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TullyBBurnalot

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Everything posted by TullyBBurnalot

  1. Working As Intended/Designed (TM). See above. There's a bit of a misunderstanding here. Cyborgs are specialized in a particular field. This does not mean they are excelling at this field, it simply means they are designed to only work in that field. They have been optimized to do that work. I've seen a lot of misunderstanding in this thread about the role of Cyborgs, especially coming from "More Power" advocates. This is not a random PR that someone made that made Cyborgs what they are; this is a concerted effort of server direction. Some servers give Cyborgs more power than Paradise, others give them less, we give them this. This is a core concept of our server direction. It's one of those a priori things that you honestly have little recourse but to assume that's how it works, sort of how we allow everyone to know about Antagonists if they so desire. It's just how things work, as they were designed to work that way. This is demonstrably false. Every single thing the crew can outmatch a borg at, they can do so at the start of the round. If anything, only tools and implements change, and even that is at the whims of Mining, Research and (for more dangerous stuff) Command. Sure, Security Officers can be equipped with X-Ray Vision implants, or be given Anti-Drop or have shields and guns, but that still requires other people to do their jobs, whilst Cyborgs are under no constraint, having their equipment on them at all times. Hell, you might even say Cyborgs are in a great position, being immune to theft of their tools and equipment. Working as Intended/Designed (TM). A lot of people seem to be operating under the impression that Cyborgs should automatically just be as good, or better than, humans, when that has not been the intended design direction of Paradise in... pretty much as long as I can remember. Which, as I pointed out, they still require either IC authorization + a reason to use this stuff, and/or having someone else unrelated to them do their jobs. By comparison, a Security Cyborg is a self-contained machine that don't need no man Scientist in RnD. Service Cyborgs also dispense trays and plates, and come with a guitar. They're general entertainers and servicemen, not bartenders. - Any Cyborg VS Shadowlings; - Security Cyborgs VS anyone relying on slips/stuns; - Medical Cyborgs handling basic Brute/Burn/Toxin/Oxyloss (Hypospray spam VS a human having to either drag them to cryo or get medication); - Janiborg VS Janitor. Seriously, this particular battle is stacked hilariously in favor of the janiborg. Plus, lube; - Engineering Cyborg VS anyone without an RCD When spending so much time looking for if a Cyborg is completely excelling at their field, one often overlooks the many (more) minor advantages they possess. Cyborgs are not meant to be upgrades over humans. They're supposed to be more specialized "sidesteps". Hyperbolic sentence is hyperbolic. You're assuming that Science will, always, in 20 minutes, complete research and equip the crew to such a degree that Cyborgs become useless. Basic observation reveals this isn't true in a vast majority, if not totality, of cases. And even WITH the crew on full swing, you still have Cyborgs excelling in certain areas, such as: - Immunity to pretty much every single chemical; - Immunity to lack of oxygen; - Immune to stuns apart from flashes (which even then are limited in being acquired and require quick timing in melee); - Immune to theft, literally always carry around a small cabinet's worth of tools with them regardless of how active the Greytide is; - For Medical Cyborgs, the ability to perform (relatively) safe surgery anywhere, anywhen, by using a roller bed and the grab bag of tools always at their disposal (see above point); - For Security Cyborgs, an immense amount of disabler rounds and baton charge when compared to a Security Officer; - For Engineering Cyborgs, still an RCD I could go on and on. The list of things that a cyborg has as a convenience over human crewmembers is one that, for whatever reason, is being completely overlooked in this thread over a belief that they should somehow still be "better".
  2. For the exact reasons Flattest pointed out. Having fat sprites for everyone means that not only do you need a new set of sprites for every species, you also need a whole new set of sprites for every single jump, and every new jumpsuit requires double the amount of spritework. The sheer amount of back catalog required for this is immense, and it would put a very large burden on any new spriters. Not really something we'd fancy doing.
  3. Ripped from SOP: The Geneticists are not required by SOP to do the cloning themselves, only provide Monkeys for Biomass and brain transplants, and clean SEs if required (which is a moot point with Mutadone).
  4. OP modified with identified issues. I should also point out: please do not refer to the following or not of SOP. That is not the purpose of this thread. Whether or not SOP is followed or enforced is not the scope of this update, this is merely to find shortcomings of SOP in regards to changes to the game since SOP was implemented.
  5. Context being defined as "Circumstances surrounding a given occurrence".
  6. @Saul ArgonWould it perhaps be more appropriate to simply keep the forward as something like "SOP should not be looked at in a vacuum, and context should always be considered"?
  7. *Grumblegrumblegrumble* For those of you not familiar with the purple name to the left, some time ago I led a community-wide project to create/update Standard Operating Procedure, and expand it to cover all Departments, as well as Legal proceedings (such as Briggings), in addition to a more generalized, non-specific station operation SOP. The issue that has arisen, is that SOP was written, well, some time ago, and parts of it may very well have become obsolete with time. As such, I'm opening this thread so that anyone can post what they feel is a shortcoming, error or obsolete idea in any SOP, so that it may get fixed. Nitpicking appreciated, and very much encouraged. LIST OF IDENTIFIED ISSUES: Genetics Department Duality; Roboticist Surgical SOP; Viral Outbreak Procedure practicality; Possibly moving free random searches to Code Red
  8. An RP Rule that should hopefully address these issues is currently being worked on. Stay tuned.
  9. There is no reason to only have ONE person in charge of workplace internal affairs. Having more individuals eases the load.
  10. Speaking as someone who both wrote a Space Law Overhaul and spearheaded the project to create Standard Operating Procedure, these are the intended roles: Magistrate: Ultimate authority on Space Law aboard the station. Can only be overruled by CC, unless they are clearly and evidently wrong. They may preside over Civil Disputes, as detailed on the wiki. They do not investigate cases of SOP being breached; NanoTrasen Representative: Direct representative of the interests of NanoTrasen on the station. They serve as an advisor to, and coordinator of, members of Command. They may, and should, investigate on whether or not the station is running as expected, and are free to handle workplace complaints by bringing them to the attention of the relevant Command staff; Internal Affairs Agent: Serve as "underlings" to the Magistrate, they have Security access for a reason. They can, and should, investigate workplace complaints, but should also concern themselves on whether or not Space Law is being correctly followed, and should take steps to instruct Security when it is not, and contact their superiors/CC when they refuse to correct themselves. They split their attention between Security matters and standard workplace grievances, and can serve as defense/prosecution attorneys. These are, as indicated, the intended roles. If people are acting outside these roles, they are acting outside the intended bounds of their job. If people are not treating their roles as these ones, that is a different issue altogether. Nonetheless, the IAA is far better adjusted working under the Magistrate than the NT Rep.
  11. If you feel an Administrator handled you incorrectly, then you are free to issue an Admin Complaint. We will look into any cases of abuse of power.
  12. If you have any legitimate evidence of them being an EOC, you prosecute them according to Space Law. If you have very strong, but not definitive evidence, you have the right to hold them up to ten (10) minutes in Processing. If you find no definitive evidence, you have to let them go. If all you have are suspicions, you leave them alone and just investigate on the side.
  13. I know saying "I Ded Ples Nerf" is basically a meme at this point, but... this is entirely what this post is. You got killed by something that is working literally as it was designed to work. Such is life.
  14. Far as I am aware, having Sleeping Carp active means you cannot use guns. Which would make most of their Uplink be completely useless. That said... Sleeping Carp + Advanced Hardsuit + Double E-Sword would be... something terrifying.
  15. "COME HITHER, HOO-MAN! I WISH TO SERVE A DELICIOUS DISH... OF PAAAAAAAAAAAAAAAAAAIN!"
  16. For the love of god, I am going to say this literally one last time: Moving back to ZAS is not feasible. We have enormous amounts of game resources irrevocably tied to LINDA. Going back to ZAS would mean having to backtrack through everything we have added to the game ever since we changed. No, it is not happening.
  17. Beg pardon, but the ORIGINAL was Skippy's List. The Bright version was yet another derivative, not zhe original, tyvm.
  18. This is not covered in Chain of Command, which is entirely my fault. The majority consensus of a previous discussion held between the Staff Members, and with the community, was that Acting Heads of Staff were not eligible for Captainship, unless there were no other legitimate Heads of Staff available. I would endorse this position for practical reasons, since someone joining as a Non-Command job probably does not want to suddenly be turned into a Captain, nor will they, in all likelihood, have the skillset/mindset required.
  19. I am reticent with this idea, because there are a LOT of ways it could be abused, and would lead to the whole PR needing to account for all these little potential issues. Not sure how well this could be implemented.
  20. In addition to everything that was already said, you can legitimately make a case for it being Robbery/Theft if Security illegally confiscates equipment. Which means yes, you can make a case for anyone doing that to be arrested themselves.
  21. Alright, let us assume that Officer A arrests Civilian B over Assault. In the process of checking their belongings, they confiscate a multitool for no reason other than the fact it was there, despite it not being used for the Assault. Afterwards, Civilian B starts complaining about this. Step 1) IAA hears about this, kindly reminds the Officer in question how confiscation should work, and gets them to return the items; Step 2) If Step 1 fails and the Officer refuses to listen, contact the Warden and tell them one of their Officers is confiscating equipment without justification; Step 3) If Step 2 fails and the Warden refuses to listen, or there is no Warden, contact the Head of Security; If all steps fail, you may just have a case of chronic Shitcurity, and no amount of sanity, arguments or reason will ever help you. Adminhelp to let the Staff know the entire Security department is breaking protocol and giving no shits about it.
  22. I understand your point. The problem lies, however, in the fact that regardless of how you go about this issue, unless you are suggestion mechanical changes to the game, then it is a problem that has to be solved ICly. And, because of that, it needs to be looked at in the context that it will occur in. While I can sympathize with the point of the original post, I really do have to point out what I just did: it needs to be handled ICly. The only way to go about making sure this happens more often is to use the existing roles to the best of their ability. IAAs, for instance, are criminally under/misused, when they can very well wield enormous amounts of power. I do not believe the solution to this problem lies in establishing even more chains of command, and as noted before, its already stated that confiscation is not a blanket response.
  23. As I noted, I am only saying that making up new jobs will not solve anything when they would function on the same premises as the jobs that already have issues with them. If anything, then we should strive towards resolving those issues. But, as Twinmold gracefully put it, the sheer amount of pointless noise is enough to make even the most dedicated of IAAs want to never play again. You can only respond to so many greytiders screaming about "ARNAKGDASHDOASGD SHITCURITY" before you stop caring.
  24. If such, that is entirely the fault of the players. The Representative has full access to Command Comms and a direct hotline to Central Command. The Magistrate is literally the highest authority on Space Law on the station. And can settle civil disputes too. We already do this. That is literally the entire point of the IAA office being that close to Security, and IA Agents having access to Security. No. Anyone who has had to play Security during even half-chaotic rounds can tell you why extensive paperwork on each prisoner is a ridiculously bad idea that helps literally no one. We have Comment Logs for a reason, noting down crimes using them takes about 5 seconds and does not tie people up in red tape. Or... it should go to Security, who now know what happened and can brig that person for it. They can... already do this. That is their entire point for existing. You are suggesting adding new jobs and departments when we ALREADY have jobs specifically to do what you want these additions to do.
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