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davidchan

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Posts posted by davidchan

  1. Clearly these workers had no childhood and were put into a very regimented educational system shortly after they learned to walk. This not only explains their lack of social skills, but general immaturity as they never developed an understanding of social norms and common courtesy while hooked up to a computer for 15 years.

    • Like 5
  2. I personally play it as a quirk. If I'm doing a task that isn't vital to the station as a whole or otherwise risking a player's removal from a round, I'm chatty those surrounding me will be, goofing off and doing what I can to make things fun even if I know they aren't efficient.

    But when B.E.T.A. or Dr Ward is working surgery and someone is dragged before them in crit, fun stops, mask goes on and work gets done till that person is out of the red. And god help you if you're between them and their goal of saving a life or preventing the destruction of the station, many a person has been forced into a locker and pushed aside until things could be taken care of.

    People get tunnel vision when they are working on something very serious to them, so its not unrealistic for a character to go from social butterfly to ill tempered feline when things get dicey.

  3. Money is an infinite and useless resource, being able to convert it to supply points will be abused severely.

     

    specifically slot machines have an absurd pay out rate and 15 minute of clicking can usually net you 50k if not much more of you hit a jackpot.

     

    add in the HoP can just drain department accounts round start and nobody would notice your looking at a free 300+ points.

     

    cargo can already export goods and crates for points, they don't particularly need another source of effort free income

  4. 14 minutes ago, Rurik said:

    I'd absolutely love it, though I am curious; would these convicts be able to roll antag themselves, such as cling or vamp? Apologies if this is already answered, I may of missed it.

     

    4 hours ago, davidchan said:

    Convicts would still be eligible for appropriate Antagonist roles (Such as Vampire or Changeling) but have lower roll rates on Syndicate Agents or Cultists (as they spawn with no inventory or bag to hide their gear.)

    Under my proposed intent yes, though for some it would be extra hard mode since going loud would almost immediately make you eligible for KoS

    11 minutes ago, Trubus said:

    My only worry is security all ready have a hard time checking in in permanent. And when they do, they prisoner is dead, missing, or breached a hole into space to escape. If there was a way to better monitor them.. like camera console in warden office or something...

    There... is a camera console in Warden office? Or are you suggesting a special camera for Brig/Perma only? I would certainly endorse Power Packs or what ever item we elect to use for tracking Convicts to have a camera on it (leading to the hilarity of a Warden/Sec officer checking the camera to see the pack laying abandoned in maint somewhere or even a 'FUCK NT' graffiti written next to it)

    Perma would perhaps have to be expanded somewhat to accommodate more regular residents, though luckily we have vacant space north and west of the current layout.


    Ideally I'd like to see up to 6 convicts per round, with more slots being opened in high pop. The more convicts in a round, the more chaos a G.R.E.Y.T.I.D.E. virus produces when they decide to risk bolting.

  5. I'd agree that it might need to be implemented in steps or pieces, but for the most part this is a baseline goal for the end product, I wouldn't expect 100% of it to be implemented but at least given forth as details for the intent of the role.

    As for the mini-antag status, I feel it works against them more than it works for them as members of security get more say in what they can do than the convict themself.

    As for Convict Numbers vs Security, that is debatable in the same way Civilians vs Security numbers go. The role gives Security something to do when most crew are not causing trouble (hopefully cutting down on Security cracking down hard on minor violations if they have designated targets) but a remodel of security to contain more convicts and a Protective Custody wing could also come with more Job Slots for Security officers and potentially a karma role for Warden/Staff to specifically watch over the Perma inmates or a Brig Psychiatrist.


    Overall I do really like the idea of NT being Morally Bankrupt and happily using long term prisoners, Enemies of the Corporation and other political dissidents for slave labor and live human test subjects while giving the crew a basis of how things could be worse instead of just assuming that Civilian is the bottom of the totem pole.

  6. This is still a Work In Progress and any and all Feedback to make this viable in game is welcome.

     

    To break away from the idea that Karma roles are intended to be better roles than their base department, I submit the idea for Convicts as a job role, round start Permabrig prisoners used by Security and the station as a whole for manual labor. There is a number of possible applications, but lets start with the basics.

    The Primary function of this Role is to give Security personal a form of interaction within their department  during low population rounds as well as giving them something to barter with other departments should relations become tense. (Go go Nations mode slaves)

    Karma Cost: 5. This job offers no special access and in lore the station is allotted a higher budget to hold and care for them.This is a job for masochists and people who want a new, if challenging, RP and playstyle.

    Spawn Area: Convicts have previously been convicted of a Major Crime prior to round start and their sentence has already been handed down by CentComm or a previous shift. Because of this, they spawn in the PermaBrig (or a Protective Custody wing if such a thing were to be added.) They are not eligible for Execution at round start. They can volunteer for Cyborgification how ever. Late Join Convicts would spawn at a sleeper located in the permabrig.

    Access: Convicts have NO default access, starting with Prisoner IDs and tracking beacons maxed by default in their orange jumpsuits. They do not receive a backpack or PDA, and security is allowed to revoke their headset privileges if they are abusing them.

    Job Responsibilities: In theory, none. By default, Convicts exist to serve out their sentence and CC sends a regular allowance to the Security Department for every Convict the station is safely housing. In low activity rounds CC might want reports on their status or could send over equipment and experiments to utilize on Convict. Security may also use Convicts for manual labor as they see fit, be it Gulag mining or allowing Science to requisition a Convict for human testing of their various experiments. SOP of course would require an active clone scan to be on file during any activity that might endanger the Convict's life, as any unlawful reduction to a Convicts sentence would come back down on the Warden and/or Head of Security (and Captain as well.) Janitorial, Kitchen, Hydroponics, and Cargo work would also be acceptable under SOP with proper supervision.

    Convicts who are daring may attempt to escape, and their Rules of Engagement would be somewhat loosened compared to otherwise loyal crew. They are not antags and should not act like them, though they would be allowed to attack Security and Crew alike (or threaten such violence) if it could reasonably be asserted to lead to their escape (such as holding a Doctor prisoner)

    If possible, Convicts would be weighted higher for Kill Objectives from Syndicate Agents, as they themselves most likely failed their previous assignment and the Syndicate doesn't need any loose ends (thus, forcing Convicts to weigh the balance of cooperating with security or escaping and risking an assassination themselves.) Other Antagonists might be tasked with ensuring the escape of a Convict, or even a hard mode objective of requiring a Hijack with the convict(s) in custody for 'DeBriefing' by Syndicate Interrogations.

    Labor Detail: When a Convict is assigned to work a job on the Cyberaid, voluntarily or otherwise, it is referred to as a Labor Detail. Security MUST ensure the Convict is wearing their Orange jumpsuit to differentiate them from regular Crew, their sensors maxed out, and Power Pack equipped to their back for tracking and remote disciplinary processing. Unruly or Uncooperative convicts should not be assigned Details without good reason, and any convict failing to complete their detail should be apprehended and disciplined by Security personnel.(Please note these are SOP/IC guidelines and not mandated rules OOC)

    Head of Personnel may customize an ID for Convicts on long term details, otherwise a standard Guest Pass may be issued if an escort is unable to supervise the convict during their detail. Convicts may work any of the following Jobs if requested by appropriate head of staff:

    Mining (Convicts may work in the Gulag or Mining Asteroid Abroad. They are NOT allowed use of a Kinetic Accelerator or Kinetic Crusher without specific permission from Head of Security. All mining points gathered by Convict are to be forfeited to Quartermaster.)

    Botany (Convicts may grow edible plants and medicinal herbs in Hydroponics or Permabrig. Convicts are NOT allowed use of a Hatchet without direct supervision. Convicts are not allowed to ingest or partake in use of any hallucinogenic compounds found in various medicinal strains of plants. All produce must be forfeited to Supervisor or Botanists.)

    Kitchen (Convicts may work in the Kitchen preparing food for crew. Use of a knife is permitted only under Supervision and may not be stored on the person of the Convict or taken outside of the bounds of the kitchen. At request of Crew, Convicts may ordered to deliver food to workstation and offices.)

    Custodial (Convicts may be assigned to work in various departments of the station collecting trash, cleaning up messes and ensuring a Hygienic work environment. Convicts should only be assigned one Department or work area at a time to clean, and should be thoroughly searched by Security before returning to the brig or assigned another detail.

    Cargo (Convicts may work in Cargo bay transporting and recovering crates only. Convicts are not allowed to approve or deny Supply orders and must be supervised while working with unlocked crates containing goods.)

    Test Subject (Convicts may be requested for use as Test Subjects for Genetics, Virology, Robotics or Research Lab. A Clone Back up should be acquired before partaking in such experimentation. Security may force uncooperative Convicts to be test subjects, but should only select cooperative ones who volunteer. Any enhancements gained through such experimentation should be removed prior to end of testing unless authorized by Head of Security.)

    Construction (Convicts may be requested by Engineering department to aid in construction, remodeling or repair details as appropriate. Convicts should not be given tools without supervision, but should be given EVA Softsuits as needed. Primary tasks would include carrying extra construction material and preparing groundwork for Engineers such as placing lattice or plating. Ensure all convicts are searched prior to end of detail to prevent smuggling of tools or equipment.)

    Other (Convicts may be requested by general crew for mundane tasks and labors as needed and approved by Security. Convicts should not be assigned as personal servants or aides, but can otherwise be utilized for odd jobs around the station where manpower is low. Convicts should not be sent through the Gateway or given Exile implants without CC approval, nor should they be tasked with exploring space around the station.)

    Spoiler

    Standard Operating Procedure: 
     

    Spoiler

     

    Code Green: 

    1) Convicts are required to obey the orders of Security and Command personnel.

    2) Security is required to ensure that any serious wounds sustained by Convicts are treated by Brig Physician or Medical Personnel.

    3) Crew  members are required to report to security if they see a Convict outside the bounds of the Brig or otherwise working a Labor Details.

    4) Convicts are not to be allowed to obtain any Genetic Mutations or Powers, Beneficial Viruses or Mechanical Augmentations without Head of Security permission, and only when such enhancements would benefit assigned work details.

    5) In the event of Death, Security personnel are required to recover a deceased convict and make every available effort to revive or clone a convict to carry out their life sentence.

    6) A stamped CC fax is required to execute a Convict, or otherwise enact a Do Not Resuscitate order, regardless of Convicts behavior prior to death.

    7) In the event of Station Evacuation, Convicts must be transported to an Escape Vehicle. Security is not required to transport Convicts during a Crew Transfer without CC directive.

     

    Spoiler

     

    Code Blue:

    1) Procedures 1, 3, 4, 6 and 7 are carried over from Code Green

    2) Security is required to ensure Convicts maintain functional health as in Code Green, but Convicts are now considered a low priority and should only be treated when all other Crew is stabilized and healthy.

    3) In the event of Death, Security are still required to recover the body of a Convict but revival can be delayed if they have proof the Convict is somehow related to the alert or would endanger crew if revived.

    4) If Alert was called because of Convict's escape or death, convict is to be revived as soon as possible and placed back into custody.

     

    Spoiler

     

    Code Red:

    Procedures 1,3 and 4 carried over from Code Green. Procedure 4 carried over from Code Blue.

    2) All Job Details are revoked and Convicts should be returned to the brig unless their continued function aids the crew in dealing with the alert.

    3) Convicts who fail to obey orders of Security and are otherwise considered a threat may be executed by Security personnel if containment is not possible.

    4) Convicts must be revived once Alert is lowered. Security is only required to seek medical aid for Convicts who can not continue their function.

    5) Head of Security may authorize convicts to be armed or equipped to help fight threats to the station. Loyalty and Cooperation must be ensured prior to authorization, and Head of Security is responsible for any actions committed by them.

    6) Executed or Deceased Convicts should have their corpses collected and stored for transport, provided such actions do not endanger Security personnel or Crew in recover effort. Revival of Convicts during Code Red is up to the judgement of Security and Medical personnel.

     

     

    Other Info: Convict's role on the station is designed to add a dynamic of Non-Crew to the station, they have little to no rights save for what Space Law provides them, and the individual crew members are free to decide how to treat them or feel about their presence on the station. Convicts are considered Station Property, similiar to pets and Borgs, and should be treated as such if crew attacks them or otherwise interferes with their details. (Murder of a Convict still counts as Sabotage, breaching the brig to kill multiple Convicts counts as Grand Sabotage.)

    Convicts would still be eligible for appropriate Antagonist roles (Such as Vampire or Changeling) but have lower roll rates on Syndicate Agents or Cultists (as they spawn with no inventory or bag to hide their gear.)

    Optional Additions: These are ideas that could be implemented alongside or after Convicts to add flavor or use to the role.Security Points:

    Spoiler

     

    Security earns points throughout the shift for all living convicts in the Brig or on a Job Detail wearing a Power Pack (or similiar item to track their location that is removable in an escape attempt) Similar to a private Prison these points are meant for the care and containment of Convicts, but Security is free to spend them in otherways. A terminal would be added to the Brig, Warden's office or near PermaBrig processing with a drone or small shuttle delivering the materials later. All items should be geared towards care and containment of Convicts or use in their assigned details.

    A convict not in the brig or not alive does not count as living. If a convict is not wearing a power pack or other tracking item, they are considered Escaped, thus not earning Security points. All flags reset when points would be accrued, requiring Security to be vigilant in ensuring the wellbeing and custody of Convicts if they want the points.

    1 Convict = 1 point per 15 minutes. Thus a well behaved convict is 8 points in the average shift. Only Convicts accrue points, regular crew put into Perma do not benefit security in this manner.

    An example list is as belows, these are simple examples and guesswork of what would be a viable system to aid Security without making them overly self sufficient. 

    1 Point = Box of Shotgun Shells (Rubber or Beanbag.)

    1 Point = Basketball (Or similar toy)

    2 Points = 1 Prisoner Meal (2-3 items randomly assembled in a box from the substance vendor. Random chance for a higher quality item like a hot donk pocket or syndicake.)

    3 Points = Prison Garb (Orange Suit, Orange Shoes, 1 Handcuff for shackles and 1 Bedsheet)

    5 Points = Prisoner Tracker (extra Power Pack or similar item that allows additional Prisoners to be set on detail and earn points without being flagged as escaped while wearing)

    6 Points = Botanical Tray

    7 Points = Taser

    8 Points = Prisoner EVA Suit (Bright Orange soft suit, comes with small Oxygen Emergency Tank)

    8 Points = Janitorial Cart (Includes Mop, Signs, Spray Cleaner, Bucket and Soap)

    10 Points = Riot Shotgun (Unloaded.)

    15 Points = Box of Tear Gas grenades.

    20 Points = Suit of Riot Armor

    50 Points = Riot Control Bundle (2 Suits of Riot Armor, 2 Riot Shotguns with rubber shot loaded and 2 boxes of Tear Gas grenades)

     

     

    Side-Antag: Pirates/ Prison Break: If three or more Convicts are active and alive on the station, a group of Pirates, Criminal Gangs or other nefarious may spawn with the intent of Liberating the Convicts and getting them off the station. This event would only fire 60 minutes into a round, and less likely to fire if an Syndicate Agents present among the crew had free, capture or kill objectives.

    • Like 6
  7. Just make the Captain's Spare immune to it. Plasma infused gold that jams the blades.

    I'd like this idea more if there was a counter-part to print fresh IDs so those boxes of blanks could be removed.

    • Like 1
  8. 24 minutes ago, FreeStylaLT said:

    This does not exist anymore, unfortunately.

    Literally the spot below the med desk. Its out of all traffic areas and doesn't block the chemistry desk. Its meant for people without serious injuries to await treatment without risk blocking the doors if someone is being dragged in while in crit.

    24 minutes ago, FreeStylaLT said:

    They also unfortunately cannot, not from their posts:

    wxAhBN8.png

    the CMO has a far better and more reliable view of cloning from their office at the moment.

    Part of Genetics job is to routinely check cloning for fresh clones, they have a window there for a reason.

     

  9. Did you know - Head of Staff can make announcements from the Request Console in their office. 

    Did you know - Medbay has a front desk so that a doctor or assistant can man it to notify doctors of inbound patients, as well as an area off to the side for those without potentially fatal wounds to await treatment.

    Did you know - The clown is meant to tell jokes and entertain the crew, while the mime is meant to emote out actions and avoid all physical contact in the process.

    Did you know - Assistants are capable of doing odd jobs to help departments function and coordinate - Not steal everything not bolted down.

    Did you know - The Body Scanner tells the doctor/user all the internal damages of a patient and should probably be used on every patient who is defibbed or comes out of a cryotube.

    Did you know - Genetics is actually capable of monitoring the cloner and helping fresh clones fix their brain damage, SE changes and open the door to let them out.

    Did you know - Engineering has a series of consoles in their departments that give them information from how much power is in the powergrid, which APCs aren't charging and notify them of any atmospheric conditions or that might require their attention! 

    Did you know - Security HUD and Security Record console can modify a specific crewman's records to denote any crimes they've committed or pertinent details. Detaining someone against their will without charging them of a crime is Kidnapping, aka Illegal Detainment!

    Did you know - Science department can actually build useful mechs and distribute equipment to help the crew, instead of the usual combat mechs! Who knew?!

    Did you know - Botanist has a wide variety of food they can grow, not just nettles and ambrosia.

    4 hours ago, Shadeykins said:

    Useless mechanics? Passive gates in atmos are just a recoloured gas pump.

    IIRC passive gates don't require or use power and only push gas if there is more pressure on the intake than outtake. Putting a gas pump between two pipes with equal pressure below the pumps threshold will pull from the intake, where as a passive will stop pulling gas once the two pipes are equalized even if the gate is set to higher. Basically a gate is trying to maintain a specific pressure on the intake while a pump is trying to maintain the pressure on the output.

    • Like 1
    • Thanks 1
  10. 3 hours ago, Fox McCloud said:

    One way to make regular mages a bit more ...well, chaotic and exciting would be to make summon guns and summon magic do what they were originally designed to do; be something other than "screw the wizard over completely".

     

    Originally it was designed to basically entice the crew to kill each other, making it easier for the wizard to cause chaos.

     Add an illusion effect to summon guns to make everyone hallucinate for a while viewing everyone as a wizard, monster or some other entity they can never be sure is friend or foe.

  11. Morph is very annoying to fight given how much health they have, how much damage they deal, and general ease they have of acquiring more mass without any visual indication of their strength. This also assumes they don't spend much of their round just running away from any conflict that isn't 1v1 where they know they can win.

    Blob is much better round type imo as the entire crew is given a goal to work against, the blob is largely stationary so much of the 'action' isn't people welding vents, but rather gathering tools to fight back and the actual attempts to stifle the blob's growth. You slow a morph by... throwing everything in a locker and hiding it away from a vent easy access area for the morph.

    The only  'fun' morph rounds I've seen are those in which much of the crew is generally unaware of the morph's existence as they vent crawl disguised as a bot, drone or monkey that might be a typical sight in the area, eat everything when nobody is really around to look, and move onto the next empty area. Such engagement. Much fun.
     

    I don't see the point in pushing combat focused antags to be mid-round RP events when we actually have RP focused roles that could be made into midround events such as the Merchant or Vox Traiders, and we could easily make things like Refugees, CentCom Civies (Centcom is not solely staffed by 1 admiral or comm officer, by definition there HAS to be some form of support crew) or even the suggest Wizard Apprentices 

  12. On 4/9/2018 at 3:15 PM, ZN23X said:

    I have the power to create anything from nothing.

    Principle of Equivalent Exchange: Even if you're unaware of it, something else of equal mass is turned into nothing every time you use this power. You just never what until you make yourself a juicy steak and notice a steak sized hole in your dinner table.

    On 6/12/2018 at 12:11 AM, Holyass said:

     Oh don't mind, me I got the power to modify anything I want to.

    You have to confirm admin privileges everytime you make even the smallest change, and must manually confirm each overwrite. This also causes you to lag somewhat when making large changes.

    I now possess the power to alter someone's perception of time.

  13. I would generally agree with crime stacking going away or at the least only overruling lesser charges (such as multiple assault charges against one person just being upped to attempted murder). If someone does the same thing crime x times before getting caught, they should be charged with each violation. If I steal the boots from every member of security, I should be getting a longer sentencing than the guy who only stole one pair before getting.

    • Like 1
  14. Glow sticks

    Fireworks.

    Bouncy ball.

    Vox assorted headgear. (Can it fit on your head? Reward.)

    Fully stock the beach getaway so the chef can actually have a BBQ. Also ensure there is an industrial outdoor grill and players can get 'You smell the [meat/food/what ever] grilling!' if they are within 4 or 5 tiles of an active grill.

    A toy horse

    Plastic Rocket Fist. With grapnel upgrade that can be used to snatch and real in items from a distance.

    The NT Foamsoft nerf guns. Or what ever they are called.

    A Xeno exosuit that hisses and spreads oil over the floor as resin.

    A magic lamp that just blows raspberries at you and huffs insults when rubbed (used) 

    VR Pods for mini-thunda dome and FPS coop shooters. (VR Deffsquids vs Xeno hive anyone?)

    Rock-it launchers that can actually launch any pocket sized item.

    RC Copters and drones. Perhaps even a race track for them. Also, Battlebots.

    'I survived the gateway and all I got was this lousy jumpsuit' apparel.

    Fat stacks of mining loot. Ore/Sheets of material and other fun loot.

    Scooters, bicycles, unicycle (for the clown) and other vehicles. Also the old school cargo tram.

    A massive pile of (worthless) bitcoins. And an unmarked hard drive with hundreds of them.

    Antag tokens. (The coin, not the actual status)

    • Like 2
  15. Not a fan of the Aiding and Abetting change, deterrence is one thing but serving an equal sentence is already said deterrent.

    For Self Defense, not sure on the wording "Persons intentionally getting involved in fights which occur in a department that isn't theirs is an act of vigilantism, not self-defense." That means if I see someone in the bar being beaten with a stool and I intervene and accidentally or otherwise injure the attacker, I'm suddenly charged with assault for saving another crew member who wasn't in my department?

    Also why is a chameleon projector consider a 'Dangerous Contraband Item' , it's not capable of inflicting harm.

  16. On 8/14/2017 at 10:45 AM, Bxil said:

    My AI is CHESSMASTER.

    I have a telecomms script which adds ranks to people as chess pieces.

    • Captain: King
    • HOS: Queen
    • Command: Rook
    • Security and law: Knight
    • Chaplain: Bishop
    • Other: pawn

    My announcements are often chess themed too.

      Reveal hidden contents

    AI announcement: "Knight to clown office. Enemy pawn down." (A traitor got caught.)

    Random person: "You must be playing a very strange chess variant there, AI."

     

    Wouldn't the HoP be the Queen, HoS be the Rook, RD and CMO be the Bishops? Not enough chess pieces, we must make more.

  17. I've literally taken down desword users with nothing but a baton and bolas. If you can't manage it

     

    >git gud

    Sec has a massive arsenal to deal with them. If they have a bowman and sechud, you can still pepper spray them. If they are wearing a mask, you have bolas. The clown and janitor have slip items you can easily commandeer, not to mention BEAR TRAPS. If there is a miner get their KA, it ignores the block rate and just aim for a hand till it breaks while kiting. Non-sec can throw crap, use pneumatic cannons, disarm spam in groups to keep flanking, or just literally throw someone at the desworder to garuntee knock them down and allow you to run up and snag the sword or just pummel the tator tot into oblivion. What the hell is with the nerf frenzy on paradise trying to hugbox items that have literally been in the game for years.

     

    • Like 2
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