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Showing content with the highest reputation on 09/01/2020 in all areas

  1. Sometimes. Lavaland generation just decides that seeds should stay in the vault.
    2 points
  2. This change in SoP would have an impact on balance in favor of the cult by slowing down processing times and leading to more releases of cultists. Because of this I think it'd be a good idea to ask whether or not there's currently a balance problem in cult rounds before deciding if this is worth doing. And if the answer is yes then it should also be asked, is this the best way to fix the balance problem? I'm not going to give an opinion on whether or not I think cult needs balance changes or not because I'm honestly not sure. I just wanted to bring up some impacts that this change would have on balance as a topic of discussion and to play devil's advocate. Processing is already super chaotic on cult rounds due to the number of people who end up as suspects, especially if the cult has been doing a lot of converting. This change would increase the complexity of processing suspected cultists and slow things down. Right now you're just able to test anyone who is brought in, which makes things simple, but time consuming. If you need to first evaluate whether or not each person who is brought in has enough evidence to be tested then this will slow things down and also increase the number of cultists who get released. Both things give an advantage to cult with this change. Also, when cult has gotten to the point of being out of hand, it's already valid in SoP to authorize security to use lethals against cult and then revive and deconvert. If that's allowed to be an option then I think testing of suspects as long as it's not "mass testing" should be allowed. You should NOT be allowed to set up a checkpoint and test every single person who goes by with holy water. You should be allowed to test Joe if Joe was seen working closely with Bob and Bob was confirmed to be a cultist. If Joe turns out not to be a cultist, should the security officer be charged for this mistake since they were acting based off of evidence? If officers are charged for each mistake that is made when testing cultists this will even further reduce security's capacity to deal with the cult and will have another impact on balance. In summary this would give three main advantages to the cult: 1. Slow down processing. This increases the amount of security's resources that need to be spent on processing vs bringing in more suspects. 2. More released cultists. Less testing means less deconversions which means it will be harder to chip down cult numbers. 3. Officers arrested for incorrect tests. Security's capacity for handling cult goes down for each mistake they make.
    2 points
  3. I pretty much disagree with this whole thing, at-least as far as changes go. I do agree that security testing everyone at random is an issue, I yell at them for it myself, but making holy water lethal or having a lot of downsides isn't the way to go about it. I'd be more in favor of Pennwick's idea, if anything, and even then I'm skeptical about changing the mechanical side of things. An SOP change or something would do relatively fine I'd think, as Security is OOCly expected to follow the more serious parts of Security SOP and I'd think that would count as something they were expected to follow. I main sec and I dislike officers testing every single person that goes through processing as well. However, security can already be incompetent as it is, I see no reason to add another layer of incompetency to it. Much less one that can end up killing other players.
    1 point
  4. If an admin ruled you were being suspicious then YOU might have been the problem in that situation. Or its possible that nobody is at fault in particular. If its code red you're supposed to stay in your department and comply with all lawful orders from security. Cults are serious. Spessmen die and some can't even be brought back. A vampire is one of the most dangerous regular antagonists once they reach full power. They can't be faulted for trying to protect the crew. In fact if Security says stay out of maint and you go into maint you can be brigged for 10 minutes for creating a workplace hazard. Thats twice as long as your confusion from holy water and fully justified under space law, SOP, and common sense. Now if you're just in maint, its kinda borderline. You stuck your toe over the line, the officer jumped on you and you both ended up wasting your time. But if you're carrying a stun prod, cable cuffs, unknown, carrying paper or any combination Security is fully justified. At that point you're either validhunting or looking to get converted. Both are rule breaking violations. In either situation even if holy water did have adverse effects I feel like security would be justified in using it. Except now if you're just in a bad place at a bad time you're all messed up instead of just taking a 5 minute timeout. As for making the prayer beads the only method of conversion thats just... bad. I'm all for chaplains taking a more backline role against the cult but if you tie the only method of de-conversion to the null rod in a single form then you're making everything worse. If the null rod or chaplain goes missing Security's only option is to kill all cultists until a replacement can be found. And in more extreme cases they are going to want to kill suspected cultists. Take a scenario where you find a discarded tome and decide to turn it into security, on your way security decide to stop and search you due to a large number in your department being confirmed cultists. They find the tome and take you back to the brig for deconversion. The officer calls for the chaplain but hears on the radio that he hasn't been seen in 5 minutes and his sensors are turned off. The officer has 3 choices. They can let you go, there is little reason to believe you aren't a cultist at this point, if they do so they would be endangering the station. They could lock you in a brig cell and hope that both the HOP opens another Chaplain slot and that somebody latejoins, they're competent, and can make it to the brig alive. All the while they run the risk of you being teleported out of their grasp. Third option, they execute you on the spot for being an uncontainable EoC, they can revive and deconvert you once a chaplain is available. This isn't a great option either because there is a slim chance you're not a cultist and your story about just wanting to turn in the tome is true but as the cult gets stronger and stronger option 3 starts to look better and better. None of the options are good and in the two arguably best options the detainee ends up worse off. ---------------- Responding to Kyet's idea that antag tests are poor form I broadly agree but in this case I feel like the fact the test is accessible and slow means its a little more balanced. If the justification is loose then security is punished by having to hang around 3 minutes for the de-conversion to dud. I'd support making it less foolproof though. Ways to give security a false negative would mean it could have some interesting counterplays. See my suggestion of having it fake deconvert if the test fails for one example.
    1 point
  5. Depends on who's in security. I'll pass out sentences to officers as HoS.
    1 point
  6. Due to player feedback on forums, an update has been made to space law. This section here replaces all previous space law concerning prisoners who escape, attempt to escape, or break stuff in their cells. Most of this is simply grouping up all information on the topic into one easy-to-reference section, however, there are a few changes: Successfully breaking out of tempbrig now earns you a full reset of your timer plus an additional ten minutes. "Escaping" is now very narrowly defined. You have to be physically outside of the secure area you're supposed to be confined to. Breaking your cell windows/etc without leaving your cell does NOT count. Running outside your cell when an officer opens it, DOES count. Breaking the barriers that keep you contained (including windows) is "Attempted Escape" which is not the same thing. Attempted Escape allows security to move you to a solitary cell for the remainder of your brig sentence. Breaking lights and other non-barrier-objects in your cell is just in-cell vandalism. Security can't punish you at all for this. However, they're not obliged to fix anything you break, and these are the only objects you can use, so its probably not wise to break them.
    1 point
  7. I was being demoted because I got mailed to the captain office and popped out with laser tag guns and shot him a bunch, so I prayed Honk mother help me I am being demoted because I pranked the captain. get teleported to arrivals security was chasing me, Honk Mother blesses me with a bunch of honk grenades and space lube grenades I ran away, got caught again Honk Mother helps me reach critical mass, while pranking security the whole time.
    1 point
  8. One thing that just seems to be true regardless of map is that maintenance doesn't have air vents or scrubbers. I believe that, both from a lore and from a gameplay POV, this should change. Let me first talk from a gameplay POV: What is the main purpose of vents? Is it supplying the station with air? While that is one of their functions, I would argue it is not the main one. Crew don't use up enough air for replacement to be needed. If it was just about recycling air and filling maints up after a leak, then adding vents to maints would not make much sense. The handful of times where maint needs to be filled with fresh air or scrubbed, portable tanks and scrubbers can be used. But in my opinion, the main reason for vents to exist is in fact ventcrawling. A lot of rounds end up spawning either a mouse-blob, terrors or xenos (though rip for xenos for now), on top of more rare ventcrawlers like antag atmos techs or morphs. The vent network is their primary method of movement. However, those event antags all want a quiet place out of view to build up in. This forces them to go to the handful of places in maintenance that do have vents and are thus accessible, namely turbine or chapel electrical maint. The fact that maints don't have vents sharply constrains those antagonists, especially at the very start, forcing the evolution of a strong meta by leaving only a handful of viable nest/blob locations. Even after the start, it is not rare to see terror spiders stuck in maint rooms behind doors they can't force open, where vents would be a natural way for them to spread and get around. Another factor that was brought to my attention is headcrabs. Headcrab nests get spawned somewhere in maintenance, nobody finds them, they build up a shitton of crabs that are all trapped in one tiny room to be unleashed on whoever is unlucky enough to open the door. If maintenance had vents, we could make headcrabs ventcrawlers (if they aren't already), which is a very headcrabby way for them to spread around. You could argue this would make those antagonists more powerful, especially in maintenance, since a xeno hunter or terror spider could be lurking in a vent in the dark. IMO, that would even be desirable, making maintenance a great deal scarier than it currently is. The biohazard invading the station having an advantage in maintenance seems appropriate to me. Since maintenance vents are in less frequented areas, they should also have a tendency to not get welded as much, leaving biohazards a way out of a mostly welded network. Secondly, let's talk from a lore POV: First, let me say that I firmly believe gameplay and balance concerns should be more important than lore. With that out of the way, are there arguments for or against vents in maintenance? You could say that maintenance is not a proper part of the station, not designed to be livable or comfortable and that's the reason why it doesn't have any ventilation. However, not having areas on your space station get any fresh air, ever would be an incredible safety risk and liability. Secondly, there's areas of the station proper only accessible via maint, so there's an expectation that some people need to go there. Third, if maint is supposed to be this inhospitable, why does it have some lights? And lastly, there are areas of maintenance that are flavoured as former station parts that were abandoned. Areas like old bar, old diner and so on are supposed to have once been normal rooms. Why, then, did someone go through all the trouble of ripping out their vents and scrubbers, instead of just turning them off or whatever? My proposal So, what exactly do I propose? I don't think maintenance should have anywhere close to the vent and scrubber density that the proper station gets. However, there should be some scrubbers and vents added in choice locations where they can cover a fairly large area, as well as in locations that are formerly normal rooms like old bar. That should give blobs and spiders more choice in starting location, lessening the meta-factor.
    1 point
  9. Name: Koik Lakszizo Age: 25 years Gender: Male Race: Unathi Blood Type: O+ General Occupational Role(s): Quartermaster. Biography: Born to a poorer family, Koik's household was on the verge of poverty when their apartment complex caught fire due to a malfunctioning AI. Left to the streets, they tried their best to live a happy life. However, Koik would grow a fear and hatred for AI that would never quite go away afterwards. With only a single mother, Koik was left unsupervised, which caused issues when he started to grow older. He took on the name of his missing father at the age of ten, to the disappointment of his mother, and through his teenage years decided to get money the easiest way he could -- by taking it from others. Using a job at a vehicle parts shop as cover, he made most of his money through drug sales and robberies. Eventually, word spread to his clan, and his father returned home from exploring to set the record straight -- Koik doesn't like to talk about this much. His father died from stabwounds at about the same time Koik got in a barfight, forced to get cybernetic heart and lungs. He's been in heavy medical debt for the last few years since. Now he works for NanoTrasen, just trying to make ends meet and, hopefully, find a slightly happier life on a space station than he did on the surface of any planet. Qualifications: Experience unloading shipments for automotive supply shop. Has a pulse. Employment Records: Mid-teenage years helped stock a shop for automobile parts. Security Records: Drug possession, drug dealing, spiking drinks, violence against machines. Medical Records: Multiple liver surgeries. Synthetic heart, lungs, kidneys, and liver due to a particularly heavy night of partying. Personnel Photo (Appearance text): File attached. Other Notes: He hates AI, and generally expects Vox to prove themselves to be not terrible. Strong distaste for clowns. Apparently, he's learning to play saxophone, thanks to a friend's advice.
    1 point
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