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Kyet

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Everything posted by Kyet

  1. Remember our old friend, temporary holding? Not much to look at, hunh? Only one big cell. No separation. Little visibility. People put in here tend to get stuck in here for awhile, as nobody checks on them. A toilet which is never used but does serve as a convenient hiding place. All in all, it looks bad, and isn't useful. Now, meet my redesign: Or, annotated: Basic ideas: Two holding cells, surrounded by reinforced glass windoors. Each cell has a chair, locker, mounted flash, etc. Reinforced windoors allowing exit (once timer is off) to a central room with a button/door that allows exit to sec lobby. East half of the room is behind sec-only doors, and functions as observation area. Here is how this is better: Auto-release. The button opens the door on the left, allowing any prisoner not currently locked in one of the two rglass cells to walk out at any time. So, to keep prisoners in here you must set a timer, so the rglass doors are sealed. That timer should be 10 minutes (because you'd never hold anyone longer than SOP allows without charging them - right?). Once that timer is up, and you can no longer legally hold them, the reinforced windoors open, and they can use the button in the middle to open the door on the left and walk out. With this setup, you're guaranteed never to violate SOP by holding people too long, because if the timer runs out it lets them out automatically. Bonus: the elapsed time from the cell timer can also be used to deduct that time from their actual sentence - no longer do you have to guess how long they spent in interrogation. This room is right next to the detective's office, so the detective can see in, and this encourages the detective to get more involved in the processing of prisoners - ie: presenting evidence before sentencing. The detective has a new button on his desk to close shutters on these windows if necessary, so prisoners in processing can't always see his office. This has two mini-cells you can use to hold prisoners separately. It also has its own lockers, linked to the timer, so you don't have to worry about prisoners resisting out of their cuffs while you question them. You put their gear in the locker, right? So long as you do that, they can't easily break the windoors, and they're stuck. The lockers, of course, like cell lockers, auto-lock when you activate the timer and auto-unlock once the timer runs out. This holding/processing room can also serve a second function: "nice" cells. Suppose you have a prisoner who is in on some minor crime, and sec is busy with bigger things. Or suppose you have a prisoner who is co-operative and you don't really want to brig them, but you have to. Or, suppose you want something you can offer them (nicer cell) in exchange for a quick confession so you can process them and move on to other sec matters. Give them one of these cells, with an appropriate timer. They're nicer for the prisoner than normal cells because they can get their stuff and leave by themselves at the end of their sentence, and it is easier for them to have visitors (through the windows) than with most cells, since you can see into them from the brig lobby. It also helps sec - now sec can focus on dealing with the big threat rather than having to let out people brigged for petty crimes. That said, these cells do have a few features specifically designed to handle "not so nice" prisoners you might get in interrogation. One of these is that there are no lights within the cells. The tube light in the room is placed so that prisoners should never be in a position to smash it, because the right half of the room, where the light is, is sec-only. Another is that all the windows have electrified grilles in them, so breaking out isn't as easy as you'd think, especially when the suspect's tools are stowed in the locker. A third is that locker versus chair position is determined such that you can easily shoot a prisoner with disabler beams from outside their cell - lockers do not block shots by default. Another is that unlike the normal holding or interrogation room, there are wall-mounted flashes built into the cells, and they're linked to the timer consoles, so AI/borgs can activate them remotely too if a prisoner is trying to break out. Comments?
  2. Should qualify for assault (for the spam disarms), or theft (for removal of gear - putting it back in their pack afterwards does not negate the crime of taking it off them in the first place). Not sure if it actually does, but it should. Should qualify as kidnapping, which is generally charged as assault. Actually, given the duration and the fact it was done to an officer who presumably had work to do protecting the crew, I'd give the clowns Assault of an Officer for this, complete with a 10-15 minute brig sentence, and a request to the HoP to demote the clowns. Same as previous. Clowns should be telling jokes, making balloon animals in RP, and generally seeking to make the crew happier. Clowns should only slip people rarely, or if they are also an antag. A clown who runs around slipping people repeatedly, thus making people angry instead of happy, is a bad clown, and should probably be demoted to civilian or trained in the art of proper clowning. Being a clown is not an easy job, nor is it a license to harass people or create slipping hazards at key choke-points. Being a clown is actually more like being security than anything else, in that both revolve around creating certain states in other people. Security want people to feel safe, clowns want people to feel happy. We can argue about space law all day, but IMHO this clown was breaking the "don't be a dick" server rule, as well as just being a really bad clown. Changing space law isn't really the best way to address either of those problems. However, if space law is all you have, then you can use it that way. http://nanotrasen.se/wiki/index.php/Sta ... _Dismissal #7: "A crew member creating an abusive and hostile work environment may be dismissed or demoted. This is to be judged by the Department Head and HoP." AKA: the RD should confer with the HoP, and assuming they agree, have the robo demoted out of science. This is far more of a substantial punishment than a short brig timer, and far better a resolution for the other robo who no longer has to put up with their attitude. http://nanotrasen.se/wiki/index.php/Space_law 307 Sabotage: To hinder the work of the crew or station through malicious actions. "Deliberately releasing N2O, bolting doors, disabling the power network, and constructing barricades are but some of many means of sabotage. For more violent forms, see Grand Sabotage." I assume welding a door shut is treated the same as bolting the door or constructing a barricade. Even if not, you could make a good case for vandalism when someone is welding shut the door on a key choke point of the station. Also: http://nanotrasen.se/wiki/index.php/Sta ... _Dismissal "A medium or higher crime may be grounds for dismissal, at the department head's discretion." If you want to be strict about it, an Eng who bolts or welds shut the bar doors could be considered to be sabotaging the station, getting up to 15 minutes and a demotion to civilian (with CE permission) for doing so. http://nanotrasen.se/wiki/index.php/Sta ... _Dismissal #6: "Refusal to follow reasonable and legal orders from relevant department head is grounds for dismissal. Their status as reasonable and legal is to be judged by the HoP or Captain." Complete demotion from a department (with the corresponding loss of gear, access, and probable public hazing) is probably a greater punishment than a 10-20 minute brig sentence. http://nanotrasen.se/wiki/index.php/Sta ... _Dismissal #6: "Refusal to follow reasonable and legal orders from relevant department head is grounds for dismissal. Their status as reasonable and legal is to be judged by the HoP or Captain." The captain can issue a direct order to the CE to return to the station and help fix it. Refusal to obey such an order from the Captain is grounds for the Captain to have the CE demoted to civilian. As civilian, they would not have access to the eng station, and even being there would be presumed trespassing. http://nanotrasen.se/wiki/index.php/Sta ... _Dismissal "Failure to follow SoP causing harm to crew requires dismissal, and brig time." http://nanotrasen.se/wiki/index.php/Space_law Code 303 manslaughter "To unintentionally kill someone through negligent, but not malicious, actions." - on the grounds that failure to secure your security gear is negligent. Giving themselves an all-access ID without captain's authorization is code 308, theft. They're obtaining something they are not authorized to have. That's a major crime, and definitely grounds for demotion with the approval of their supervisor (the captain). Also, "Failure to follow SoP may be grounds for dismissal, at the Department Head's discretion." and "Failure to follow SoP causing harm to crew requires dismissal, and brig time.". Essentially, the Captain has free reign to demote and have brigged any HoP who makes their ID all-access. They won't always do it (there are many situations where an all-access HoP can save the day) - but according to SoP/Space Law, they're perfectly entitled to demote/brig for this. http://nanotrasen.se/wiki/index.php/Geneticist "Genetic modifications may only be handed out with CMO authorization. Consent from the patient is to be given in all cases. Failure to do so is grounds for immediate dismissal, and possible brig time." Any geneticist doing this faces dismissal at minimum, and dismissal with brig time (e.g for manslaughter, if their powers are used to kill) for their actions which result in crew harm/death. The wiki is inconsistent in that it says the RD rules over genetic research (with the CMO ruling over cloning) - but the CMO has to authorize the distribution of powers. Many (most) people consider this incorrect, and think the RD (who has authority over genetic research) is the person who controls powers distribution. Either way, giving out powers to crew members without approval from the appropriate head is illegal and worthy of serious punishment. Could space law be improved? Yes. Sure. I'd love to see, for example: A note that clowns are not immune from space law, and going around kidnapping people / creating hazards by slipping will get you brigged and demoted. Being a clown is not an excuse to screw around, slip everyone, and call that 'funny'. A bigger modifier than -25% for perps who co-operate with security, maybe up to -75% with warden/hos discretion. A bigger modifier than "reset timer" for escape attempts by prisoners, e.g. "reset timer or +10 minutes, whichever is more", and changing it from "fleeing confinement" to "attempting to flee", so they can be charged with it even if they're not successful. "Aiding and abetting" be made a major crime by itself, rather than a modifier, with the sentence being "the same as the original criminal, 10 minutes minimum", and a specific note that "stealing a prisoner from sec" counts for this. I have seen too many cases where people drag people away from sec, and are shocked to be brigged for aiding and abetting. The fact this is very much a crime should be clearer.
  3. Good to see you. I think I recognize Jack Edwardson in a good way from your playing cap/head jobs. I thought that whole "marry the queen" round was ridiculous, but glad you enjoyed it.
  4. Numerical Preferences: I like the concept of being able to have a clear 1st choice, 2nd choice, etc for jobs. Currently, I have one job at high, but 4-5 at medium, and I'd prefer to prioritize some of the mediums over others. Not sure if the "10 levels" idea is the best way to do this, but at least with the 10 being sensibly named ("1st choice", "2nd choice", etc) it would also be clearer than the current system. The UI would have to change a bit, though, to accomodate more levels. AI Camera Map: Good idea. This would make it much easier to jump around, and to identify inactive cameras. Ideally, it could be merged with the crew monitor map, so you could see all cameras (and crew with suit sensors enabled) on the same map, and just click any area to jump your view there. Allow AI to examine crew: Good idea. It has always seemed odd that a person standing near you can see what you're wearing, but an AI looking through a camera can't. Despite the view being the same. AI "Mother" Lawset: IMHO: In a lawset, all definitions should be set together, in the first law, for quick reference. Other than definitions, the highest priority law should probably be "protect your children from harm". I can't imagine anything else being higher priority for a mother. As written, this lawset would allow the AI to ignore a dying person because they did not call the AI 'mother' when requesting help. Forcing people to call the AI 'mother' seems a little silly, and might create lots of crew resistance. Simply having "Protect the children from harm" as the highest law might make the AI unable to defend itself against aggressive crew. "Punish your children only when necessary" is a useless law. In practice, it means "punish crew members only when you think you should", which is unnecessary as AIs do that anyway. "Help your children be the best they can be" is rather vauge. Does this mean tell them what to do? Does it mean help them learn skills? Unclear. Not necessarily a bad thing, but worth noting that the effects of this law would be heavily dependent on who is playing AI. This lawset makes no distinction between captain/command/security, and normal crew. This is quite important for most AIs, who're expected to obey the former but often not the latter. This lawset assumes it is being read by the AI, but it will get copied to borgs too in most cases. So, it should account for how borgs will operate with this lawset. For example, it should specify that the AI is mother, otherwise borgs with this lawset will assume they themselves are mother. Lawsets have to be designed to be useful to the station's command staff, or they simply won't be installed. The only non-standard lawset I've seen in regular use is Robocop. Robocop gets installed because it is useful (it often improves station security, which is very helpful especially when the station is short on sec staff), and doesn't create problems (because robocop AIs still obey Command). To give your lawset both of these properties, you need a law stating Captain/Command team is to be obeyed, and a law stating space law should be enforced. Having both of these should make the heads significantly more willing to install/use this lawset. Revised version: The AI is 'mother'. The station is the 'house'. The captain is 'father'. The rest of the crew, including slaved borgs, are 'children'. Space Law is the "house rules". All other sentient beings are 'strangers'. Protect your children from harm. Do not allow the house to be wrecked. Obey father. Enforce the house rules. Children who commit capital crimes, deliberately harm a silicon / head of staff, or enter the AI upload / minisat illegally, become strangers. Help your children learn useful job-related skills, and the right way to behave. Keep an eye on strangers in the house. Reasoning: 1 covers all the definitions in one place. 2-5 together ensure the AI protects the crew/station and enforces space law. The Captain (representing Command) can order a mother AI to stop if it is being annoying, and direct it as to how it handles space law. The AI priorities crew/station harm over this, though, so it is protected from truly malicious or incompetent orders. 6 allows the AI and borgs to defend themselves from, and stop giving protection to, hostile agents, aggressive crew and those who trespass in super-critical areas. 7-8 try to make the AI more generally useful in a RP-appropriate way, teaching crew, guiding towards nonviolence, keeping an eye on unexpected guests, etc. Remaining holes: This lawset does not specifically require the AI to protect the captain. I could add a clause requiring this, but I don't feel it is worth it because captains can usually take care of themselves, usually have backup, can still issue an order under law 4, and any substantial threat to the captain would justify AI involvement under law 2 because there would be normal crew nearby. This lawset does not allow the AI to harm crew in order to prevent people wrecking the station, unless in the process they're harming crew or doing something specifically mentioned in law 6. It can delay them non-lethally, it can confine them, etc, but it cannot harm them. The AI might interpret "captain" to mean "person with the captain job". It is intended to mean "Captain according to the chain of command". If this proves to be an issue, a HoP, say, who was acting captain could change their ID to captain and this should be enough to force the AI to recognize them.
  5. This happens because: Much of the time, there is no viro at all, and the CMO being present, awake, active, and able to handle viruses is not in any way guaranteed. Thus, the crew absolutely must have a not-too-tedious way to deal with a deadly virus by themselves. Otherwise, many viruses would become round-ending events. However, the fact that such a method exists means there is no incentive to wait for a virologist. Actually, crew are trained not to, by the combination of the fact that the above method exists, there's no guarantee there is a viro present/awake/working/willing to handle a virus outbreak, and the fact the radium method is generally far faster to boot. Also, while only the viros/CMOs have access to virology, chemists and most of science have access to a chem dispenser and syringes. Speed is important, too. Unlike, say, the spider event, a virus is not only potentially deadly, but self-spreading at a decently fast rate, invisible, sometimes has the ability to make people unclonable, and every second you wait means they get a firmer grip on the station. Realistically, if people won't wait for sec to handle spiders for them, what are the chances they will trust a virus to the virologist, when the virus is FAR MORE of a problem? Finally, it must be said: when there is a truly dangerous virus, the odds are fairly substantial that it WAS the virologist who created it. Thus, over time, in dealing with dangerous viruses, the virologist isn't always trusted to deal with it even if they are clearly present, awake, active and working on something. If you want to change this: Reduce the frequency/severity of virus events when there is no active virologist. Otherwise, you're just training people to always use the radium method. Make the virologist able to cure existing viruses faster than the radium method does. Otherwise there is no point asking the viro to cure anything. In the announcements for virus outbreaks, make it very clear that the virus was spawned from an event (ie: came from off-station, meaning the virologist is not to blame). This will increase trust in virologists and make it more likely they're given a chance to do their job.
  6. In my experience, robos put a fair amount of work into building their mechs, not to mention the time to get the research, collect the minerals from cargo, etc. They do not generally want to risk losing them over one confrontation with a security officer. As a result, they'll often avoid walking around in their mech unless it is authorized, the situation is dire, or there are other special circumstances. I would put it to you that you notice the asshole players more, because, well, they're being assholes. The majority of mechs created are harmless. I remember a round a few weeks ago where we had at least a half-dozen people in phazons and other military mechs, and not a single mech pilot caused trouble. People commented on the mechs, but nobody misused them. I agree, it would very much reduce the number of mechs made, and make the robotocist job much less satisfying to play. I wonder if, with this change made, robos will start negotiating with captain/HoS. "I'll make an armed mech for you - if you let me make one for myself too".
  7. Yes, the ability to set anyone to arrest, despite not having sec access, is abusable. Yes, the ability to see instantly when you are set to arrest, and hide / unset yourself, is abusable. That said, there are MANY things on the station which are highly abusable. Syringe guns. Tool sets. Heck, one of the most abusable items is the humble gas mask - it hides your face. Take off your ID, wear a gas mask, and suddenly you're anonymous on the internet. Lots of SS13 items are abusable. Also, sechuds DO have a practical use for non-sec roles. Showing job HUD icons. I try to get one every round I work in science, just for that feature alone. From a RP point of view, it always struck me as somewhat unrealistic that *anything* is lockboxed, for two reasons: A) Why would the R&D machine produce items, especially experimental items, in a lockbox? Even if that was a default setting, surely scientists could figure out how to make it just spit out the item itself, and would have motivation to do so, since that way they would not need to spend extra materials (RP wise) to have it construct the box around the item? Remember, we're talking science department here. The same department where any scientist can construct toxin bombs. Or breed deadly slimes. Or miscalculate with telesci and summon god-knows-what. We don't lockbox igniters, we don't lockbox the more dangerous slime cores, and we don't lockbox the telepad controls. B) Lockboxes themselves are OP compared to other forms of secure storage in SS13. The captain's office is accessible in 10 seconds with an emag. The captain's safe, supposedly for the storage of top-secret materials, is accessible almost as quickly with a multitool. Even the station's vault, protecting the nuclear device, isn't as secure as your average lockbox. You can brute-force your way into the vault quite quickly, but the ONLY ways to open a lockbox are having access, or emag. Arguably, lockboxes are unrealistically secure given the standards of SS13. Sure, some things need to be lockboxed for game balance, but I have to say, putting most things in lockboxes seems like a very lazy way to address problems. If the problem is that sechuds let anyone play havoc with sec records at will, then force all changes to arrest status/etc made via a sec hud to create an automatic log entry with that person's ID. Heck, that should be the case anyway - just to help sec have records of arrest/etc status changes. Or simply require the wearer to have an ID with sec access equipped to change arrest status using a sec hud. Or both. If the problem is that sec huds show your own arrest status, then stop them showing icons for your own character. You don't typically look at yourself, do you? They're glasses, after all. Simply saying "oh, they're too useful, let's throw them in a lockbox" seems like a very lazy way to address the problem of people misusing them. Also, I don't think people do misuse them a lot. I typically play roles with sci and/or sec radio access, and multiple rounds per day lately. I can remember... one time that someone screwed up the round by playing with arrest statuses? Even then, they were using a sec records console, not a sec hud, to do it. If people are abusing sec huds a lot, I haven't seen it.
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