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Showing content with the highest reputation on 03/25/2020 in all areas

  1. The other day, I felt the inspiration to tinker with the beloved "Thunderdome" track. It impressed me greatly back when I discovered the station. Spend then the evening in the band garage, resulting into this: It's done with assorted rock instruments, scratch keys, as of I tried to do the lead part with guitar. I recorded the stuff with my old multitracker. Result is bit distorted by peaking, due the hasty way I recorded the drums. Had fun time playing this, so that I wanted to post the outcome out here! And as of credits of the track were, not too long ago, discovered, the great original is here: https://www.newgrounds.com/audio/listen/312622
    2 points
  2. Howdy gents, My name is Biolock, in game I often play as Alex Crossman. Some of you may remember me from my time as a staff member on Colonial Marines, or mayhaps even further back to my time as a staff member on BestRP; regardless, I really enjoy playing on this server and I imagine y'all are probably use to seeing my character around already. I'm still kind of trying to figure out what exactly I like and dislike in terms of roles so I'm still jumping between a few. Ultimately I'll end up having a few different characters all with the last name "Crossman" to fill the various roles I enjoy playing. I look forward to seeing you all on station
    1 point
  3. I strongly agree here. As it is, Code Blue for 'suspected threats' barely, if ever, gets any use. If officers find a husked corpse with a missing ID in a locker, the response isn't "Oh, maybe this is a murder victim, maybe just a freak accident, Code Blue while we investigate," instead the sensible thing is to conclude "this person was murdered and looted, probably by a changeling. Code Red." Frequently even if I, as the HoS, only get partial reports and feel the alert should only be set to 'Blue' while the detective and security finish investigating, frequently the rest of command will go over my head and swipe for Red regardless of whether the threat has been properly confirmed or not. I'm not sure about the 'genesis' of the Code Blue/Code Red system, but I recall on older code builds, Code Blue was activated automatically about 5-10 minutes into the round, along with a small CC report that IC'ly listed all of the possible EoC types--this was primarily a RP facilitator when ignorance about antag types was enforced, just so the Captain could eventually announce "Yes, these are traitors" or "Yes, these are changelings" rather than the entire server being forced to feign incredulity for the entirety of the round. Now that things tend to stick at Code Green rather than escalating automatically to Blue, I find Blue barely ever gets used for it's intended role. Even then, the window of time between Security getting enough evidence to 'suspect' a threat and then calling for red because the evidence inevitably leads to a confirmation is extremely slim, so Code Blue is really going to waste as it's currently implemented. The value judgement between Blue and Red should be a judgement that command makes between security abuse versus antag activity, something like this: The overall goal for Nanotrasen is to maximize the station's efficiency. EoC activity and capital crimes reduce efficiency, as they generally threaten the crew. However, giving Security too much power ALSO reduces efficiency, as officers will waste the crew's valuable time by accosting them for random searches and department sweeps, sometimes detain crew over false positives or misapplied charges, and too much security meddling distracts the other departments from doing their job. Therefore, I suggest Code Blue should be for situations where EoCs are confirmed, but the inconvenience posed by EoC activity is still lesser than the inconvenience that would be caused by letting Security off the leash. Code Red should be for when the EoC activity has escalated to a point where the EoCs pose greater inconvenience than allowing Security to go full shitsec, or for a crisis like blob or xenos. Proposed Code Blue Changes I'd argue that blue should be for cases where evidence is confirmed that EoCs or capital crimes are being committed and investigated, but security is still expected to adhere to SoP and Space Law. The SoP permissions for blue are generally fine for this, but a slight edit to the armoury permissions: armoury gear should only be authorized for specific, singular situations, and with the expectation that officers will immediately return any checked out armory gear once the specific situation is resolved. The only time a shotgun or lasergun should leave the armory is if the HoS can, specifically, describe who or what the shotgun or laser is going to be fired at, after which point the shotgun or lasergun must be returned to the armory if it's still Code Blue. Officers should not be allowed to passively patrol with lethals during Code Blue or Code Green. Use of lethal force on a crewmember during Code Blue should prompt an investigation by IAA, possibly resulting in the demotion of the officer if it was determined that nonlethal force would have been sufficient, or the demotion of the HoS if they authorized lethal force for a situation that could have been clearly resolved by nonlethal force--especially so if the misuse of lethal force results in a fatality. Note that EoCs who demonstrate clear immunity to nonlethal force are, by definition, not definable as a threat that can be resolved with nonlethal force. This last part sounds so obnoxiously obvious but I've had players argue that sec should just keep pointlessly using nonlethals on a traitor who's going crazy with anti-stun stimulants or 500u of meth in patches while sprinting around maint stabbing officers with an esword, so I'm typing it down for posterity's sake. From the perspective of a Security main, tightening up SOP here will be a net positive: At present, distributing any lethals during Code Blue generally means the officers greedily squirrel their weapons away until they either get killed or jump into cryo without returning the weapon, making it very difficult to get everyone armed when an actual Code Red crisis occurs later and it turns out all of the equipment lent out during Code Blue is now missing. Proposed Code Red Changes Code Red should not be an automatic response to discovering EoCs. Instead, it should be reserved for situations where the overall safety and integrity of the station are at stake: Things like massive bombing sprees, vampires on a killing spree, or any infiltration antag who got enough meth patches to be basically immune to stun weapons. These are threats where security has a reasonable chance of failing even if they devote their full attention to confronting the threat, and therefore need permission to treat everything else as periphery until the threat is dealt with. Shadowlings, major biohazard infestations, or vamps/lings/traitors who either murder aggressively or render vast areas of the station inaccessible by bombing, and conditionally cultists due to the risk of a major summoning or they're using teleportation runes to evade nonlethal capture. On change I'd like to see in Code Red SoP is that crew should be obliged to carry and present their ID cards to security upon request, and failure to do so may result in detainment as it qualifies for "suspicious behaviour." If the crewmember has a plausible excuse for not having their ID (basically, if it was stolen. "I lost my ID somewhere" is a dumb excuse and shouldn't be accepted at face value,) then security may escort said individual immediately to the HoP in order to receive a replacement. I haven't seen anyone dispute this when it gets brought up in-game, but for the sake of posterity I'll point out it's not actually written down anywhere in SoP when it probably should be. During Code Red, officers do receive access to lethal armory gear, but there should be stipulations about how to use lethal equipment during a Code Red situation. Obvious threats like xenos and nukies don't really need a lot of instructions, but there need to be some rules if Code Red is used for a more murky situation like an extremely robust hijack traitor During Code Red, officers may use lethal force in self-defence (particularly if there is an attempt made to steal an officer's weaponry), or to confront an individual guilty of a crime at Exceptional severity or higher (The only crimes at 'Exceptional' severity are Murder, Manslaughter, Grand Sabotage, and Grand Theft, so repeatedly looting the hand teleporter on Red Alert as a joke might not end well). Officers should always attempt to use nonlethal force when resolving crimes of Major severity, but a crewman guilty of a Major crime who evades nonlethal detainment must either surrender willingly or, if they are worried about confronting security, surrender themselves to a member of command, at which point they will be transferred into security's custody. If a crewman commits a major crime on Code Red, evades nonlethal detainment, and refuses to surrender to custody, security should be permitted to use lethal force. Note that certainty is important here: if an officer's poor judgement or hubris leads to lethal force being used on an innocent, the offending officer should be demoted and charged with either aggravated assault, manslaughter, or murder. Medium crimes should always warrant nonlethal force. Repeated, consecutive Medium crimes during a Code Red situation may result in prolonged, conditional detainment until the Code Red alert is cleared. Minor crimes during Code Red should be noted in the crewmember's record, but security should refrain from prosecuting minor crimes during Code Red until the alert level is reduced to Blue or Green. Certain minor crimes may have their severity escalated based on context, especially if the crimes directly impede the crew's attempts to confront whatever crisis warranted Code Red. (e.g. A doctor hoarding surgical equipment and hiding it away from the wards on Code Green counts as petty theft; doing this during a Shadowling crisis could be charged as a major crime, or even as aiding and abetting the Shadowling if the crewmember demonstrates enough pettiness. A clown slipping officers trying to confront a blob situation should be thrown in a cell until the blob is dealt with, etc.) The intention here is to drastically reduce the number of distractions that security is forced to deal with during a crisis situation. While adherence to SoP is important for curbing shitcurity during calmer moments, it's a liability when dealing with a crisis. So for instance if I as a non-antag, slip and kidnap a shotgun-toting officer on Code Red, then try to use methpatches to make myself flashbang immune as a non-antag, well... firstly, I'd expect to be straight up banned since that's basically self-antagging, but otherwise if the admins are busy then security should be able to treat self-antagging players on Code Red as if the offending party were actual antags. Again, the intent here is that Code Red should be reserved only for exceptionally dangerous situations when security needs to work without distractions to deal with a primary threat. Code Red should not be the immediate go-to button for when any EoCs are identified at all, but only for situations where Security is at risk of losing control of the station. Wrapping Up Currently, the only appreciable difference between Code Blue and Code Red SoP is that Code Red permits officers to detain without warning (and even then, only when evidence connects the detainee to a crime), and officers can forcefully escort crew back to their departments (I have never seen this enforced without causing major griping about shitcurity from the crew). The HoS can technically authorize lethals on blue (generally there needs to be a good reason for it, but the same judgement applies when requesting Code Red). I argue that making the alert levels more varied gives Command more precision in controlling what Security is allowed to bring to bear.
    1 point
  4. I do love white ship tales, so many good memories of survival, betrayal and Skipjack Raiding, and for a moment there I thought that was Revolver Giki on your ship.
    1 point
  5. Thanks man! Well, that happens when I lock myself to the bandhouse again. People do cheerful art and stuff here so that I wanted to bring something of my own. Taking the drums and the solo in was here a major honk, due that being a rhytm guitar/bass player I don't really play drums and solo guitar, I just beat them taking funny faces in the process. But you know, give a monkey enough time, pizza and drumsticks so he'll finish it eventually, maybe a bassist too!
    1 point
  6. Kida are fun to play just because you're a strong bug dude. They are a scarce sight on the Cyberiad. For better or worse, people will notice you and you will most likely be memorable just for being one of the kidan players -- They're all pretty distinct and things like DNA scramblers and chameleon kits don't really work. Mechanically, the "no eyewear" thing is a pain in the ass if you play medical or security, but you can adjust with time in your own way or get implants. (As someone that plays a kidan that exclusively plays either sec or medical.) Slimes are also fun to play because they're little goo people. They're a tad more common and fit into disguises much easier than Kida, partly because of their very human anatomy. They cannot be revived on death without quick recovery, monkey-man clones, cyborgification, or skilled doctors with a supply of mitocholide and strange reagent, which is really their main mechanical drawback. Slippery blood also causes a hilarious shitshow during an emergency, with dying people slipping where dying slime people came through. Kidan customization is high-quality, and a bit more diverse than humans. You can change antennae, eyes (which make up a good portion of your sprite, mind you!), horns, and body accents (which affect your biolamp colors.) People seem to physically ID kida by eye color. Slime customization is very human and limited -- The only real difference is you can change the color of your slime. This slime color is probably what people will ID you by.
    1 point
  7. A warning on SR would be neat, though: Coming from a vox main player: Going to have to give a hard -Support on the idea that vox become cloneable, part of the reason it's impossible is you can't clone a vox's "brain", the stack is not organic and is beyond what NT is capable of understanding or even reproducing. Its tech that was created by an enigmatic species that is untold millennia old as a whole, and beyond its "public" face of the primalis who conduct raids and do work and oddjobs beyond their arks, not much else if anything is really known about the arks, let alone the tech that allows a vox to essentially be immortal so long as their stack survives to be reimplanted into a new host. To make them clonable would be to remove their concept of a cortical stack, which would fundamentally change who they are as a species. You can scan and clone a humanoids thoughts, memories and create a perfect copy that is just a new version of them. You can't make a new vox unless you ARE the Vox. Edit: A side note about the new crit 2 minute timer, a PR is currently in the works for bumping that up back up to 5 minutes and seems widely supported https://github.com/ParadiseSS13/Paradise/pull/13006
    1 point
  8. This is amazing! I love this, would love to see more.
    1 point
  9. Good Evening, Spacefolk. I'm XiggiStardust - my main Player Character is Inrega Rehos [Psychiatrist] [Janitor] [Librarian] [Chain Smoking Civilian], but I've been getting my jollies lately playing Runtime, or a Diona when possible via mob spawns as I don't have much Karma yet. I'm actually pretty familiar with Paradise Station despite not playing or ghosting until relatively recently; I'm married to this nerd who has entirely too much time logged on this absurd game (hi, honey!) and I've watched them play for maybe 2yrs? I'd tag them but it'd be more fun if I just let them find this when they check the forums next. It's your typical story, "this is dumb, why would I play this, jesus who would put this in a game, oh my god that was awful and I think I'm going to laugh so hard I die" and now I've got almost 40hrs of playtime. Cest la vie. I'm a massive geek; tabletop RPGs, Star Wars and Star Trek; Mass Effect, Diablo, Fallout; Heinlein, LeGuin, Niven; anthropology, metaphysics, taxidermy and animal processing. I have too many hobbies and not enough time in the day. I'm shit at introductions so I won't blather too much more. It will be a pleasure to continue dying horrific pixelated deaths with you all, my crew.
    1 point
  10. Due to the general lockdown, I had some time to spend alone at the band garage. Thought then to record one for you, fellow spaceman friendlies! This time, a cover shot of "We will be strong", by Thin Lizzy, year 1980 at album "Chinatown". As it says, keep up the spirit, and toolboxing, out there. I dig various kinds of music, yet Thin Lizzy has always been the personal favourite. Rough sounds, rough lyrics, that kind of stuff I mind to sing too. This arrangement and all sounds played by me.
    1 point
  11. 1 point
  12. don't forget bananas
    1 point
  13. No mentions of the words "Duck", "Goose", or "Evil". This is clearly fake, and not canon. Dayana cannot be described without the word evil, and she cannot go for 5 seconds without obsessing over waterfowl.
    1 point
  14. I think the alert system should be changed personally. Because right now blue is "command members not ready to swipe yet". Blue should be threats are known but contained/not chaotic yet. That way security gets extra rights without starting to enforce annoying things and just tasering you for standing in the wrong spot. Red should be that the threat has significantly increased and security is in desperate need to get some help. Like things getting bombed, security officers going down and not-revivable.
    1 point
  15. Hiya, Emelia here, or Yeroc500 for my ingame alias, a somewhat late introduction since I've been here for about a month now. However, better late than never! Anyways, figured I'd introduce the person behind the trio of characters some of you might have run into, those being RATEDRSD:Edge(Detective), Phoboras Biazi(Brig Doc/Regular Doc), and Amalia Sienfi(CE/Engineering). I have a few other characters I run, however they are for when my main roles are all taken and I REALLY wanta play. I'm a pretty long time writer and RPer, having started truly RP'ing 40k fan stuff since back like mid 2000's, and have kept it up since then. I also do a bunch of D&D stuff, but thats a little more sporadic, as I am picky about groups. I play all sorts of video games and am heavily into esports. I drive big rigs as a job, so have plenty of time to RP and play when I get time off. Otherwise, I am just a big goof who likes to have fun with others, oh and talk. I talk a lot, like a lot a lot. Its been great here so far, and I cant wait to keep meeting the big cast of great people here! PS. If I seem annoying IC or OOC you can tell me to get lost, I wont get mad, I know I can talk just a bit much hahahahaha.
    1 point
  16. Hi, have become quite active on the server recently and have played 3 or 4 complete rounds. Really like the game and the server is a really fun place to have fun and roleplay. I like playing Janitor, Cargo Technician and Chaplain. My in game name is set to 'Vladimir Petrov'. Look forward to getting to know you all and becoming more active in the community. Thanks, and looking forward to meeting you in-game!
    1 point
  17. Hello there! I decided to introduce myself here after a couple nights of playing. I usually go by Silent, so no worries about the numbers. I have only played a single round as a cargo technician, but you'll be likely to find me running around as Scott Begum. I got plenty of help from Jedd and Frost for my first time as a cargo technician, so it was really nice to have fellow supply workers that were welcoming, and gracious enough to teach the ins and outs of Supply. Other than that, I have played almost two entire days as Ian the Corgi, so I have likely been an Ian in one of your shifts if you have been on the Cyberiad the last couple nights! Always adventuring and exploring the station whenever I am able to get a collar with a bit of access. It has been a blast, and I hope to continue returning to the station, either as Ian, or as Scott! Maybe you'll run into me sometime. =] Cheers.
    1 point
  18. Hello! Joke5552 here. I've been playing on this server a lot but only just got around to making my forum account. I normally play as a Diona named Witnessing the Empty Day as a Xenobiologist or a Botanist. Sometimes as a Human named Kermit D. Fraug-Hear as well. I'm not especially good at the game so I don't exactly do amazing work, and if I am doing great work it's probably not what I'm supposed to be doing. But I have fun and I have the basics down now so apologies if I mess up somehow. Really enjoy the game and RP, most especially when crazy bullcrap is happening. Some of the stuff that happens in this game is just insanely stupid in the most absolutely genius of ways. Is real good and I like it a lot. Happy to be here!! Look forward to seeing y'all in game. P.S Diona Master Race
    1 point
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