constable will likely respond when you call, as opposed to the Sec Officer busy battling antags in Sci Maint).

 

 

New position: Constable

Scope: Limited.

New code needed: Minimal. The key requirements are adding the new job with its starting text, equipment, and access.

Starting text: "You are the Constable. Your job is to assist other crew and safeguard the station."

Access: Brig, Holding Cells, Maintenance (similar to the Detective, does not have 'Security' access at roundstart).

Starting location: Sec Briefing Room.

Starting numbers: 4 (can be changed by HoP). No whitelist, fewer hours requirements than the Sec Officer (meant to serve as the intro to the Sec Officer role).

Equipment: Security jacket, handcuffs, flash, pepperspray, energy bola, standard SecHUD, belt with seclite, non-bowman Security headset. Starts with a grey Sec uniform and a black Corporate ballcap (all Sec headgear has the same stats as the Helmet). Has mindshield.

The uniform, esp. the jacket, ballcap and SecHUD, would provide Constables with a clearly different 'look' than regular Sec Officers while still providing protection. The regular SecHUD and non-bowman headset would provide a meaningful in-game difference between Constables and Sec Officers (in that Constables can still be taken down by flashes and flashbangs), while allowing for easy correction by more experienced players (modding their SecHUDs with regular sunglasses to get flash protection, and wheedling a bowman headset out of the many spares in the Sec Gear Room).

Lacking a taser and stunbaton would force Constables to both play more conservatively and leave very dangerous antags to the Sec Officers, and also make them use the other bits of the Security repertoire. Flashes, pepperspray, recruiting bystanders, and the old expedient of "just set them to arrest and let Beepsky handle it" are all viable options when you aren't expected to take down a fully-powered vampire.

 

 

FAQs:

1. The Constable has less gear and access than the Sec Officer. Why do you think anyone would play the role?

I'm suggesting the role because would like to play it: more specifically, I would like a Security job that actually lets me be Officer Friendly instead of 24/7 ASS TO THE GRASS BALLS TO THE WALL HARMBATON IN FREEFALL YEEHAW. I'd like a job where I get to laugh when the Clown slips me, instead of going "Damnit, that vamp's gonna get away!" when I fall over. Some rounds I want to pound face into plating with a cut-off riot shotgun, and some rounds I'd like to gently shoo the Clown out of Cargo without having to murder anyone in the process.

 

2. The Constable lacks a ranged stun, and can't easily catch someone if they decide to run. How do you expect them to stop anyone?

I'm planning on them being able to stop a baldie on the run with an energy bola; if in-game practice shows that Constables truly do need some form of ranged stun, I'd suggest a disabler (harder for newbies to screw up with disabler shots than a taser, still plenty effective, already in code, differentiates them from Sec Officers, etc). However, I'd like to keep the role based around the non-combat portions of the Security role, and "set the baldie to arrest and have him picked up by other redshirts" seems very appropriate for the position.

 

3. The Constable is a role meant for newbies, but still has useful gear. What's stopping people from just murdering Constables for their stuff?

Circumstances, co-workers, and conscience. Constables aren't meant to be running deep into Maintenance areas, and should be leaving the high-level threats for other Seccies. While I'm sure some baldies will merely take the role as a stepping-stone to being a bonafide redshirt and will go haring down into Med-Sci Maint, they're knowingly putting themselves at risk in the first place. The ones who stick to public areas will be kept much more safe by their circumstances.

Secondly, the Constable role is meant to be much more community-oriented than the Sec Officer one. While Sec Officers are meant to carry out a high-level conflict with antags, Constables are supposed to be Officer Friendly, who gets close and familiar with the rest of the crew. This should provide them with some protection in practice, as the crew they've befriended will doubtlessly help them much more than an unfamiliar face in a Sec uniform.

Thirdly, Constables are meant to be a beginner's role. While murdering a Constable will certainly be doable, their gear is differentiated from standard Sec Officer kit, and should mark you out as someone who killed an 'Officer Friendly' on the station. Lacking flash/hearing protection, flashbangs and Armory weapons, and a taser/stunbaton, Constables are also a much less appealing target than an actual Sec Officer.

None of this is ironclad protection, but then again, it really shouldn't be. Taking on any Sec role is accepting your position in the round as valid-salad, and you might just get axed anyway - them's the digs. However, if you play the role as intended as a Nice Guy(tm) who sticks to public areas and makes an effort to actually help out crewmates, you'll be fairly well-protected from the inevitable game of murderbone throughout the round.

 

4. What else can the Constable do aside from 'Being Officer Friendly?'

A) Dispatching: Watch comms and cams, keep a handheld crew monitor with you, and monitor other Seccies for their own safety. Call out when someone's in trouble, pinpoint a hostile's location, and ensure that calls for help are being properly responded to.

B) Desk-jockeying: Man the Brig front desk, staff Processing, and watch over the holding cells. Assist the Warden with moving prisoners, question 'tiders and antags, and help keep Sec records updated. Work as a bailiff in the event a court case is called.

C) Training: Work with other Constables - or baldie Sec Officers - to get them oriented in how to safely handle a cuffed person, dangerous gear to confiscate, the ins and outs of Space Law, and so on.

Other roles such as the Warden, IAA, or regular Sec Officers can do these jobs, but they all suffer from either overwork (Warden, Sec Officer) or severe understaffing (IAA). A Constable looking for something to do should be able to slot in to camera duty or training fellow Constables with minimal difficulty, and with a positive benefit to the round as a whole.

 

5. What else would you like to see implemented with the Constable role?

Departmental checkpoints. While it's not required for the role to function, I would definitely like to see Constables having basic 3x3 places to work across the station. I know that this question has been hotly debated before, so I'm not going to try and scratch off everything on my redshirt wishlist, but if possible I'd definitely like to see Constables having places to update records, get replacement gear (flashes, cuffs, etc.), and watch cameras.

 

Thanks for taking the time to read this suggestion. If you've comments, ideas, or thoughts on how to improve it, I'm all ears.

Edited by Norwest
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Posted

Well this was suggested many times before, in a form of security cadet for example. I dont remember reasons it was rejected though.

I myself support the idea, but i want to give my corrections:

Preferably new uniform, right now you suggest constables to wear the exact uniform i wear as security officer. Probably could be good idea to make them more blueish in terms of gear color, easier distinguishable from regular sec.

Secondly, i would remove court room (aka useless room) and make a constable prep room there. Ideally i would also give them their unique comms channel (hos/magi would have access to it,maybe iaa too), but thats unlikely to happen. 

No sec huds for constable, just regular sunglasses maybe, sec huds would encourage them to hunt criminals, which, if i understood it correctly, not their job. For me, its more like a universal bouncer/peacekeeper job, person who can solve issues at hop desk line, in bar, or in medbay. Sitting on camera and helping in processing is also good addition to their duties.

 

Overall, that role should be encouraged OOCly by staff to be taken by newer players, but also could be a good opportunity for older players to have nice peaceful security RP moments.

 

For gear, i recommend:

Constable uniform (Or gray Sec uniform, but new one is better), constable armor/jacket, constable cap, cuffs, pepper, flash, seclite.

But here is the problem. 90% of security officer job is using baton and taser, and constables will learn nothing about them. Not only that, without at least baton, avarage greytider will outrobust constable with simple prison trick. How to solve it, i am not sure. Maybe give constables special protected batons that a bound to their dna? I dunno

 

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Posted (edited)
On 6/18/2020 at 12:56 PM, McRamon said:

Well this was suggested many times before, in a form of security cadet for example. I dont remember reasons it was rejected though.

I myself support the idea, but i want to give my corrections:

Preferably new uniform, right now you suggest constables to wear the exact uniform i wear as security officer. Probably could be good idea to make them more blueish in terms of gear color, easier distinguishable from regular sec.

Secondly, i would remove court room (aka useless room) and make a constable prep room there. Ideally i would also give them their unique comms channel (hos/magi would have access to it,maybe iaa too), but thats unlikely to happen. 

No sec huds for constable, just regular sunglasses maybe, sec huds would encourage them to hunt criminals, which, if i understood it correctly, not their job. For me, its more like a universal bouncer/peacekeeper job, person who can solve issues at hop desk line, in bar, or in medbay. Sitting on camera and helping in processing is also good addition to their duties.

 

Overall, that role should be encouraged OOCly by staff to be taken by newer players, but also could be a good opportunity for older players to have nice peaceful security RP moments.

 

For gear, i recommend:

Constable uniform (Or gray Sec uniform, but new one is better), constable armor/jacket, constable cap, cuffs, pepper, flash, seclite.

But here is the problem. 90% of security officer job is using baton and taser, and constables will learn nothing about them. Not only that, without at least baton, avarage greytider will outrobust constable with simple prison trick. How to solve it, i am not sure. Maybe give constables special protected batons that a bound to their dna? I dunno

 

I've seen it suggested before as well, and I've no issue with making "Security Cadet" an alternate title for the Constable as you suggest. Ultimately, though, I think it's best to bundle multiple potential roles in one rather than specializing everything, and the position has enough leeway to be both 'low-speed security' and 'baldie with a baton' at the same time. To address your other points in turn:

-Uniforms: You've got a good point regarding the importance of uniforms, but doing so requires additional coding and prep work. While I agree that Constable-specific uniforms would be handy, I'd rather see the role implemented first, with additional uniforms and role-specific gear added later. This also has the advantage of adding new uniforms and kit after there's been proper playtesting with the community as a whole, too.

-Unique room/channel: No arguments there either, and certainly adding a separate Constable-specific radio channel would make them a less desirable target for antags looking to get Sec comms. That being said, it runs into the same fundamental problem: more work, more coding, and more things to argue about. I'd rather have an imperfect role in-game than no role.

-SecHUDs: Ultimately, I don't think you can do the Security role without the HUD. You need in-the-field access to Sec records, the ability to recognize someone on the fly, and so on; while I'd certainly like to make the Constable's HUD a read-only one, that would again require more coding to implement. The simplest compromise I can think of would be a regular SecHUD for Constables, as that'd differentiate them from regular Sec Officers while still providing them the basic necessities to perform their duties.

-Violence: Agreed that pepperspray and a flash won't stop a smart baldie. That being said, it /will/ stop a dumb one, and most of our 'tiders aren't of the brainy variety. Additionally, it'll teach them how to use other gear in their repertoire that isn't just the Almighty Stunbaton and taser. I've no issue with, say, a limited-ammo disabler for Constables that uses a mindshield lock (i.e. only functions when the person holding it has a mindshield), but I've heard from above that mindshield locks are verboten, so I'd prefer instead to focus on something achievable. Good point re the seclite, though, and I'll make sure to add that above.

Edited by Norwest
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  • 3 weeks later...
Posted

I like this idea, the constable role’s hud could maybe set monitor and otherwise be read only. I think having a continuous presence of sec in each department would be neat too. 

If plaid well they could help sec with info, and act as a mediating force for lesser incidents. I dont think they should have their own comms channel though imho, but it might better facilitate not bumrushing vamp callouts in maint.

I would love to see this put in game.

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Posted (edited)
On 6/19/2020 at 11:42 AM, Norwest said:

 

-SecHUDs: Ultimately, I don't think you can do the Security role without the HUD. You need in-the-field access to Sec records, the ability to recognize someone on the fly, and so on; while I'd certainly like to make the Constable's HUD a read-only one, that would again require more coding to implement. The simplest compromise I can think of would be a regular SecHUD for Constables, as that'd differentiate them from regular Sec Officers while still providing them the basic necessities to perform their duties.

 

Detective is a security role without the HUD

Hud is needed (outside of magi/iaa job side to easily access records in processing for example) for spotting out certain people in crowd during patrol. Your job as an officer is not only to maintain peace and order on station, but also to find and detain/kill criminals/eocs. HUD is absolutely vital for that.

However, if i understood it correctly, cadet/constable job is not to hunt down or even try to arrest certain type of wanted criminals, and by certain type i mean: full power vampire, known cultist, desword tator on steroids, suspected changeling, guy who stole captains unique gun, medbay bomber, etc.  Constable should not change security-antag balance, he, in my opinion only, is here to fight "greytide" in some way. Constable is needed for new players to get familiar with security job processes (can even lock sec officer job behind some hours of constable job) and also for already experienced players to give them sort of relaxed friendly security related chatting(something you have no time for as a regular officer  because you need to find and kill some half vampire half syndicate mass murderer with maxcaps and memechems) and for some easy time arrests of drunk civillians who were fighting in bar. I think, if such job was ever implemented, their wiki description and spawning chat message should state something like "you are security cadet/constable. You are here to learn. Your job is to patrol station and upkeep peace and order, you are allowed to use your given tools to detain anyone who commits minor /medium crimes. If you witness someone committing any more serious crime (or you know person is armed), or if you see wanted crewmember,  you are not allowed to engage them alone, however you may assist officer during arrest. Notify security and keep an eye on the criminal. Sop blah blah blah" well, maybe better wording, but anyway. Overall, in my opinion, they should not deal with any criminal who worth more than 15 minutes in brig, and also should not go around looking for already wanted criminals, even if they are petty criminals. Just patrol around, talk with people, report to "real" security and arrest hooligans/vandals. And they certainly need no HUD for that. Thing is, they dont really need sec hud, but need in fact eye protection (Portable flashers in brig, their own flash being used against them, etc). That is my opinion.

P.s. i really want to see that role implemented

P.p.s remove sec huds from IAAs

Edited by McRamon
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