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Kyet

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Posts posted by Kyet

  1. 6 minutes ago, Spacemanspark said:

    I don't want to further encourage 'friendly antags' that just turn themselves in for little to no reason.

    Options for discouraging that include:

    • ICly, specifically say that the EOC must have been caught to be eligible. EOCs that turn themselves in unprompted are not eligible for parole.
    • OOCly, add an advanced rule that says EOCs who turn themselves in at shift start get antag-banned, since if they don't want to be an antag they should be ahelping to get the status removed, not turning themselves in roundstart and giving away the game mode instantly.
    • Either way, it seems like a solvable problem.
  2. From: https://www.paradisestation.org/wiki/index.php/Legal_Standard_Operating_Procedure#Parole

    Current requirements to get parole:

    • If someone is an EOC, OR has committed a capital crime, then parole is only allowed if authorized by the Magistrate or Captain. They should not authorize this unless it is a serious emergency and the parolee is expected to help deal with the emergency. For example, a non-violent syndicate engineer may be paroled to help fight a blob.
    • For all other prisoners, Magi/Captain/HoS/Warden may authorize parole at their discretion. They are advised to consider how severe the prisoner's crimes are, how co-operative they have been with security, and whether or not they are expected to commit any further crimes.


    Proposed new requirements to get parole:

    • Prisoners guilty of capital(5xx) crimes are only eligible for parole in a serious emergency, with the authorization of the Magistrate or Captain, and the expectation they'll help deal with the emergency. For example, a murderer may be paroled to help fight a blob.
    • All other prisoners, including EOCs not guilty of a capital crime, can be paroled at the discretion of the Magistrate/Captain/HoS/Warden. When considering whether to grant parole, consider how co-operative the prisoner has been with security, and whether they're expected to commit any further crimes.
    • In parole decisions, the Magistrate can overrule the Captain/HoS/Warden, the Captain can overrule the HoS/Warden, and the HoS can overrule the Warden.

    What this changes:

    • EOCs who have committed no capital crime are now easier to parole. The idea is that if someone is brought in for trespass and found to have an emag, they can now be paroled, have their PDA/emag confiscated, and get a second shot rather than being guaranteed to spend the rest of the shift in perma. This relies on them being able to convince the Captain/Magi they won't re-offend. Basically it allows traitors/etc to be depowered (stripped of contraband, uplink, etc) but remain somewhat free, rather than always going to perma for the rest of the shift. This isn't automatic - it relies on them being able to convince Magi/Cap/HoS/Warden they deserve parole.
    • The idea is that this reduces the incentive for EOCs to go full lethal against sec, and vice versa, as being caught by sec is no longer a guaranteed round-ender for the antag.

     

    • Like 5
  3. Here is the writeup of the notes from the meeting on Sunday (Sept/6), where we covered the results of the 2020 Paradise Community Survey (the 1st survey, link here) and tried to discuss them and figure out:

    1. what the survey told us
    2. what it means
    3. what we can learn from it (ideas for improvement)

    Please bear in mind that this meeting ran from about 2:30pm to 9:30pm, and while the last ~2 hours were social, that still leaves ~5 hours of discussion in voice with a huge number of people about every topic under the sun.

    I wrote up these notes the next day, attempting to capture as much as I could from the meeting (what I wrote down at the time, plus memory) as well as factoring in summaries of what I gleaned from the survey data reading over it again the next day.

    So, here it is, the survey meeting notes. Post your commentary/etc here.

    There will be another meeting this Saturday to try to tackle the second survey data.

     

    • Like 1
  4. 18 hours ago, DaveKorhal said:

    I'd like a Miner ERT added for special circumstances such as:

    • Megafauna invading Mining Base.
    • Security assaulting a Cult Base on Lavaland.
    • Lack of minerals (due to dead miners).
    • Megafauna on station.

    Gear would include a modded KA, an ERT hardsuit w/ oxygen tank, a plasma cutter, a GPS device, a crew monitor, and a crew pinpointer.

    1. Megafauna invading the mining base is not ERT-worthy. They shouldn't spawn that close to the base, and the miners should know better than kiting them back to the base.
    2. Security shouldn't need to go to lavaland to attack cult. They can just camp around the cult's teleport runes and arrest everyone who comes through. Or catch cultists on station with random searches. I really don't think teams of ERT going to lavaland is going to end with anything except an ERT-gear-equipped cult.
    3. Lack of minerals it not ERT-worthy.
    4. Megafauna on station is a serious issue, but the solution for it isn't ERT, the solution is making it much, much harder for megafauna to get on station in the first place.
    • Like 1
  5. On 8/15/2020 at 10:49 AM, Maxfromsweden said:

    Name of Event: Placating the CEO's kid

    One Sentence Description: The child of Nanotrasens CEO visits the Cyberiad

     

    Map Changes: No

    Code Changes: No

    Suggested Number of Players: Highpop

    Full Description of Event:

    The CEO of Nanotrasen has a kid. They are spoilt and bratty, as most rich kids are. However, they have a golden future within NT and their parent listens to their kid. If the kid were to say that they wanted the Cyberiad dismantled, the CEO would listen. So the kid would need constant placating during their visit. The crew would need to organize tours for the kid, fun events, their favorite food and a great show by the clown and mime. If the kid leaves Cyberiad unhappy, everyone would lose their jobs.

    Someone gets to play the kid of the Nanotrasen CEO, who has to be spoilt, bratty and around 20 years of age. They can dress however they want, and they expect everyone to love their sense of style. They should be encouraged to demand certain things constantly, like special gifts, foods or books. Maybe a storyhour session by the librarian, maybe a special new pet delivered from cargo.

    Maybe they get someone as a bodyguard, or just get the Blueshield as a guard.

    **Edit** Advanced options:

    At the start of the shift, before the child has arrived to the station, the player playing the child should be able to Fax the station naming stuff like, favorite food/drink/book/jokes/plants/flowers/pets/clothes/office size/department/gifts/etc (not all, just a few of course). Another option is that the NTREP gets a semi secret message from CENTCOM detailing the kids preferences so they can prepare. As long as the station can make it or order it, it could be on the list. It only has to be a few things to get the crew going in preparing for the event and making sure it's not just the bridge preparing.

    Kidnapping the kid - Some syndicate agents gets the goal to kidnap the kid, ALIVE, and ransom them for a huge sum or some sort of item from the station, maybe the nuclear codes or something.

     

    I am skeptical that this is idea will work.

    The event char is going to be incredibly annoying, to the point that many crew would rather lose their jobs than appease them.

    The whole concept depends on the station having a competent NT Rep, which isn't usually the case.

    I can see many crew members deciding to attack or otherwise actively harass the CEO's kid just to see what will happen.

  6. 1 hour ago, Mitchs98 said:

    Not really.

    I believe the quetion myself and Rythen have is this;

    If a perma prisoner escapes custody successfully, but was not yet put into perma, are they valid for execution or can nothing really be done to them at all other than re-capture? I'm fully aware it defines what escape counts as, however I feel it should cover situations such as this as well. They were never technically put into confinement, but they were going to be anyway, and thus escaped their sentence.

    They've been 'sentenced to permanent imprisonment', so they're considered a permanent prisoner, even if they're not in the permabrig and never were.
    They're considered that from the moment they're sentenced.

    The phrasing on the wiki page was changed from 'permabrig prisoner' to 'permanent prisoner' to address this - and make it clearer that it applies after sentencing, rather than being based on where they are.

    • Like 1
  7. On 8/31/2020 at 11:06 AM, EmilyFontaine said:

    Would it be possible to add possession of weapon, assault and aggravated assault to escape attempt and attempted murder, murder and manslaughter to a successful escape? An often seen problem in perma is when security gets disarmed of their weapons and assaulted. Rarely do they die from what I've seen, though. Something like this might help further clarify in situations where officers are involved. 

     

    On 8/31/2020 at 12:20 PM, MattTheFicus said:

    I 100,000% would support removing the solitary cell window, its ONLY purpose is to break it to be a shitter for getting put in solitary, almost to the point where im gonna start getting plasma-glass installed to stop them. Sadly this means theyre just gonna spam the AI's camera with paper, but at least you can take that away if need be.

    Edit: Also, its solitary, you get put in there for being "bad" in Perma (or being a solo-vamp in a tator round). Your "enjoyment" at that point is a non-factor, because most Wardens (myself included) truly only save solitary for the most greytider-esque of Perma inmates. You dont NEED to see the other solitary cell anyway.

     

    On 8/31/2020 at 5:21 PM, Rythen said:

    I still feel like this update doesn't cover what should be done if a prisoner sentenced to Permanent Imprisonment escapes custody during processing or during transport.  The new updated one says "Permabrig" prisoners are to be executed if they escape.  Does this now mean that someone who has been sentenced to Permanent Imprisonment but who escapes before they are placed into permabrig is free from execution?  That seems like a very odd distinction to have in my opinion but if that is the intended distinction, could it be said more explicitly that this only applies after they are placed into the perma brig?

     

    On 8/31/2020 at 5:25 PM, Mitchs98 said:

    Yeah I was about to ask that myself. The updates are quite nice, but additional clarification on such that Rhythen brought up would be nice. I don't personally see why they'd only be valid if they were only once put in perma and not if they escaped before fully put in perma or something.

    Please see the updated wiki section and see if it answers your questions:
    https://www.paradisestation.org/wiki/index.php/Space_law#Escape.2C_Escape_Attempts_.26_In-Cell_Vandalism

    • Like 1
  8. 25 minutes ago, Accinator50 said:

    If an EoC (who is supposed to be permad) was killed in action and escapes after beeing cloned in medbay is he KoS or not? Because he escapes the permanent sentence but wasn't processed yet.

     

    And if an EoC died in perma and manages to escape after beeing cloned are they KoS because they managed to escape their permanent sentence and already were processed?

    If someone is legally issued a perma sentence (ie: sec record updated, put in perma) and then they escape, via any means, the "detained, executed or killed on sight at the discretion of security" applies.

    If someone is not legally issued a perma sentence (ie: killed in combat with sec before being sentenced) then it does not apply. However, in that situation, if the person is cloned, they can be sentenced for any crime they can be proven to have committed prior to their death. If for example they murdered a sec officer in the fight, they can be re-executed for that.

    • Like 1
  9. 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:

    1. Successfully breaking out of tempbrig now earns you a full reset of your timer plus an additional ten minutes.
    2. "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.
    3. 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.
    4. 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.
    • Like 9
    • stunbaton 2
    • honk 1
  10. IMHO there should be one simple section that covers all cases.

    E.g:

    • Any prisoner that escapes from a temporary brig sentence is to be re-brigged for the full timer they had before, plus 10 minutes.
    • Any prisoner that escapes from permanent confinement, or returns from exile, may be detained, executed or killed on sight at the discretion of security.
    • A prisoner who leaves the area they're confined to, without permission from Security, is escaping. Merely breaking internal windows or unsuccessfully attempting to escape is not enough, they have to be out of their cell, or for permabrig prisoners, out of the permabrig.
    • Prisoners who break windows in their cell or otherwise attempt to break the barriers that keep them contained, but do not leave their cell, aren't escaping, but they can be moved to solitary for the rest of their sentence, to prevent further escape attempts.
    • Prisoners who vandalize their cell in a way that does not help them escape (e.g: breaking their bed, botany trays, etc) do not qualify as escaping or attempting escape, and should not be punished. If they want to break the only things they have available to them, let them.
    • Prisoners who are moved by security to another area do not qualify as 'escaping' unless they escape that area. Even if they are out of their cell. E.g. a prisoner moved to brig medical for treatment doesn't qualify as escaping unless they get their cuffs off and escape that room.
    • Like 2
  11. On 8/27/2020 at 11:12 AM, EmilyFontaine said:

    Now the Vampire is spotted in it's natural habitat of sci/med maints again

    😆
    More seriously:
    https://github.com/ParadiseSS13/Paradise/pull/13765 should increase the experience requirements for wardens in a way that decreases the odds of bald wardens.

    You have a department management console in your office that lets you demote members of your department. You can even transfer them to Civilian, which frees their job slot and lets you get a (more competent) replacement from CC. You can even do this using their ID, while they are dead, and put their demoted ID back on their body, for a demotion they cannot resist.

    You can also just offer them a job transfer to sec officer "so they can go out there and go after CRIME". May not keep them alive but will at least reduce the chances that EOCs get armory access.

     

     

    • stunbaton 1
  12. Thoughts:

    1. I like the idea of player preferences influencing what antags we get.
    2. I also like the idea of admins being able to tell what antags players on the live server prefer.
    3. I'm skeptical about polling all ghosts. I feel like they'd just choose the most powerful antags in the hopes of playing as them.
    4. I'm even skeptical about polling non-respawnable ghosts. I feel like they'd choose whatever is most fun for them to watch, rather than what is most fun for players actually in the round.
    5. I'm also skeptical of polling every round. I feel polls every round would quickly become annoying.
       

    Instead, let me offer an alternative proposal:

    1. Every player can set "what antags appear in the round" preferences, similarly to how they can set "what antag I am eligible to become" preferences.
    2. These are persistent, saved to the database, but can be edited any time in the preferences screen.
    3. Because every player (or at least, most players) will eventually have these saved, at any time, the server can poll connected players' preferences to determine what antags would be most popular with players online right now.
    4. But, because the preferences are set beforehand, when the player doesn't know what role they will have, it largely eliminates the bias towards "most powerful" antags or "antags that I'd most like to play as personally". Because when setting the preferences, you don't know if you'll get to play as them or not, you're just showing your preference for whether they are in the round at all or not.
    5. This sort of system would also allow for things like silently checking living players' preferences for antags, then spawning that antag.... without alerting living players to the fact that this was happening. It would reduce the scope for meta, and also prevent issues like ghosts' preferences influencing what living crew has to fight.

     

  13. 19 hours ago, Skegal said:

    Hello fellow  irradiated spess men.
    i totally dont get why mechanic is 30KP when you have a brig physicisian at 5 only which is literally a personal doctor for security and mechanics, well, they just do space pods, repair pods and thats all folks.

    Can someone enlight me about this?

     

    There is really no good reason. I have been considering making them a job anyone can take - removing their karma lock and refunding anyone who bought them.

  14. This is the sort of silly/joke name that would be appropriate for a clown.
    As a regular human though? I don't think its appropriate.
    I think you should aim for something more realistic/normal. Not a joke name.
    If you really want to keep the reference, at least use a normal first name, and make the 'Funky' part a nickname, like this:
    Joe 'Funky' Phresh
    So, your actual name is 'Joe Phresh' and the 'funky' bit in quotes in the middle is a nickname.

  15. I'm considering doing a PR to update the syndicate lavabase ruin on lavaland.

    Current ideas I am considering:

    1. Removing the "syndicate cargo shuttle terminal" computer in the NE cargo area, as it does nothing, and when you interact with it, it just displays a "missing shuttle" error.
    2. Removing the two sets of mining gear along the south wall. Aside from the fact they're typically unusable (how, exactly, are syndies on the base expected to cross the lava moat?), they also encourage syndies to break the rules by leaving the lavabase when they're not supposed to.
    3. Adding some new areas. One person suggested a bigger explosives testing area - the current area is arguably too small to be testing maxcaps in.
    4. Adding more designated job practice areas. Functionally the reason that the syndie lavabase is useful is that it lets you practice some jobs (viro, scichem) off-station in an area where it doesn't matter if you mess up. Perhaps, with some minor mapping changes, it could be expanded to allow the practice of some more jobs. Botany is somewhat off-limits as there is already a ruin for that. Still, perhaps other jobs (chef, xenobio, toxins, some parts of eng/atmos, etc) could be practiced here with a few map edits.
    5. Extensive rework or removal of the syndicate comms agent. For example, moving them from the lavaland syndiebase to another ruin. Or giving them the ability to notify all syndicate on station that they exist (once per round, does NOT require the on-station traitors to have radio keys). Or adding some form of counterplay that command can use to eliminate comms agents that reveal themselves, but at a cost. So any comms agent who insists on doing stupid things like talking on common radio using an obviously fake ID can be dealt with without command having to ask CC to do so. Or removing their ability to change the PDA server password roundstart and lock the crew out of the PDA system. Or something else?
    6. Adding some cryopods so that scientists/agents can cryo themselves if they need to leave. Unsure if this would free up new spawners for new ones to come in. At the very least though if they need to disconnect they can, without leaving SSD bodies behind.
    7. Make the TG weapons_auth implants given to the lavabase syndies actually work. They're meant to stop anyone but the syndies firing their sniper rifles - but the implants don't work. Either the implants should work, or they should be removed. This might also reduce the incentive for miners to raid the base, as it will be harder (but not impossible) for them to get access to high grade syndicate weapons.
    8. Removing the atmos canisters from the lavabase atmos setup. They're not even connected to the ports - they're only there for looks and when the lavabase blows up (which it does regularly) they create a much bigger fire (by additional O2/plasma) than would otherwise happen.
    9. Converting the entire lavabase into a space ruin. Since syndies can't leave the lavabase and it shouldn't be worth miners attacking it... why exactly have it on lavaland anyway?
    10. Add an emagged teleporter beacon, so that syndies who emag into teleporter can use the teleporter to get there. As well as possibly some method of getting back. So syndies can visit the lavabase more easily, without having to traverse lavaland.

    If you have suggestions for syndie lavabase tweaks, or opinions about these ideas, post them here please.

    • Like 2
  16. IMHO:

    1. If the HOP is at their desk, they should be getting through their line fast enough that tickets / a waiting room are pointless.
    2. If the HOP is not at their desk, then radio/PDA them. If they respond and come, then you don't need a ticket (since you're probably the only person there). If they don't respond, a ticket won't help you.
    3. So, either way, tickets / waiting rooms are pointless.

    If a HOP is being slow deliberately (e.g: by insisting on stamped paperwork) then adding a ticket machine doesn't fix the problem. In fact, it makes the problem worse, because now the HOP has an additional way to waste your time and be even slower than they were before.

    Ticket machines / waiting rooms actually encourage the HOP to be slow. They normalize it and reward it.

    • Like 1
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