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Twinmold

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Everything posted by Twinmold

  1. As it currently stands, you can find out the 'current date' by printing out your balance statement in ATMs (and then put your ID in your hand and hit logout so no one can take your money). However, I believe what you are getting at is a progressive day system, instead of random days, in which there is sequential order, which would prove useful for star dates, making progressive stories for characters with 'this happened this day' for role-playing purposes, and for documents to be able to be more official with adding the shift's date without having to look further into the system to figure out what the shift's date is. The biggest issue with this, however, is the continuity-error that would arise out of, say, the station getting destroyed. A single day (22 hours after the end of the shift, presuming they are still following Earth-standard time, while circling the sun of the Epsilon Eridani system) to rebuild the space station 'perfectly' would effectively be poor RP, and worse if you try saying there are more than one station at any given time that could be moved up in such a short time span. Finding a perfect 'time' would also prove difficult considering, or would throw us further into the future than necessary and make effectively tracking station time to real time difficult for your suggested use for admins, unless a single 'day' actually has multiple shifts, and for easy of mind for the crew to make it feel somewhat normal to them in the outer reaches of human-explored space, all shifts start at 'about' noon. In this case, it would merely be easier to put today's date + 544 years, with the shift number for the day, for tracking purposes. Example welcoming message from the game to the player: Welcome to the NSS Cyberiad. Today's date is January 31, 2560. This is shift 11 of the day on the Cyberiad. I put 11, because if no shifts were cut short, it would effectively be the shift starting at 11:10 PM (23:10)[Presuming first shift countdown started at 00:00/12:00 AM], and effectively be the last shift of the day, less we also change 'station time' to reflect the current time of the host, so there is 'continuity', though self-destruct/full-destruction of the station would still leave a poor RP set, which is part of why it is as it is right now and wasn't changed (other than difficulty in changing it, I'm guessing). Considering the 3 minutes in lobby, the 1 minute for end-round, the 1 minute for restart, the 1 minute of voting for transfer, the 10 minutes for non-emergency shuttles to arrive, 3 minutes to board, and 2 minutes to get to Central Command/NAS Trurl, we come up to about 21 minutes between end of shift to start of next shift. If we include this, each shift is normally 2 hours and 16 minutes with a 5 minute 'grace' period, or for easy of calculation, 2 hours and 21 minutes, a total of 141 minutes a round. There is 1440 minutes an day, so we end up with 10 full shifts a day with a possible 11th starting before the switch in days, which is only a 50 minute grace period for a potential 11th shift in a day, not including patches and other possible delays. This, of course, would only work if Byond is even capable of pulling the 'current' date off the computer, and allowing you to select the year, if not just the month/day and set the year to itself (which would be easy to fix once a year if needed). Else, we'd have to effectively monitor the time itself and update it accordingly, which is not going to happen.
  2. Science, both R&D and Robotics, have both the Biohazard blast doors and shutters. Chemistry being a high-risk area could use it in the case that a lockdown of chemistry is required without locking down all of medbay. Of course, this would be the shutters would need to be both on the external and internal windows of Chemistry (that is, the ones to both the east and south).
  3. I would like to point out one other thing I noticed while pondering what you propose towards contraband that miners/explorers get: Are you familiar with 'Aiding and Abetting'? Certain things can be found on the Asteroid, in the Gateway, and in Space, such as pistols and full Syndicate suits. What you are proposing is these explorers are exempt from retribution for having such things, but there's an interesting clause that is understood from 'Aiding and Abetting'. Sentencing is as followed: The same sentence as the original criminal. Note it says "This includes but is not limited to:" - Hiding criminal equipment, or use thereof, can be and will likely be considered Aiding and Abetting, and Syndicate items, such as weapons and equipment, should be considered covered by this. Certain things are in-evident, such as the Red Balloon or articles of clothing (no-slip shoes, tactical turtleneck, etc), for the mere fact they can't be used for something practical. I would personally also consider the soap and cards in-evident, as well. At least in the case that no one seems you 'spawn' them out of nowhere. Witnessing someone using the PDA Uplink to get things would be witness testimony and evidence of potential link to the Syndicate. Here's an example: You go to the gateway, it's the Xenomorph Research Facility, which has the pistol. You 'find' it (let's face it, it's going to be difficult or you purposely tried to go out to get it, so likely you meta'd it anyway). You bring it back to the station: You have two choices: Alert Security/Command that you have it or don't. - Alerting: It is likely security will confiscate it, but by making its presence known, you will likely avoid jail time, accusations of being a traitor/terrorist, or accusations for assisting a traitor/terrorist. It is possible, though unlikely, the Head of Security or Captain will give you a permit to keep it. - Hiding its existence: If you are caught with it, you will be charged with Possession of a Restricted Weapon, you may be accused of being a traitor (as bullet weapons outside of certain types of shotguns are associated with terrorist groups), or accused of holding onto a traitor's weapon, thus Aiding and Abetting (intentional or not), and be charged for the same crime they would have been. Do recall, that will all Capital Crimes, you are allowed to talk with a lawyer, in private considered appropriate roleplay. However, having anything deemed only accessible to the Syndicate puts massive strain on your explanation. If it isn't yours, you hiding the evidence of Syndicate activity, wherever you found it, is arguably Aiding and Abetting. Also note that having things that are associated with antagonist groups makes you look like an antag and may lead people to believe you really are against the corporation. If you see someone with a gun, are you not more cautious around them? If you see some with a knife, are you going to turn your back to them? Ponder that, a bit. To clarify things, I believe a more up-to-date list of what is confirmed Syndicate or terrorist group equipment, weapons, paired with appropriate contraband should be listed.
  4. The part that needs to come to an end, alex, is people hiding facts about the situation. Clarification of the rules always helps, but that doesn't change what my last post stated: Notice in scrub's post he always refers to it as 'guardian'. A 'guardian' is not a traitor item, alone in information, but there are three 'guardians', which means the lack of information is giving false assumption, which is why admins look into it because people tend not to give all the information required. It was a holoparasite guardian, which as I stated before, can only be acquired via the Syndicate Uplink for traitors ICly. This also pairs that they specifically look unique based between the three forms and their role. The fact that three implanted people played basketball with the traitor and holoparasite means nothing, especially if they don't know holoparasites are in fact Syndicate technology. That would fall under the ignorance portion of RP. As far as it was brought to my attention: The 'HoPcurity' only did anything to the holoparasite, and in turn the one linked to them, as stated by the Captain's giving order. So, about those people playing in the basketball court, all implanted. I take it one was the Blueshield and one was the ONLY 'Security Officer' (not including Head of Security, Warden, and Detective, all of which aren't SUPPOSED to be making arrests, though commonly the HoS does because it's required of them)? So, that officer in question would have also been in violation of Rule 3, but you know, they aren't the ones being questioned here. The Blueshield was with the CE, so they were technically still doing their role. My understanding, from further information, is that the three who were with the traitor were actively defending him after he was already confirmed to be a traitor to the corporation. Since the only security officer was actively defending him, then what are the crew to do? This would also count towards if Security is mindslaved via Shadowlings as well. Mind you, there are reasonable ways to go after vigilantism in the server already: Officers can charge, still, for any and all crimes commited without Central Command, Command, or Security authorization: - Assault (with a Deadly Weapon) for arresting someone illegally - Possession of a (Restricted) Weapon if it's something they shouldn't have - (Petty) Theft for taking things from their suspects - Manslaughter/(Attempted) Murder variant on if things go south - (Major) Trespass for being somewhere they aren't supposed to be By adding 'Vigilantism' to Space Law, you'd be doing no more than having 'Enemy of the Corporation ' in the list of Space Law, which is just another charge that would be thrown at someone, effectively always taking them out of the round if they are caught or reported, which would be something anyone just reports for being detained or not liking someone, regardless of if the detainee was actually doing Vigilantism or defending themselves. The point behind 'Enemy of the Corporation' is for traitors/antags to be more stealthy and careful in how they act, in my opinion. It makes it so things that can prove they are in fact working against Nanotrasen are things they have to hide: A traitor must not allow Security to see they have a Syndicate Uplink in their PDA or things they shouldn't be able to get (like certain things from said Uplink that can't be gotten just anywhere[pistol !GATEWAY SYNDICATE! vs emag !UPLINK ONLY!]), Changlings mustn't let anyone see them absorb someone's geneomes or transform, Shadowlings mustn't thrall in front of others who can call out for help or hatch in front of non-thralls. Really, there are only a few sides that 'Enemy of the Corporation' could have a major problem with. Wizards are, by definition, in cooperation with forces against the best interest of Nanotrasen. However, it can also be questioned as they may have interests within Nanotrasen assets they may be willing to work a deal for, such as protecting someone. Vox Raiders are much the same way: They can be hostile and try to kidnap people, thus harmful to Nanotrasen assets, or trade for said assets. In the end, failure to actually hide you are working with contacts that have hostile intents against Nanotrasen is your own fault, much like hiding you found something that could potentially belong to someone with hostile intents towards Nanotrasen is aiding and abetting: That is, hiding Syndicate equipment, then going 'I found it' AFTER you are arrested is just asking to be valid hunted, so you can yell at others for valid hunting because you really weren't an antag. That is, you know it's something an antag would have or could be linked to them OOCly, while ICly, you have choices, such as either going 'this is weird and questionable, I should probably alert Command/Security' or 'I know this is a traitor item, but I'll just hold onto it just in case' ICly. Therefore, hiding such equipment is activity that can lead people to believe you are against Nanotrasen, therefore can and will likely be called out as a traitor. In these cases, you caused it to happen to yourself and want us to bail you out. However, if there is absolutely no evidence that states you are an antag, then this would lead us to believe it could be meta, which is why we investigate. However, if we clearly see there is evidence that they could see or could lead people to believe you are an antag and you say there's nothing, well then issues start showing up. Valid hunting can be defined, in many ways that our community uses it, as using knowledge that something is connected to an antag to arrest someone and charge them for being an Enemy of the Corporation without any actual evidence that they are in fact an antag. This can spread to committed a murder without any direct evidence, though logic would lead you to believe they did commit the murder, as an example. The only 'proof' is the logic and process of elimination. No 'hard' evidence. What you seem to be proposing as a rule for Valid Hunting is that if you have no proof they are actually an antag, you can't touch them, even on suspicion for proper investigation. In real life, as seems to be referenced a lot, if the police have suspicion you have ill intent, they will get a warrant for a search, detain and take you down to the precinct for questioning, etc. Sort of the point behind Code Green on Space Station 13. A higher code level, however, allows more immediate action. Why have I gone over these previous points? I have to demonstrate the point behind searching for information and not leaving anything out. The situation focuses on the HoP acting like a Security Officer in only attacking the Holoparasite and/or assisting in an otherwise officer-less Security force (considering the single officer was ignoring the Captain's Orders), and the complaint against said HoP is that it isn't their role. However, they spent very little time actually being HoPcurity from what I could see. The fact they stopped an antag because Security otherwise wouldn't also means Security wasn't doing it's actual role, because they saw nothing wrong with the antag, when clearly a Holoparasite is a Syndicate-only equipment, and can only be acquired via the Uplink. Someone else just happened to call it out, after from my understanding the Holoparasite attacked and destroyed another borg. I don't know how much more clear it can be. As for players killing antags: This is also covered in Space Law, under the Section of Capital offenses - 401 Murder. Illegal executions are classified as murder. Unless the Captain strictly orders all crew to kill said antag on sight, which is still under Standard Operating Procedure the last-choice option, detainment is the only choice unless they pose it impossible to detain them or are in a situation you can't detain them in some way: If there is even a slight chance to detain them, you must detain them or you can be charged with murder. Non-security characters are encouraged to call for Security or detain if they can, avoiding direct violent conflict less they have no choice. That includes beating them to the ground as the last choice in detainment. However, once they are on the ground, get them to medical to keep them alive if you can and have security take it from there. Equipment is NOT covered for this, however, as murder of equipment is logically incorrect. Thus they should be destroyed if at all possible. I believe Shadeykins was pointing out policing people around, in terms of rules: It's not for players to enforce, but administrative staff to enforce. Security's job is to enforce Space Law, wherein things that are included being their jurisdiction. However, it would be for Shadeykins to clarify this.
  5. This discussion keeps bypassing a very important part about what brought this up to matter, and really needs to come to an end. From everything I know, this started because the Head of Personnel attacked a holoparasite guardian, was attacked by a borg, and systematically destroyed the borg in self-defense. Now, people keep using the argument that you can't tell that a 'guardian' is a traitor item, therefore is valid hunting. However, I have some bad news for you all: http://nanotrasen.se/wiki/index.php/Guardian You are right to say that a guardian can be gathered from the mining asteroid, and, yes, it's a scarab... However, that's where the misconceptions start spreading, so it's time to clarify this: There are three types: Spirit, Holoparasite, and Scarab. Spirit is acquired via tarot cards for the Space Wizard Federation. Holoparasite is acquired via the Syndicate Uplink for traitors. Scarab is acquired via eggs usually found on asteroids. Notice something? The one that was called out, and considered kill-on-sight by the Captain, was a Holoparasite (as the name and examine state). I understand it's cheap. However, as it was pointed out, people can choose to know or not know what the Syndicate has access to, as we are Medium RP. Just because you think people shouldn't know doesn't mean they can't know. And, the examination are a dead giveaway. Hiding it behind merely the word 'guardian' gives people the wrong idea about the situation, because guardian is generalized. The specific guardian information must be given, and it was specifically a Holoparasite Guardian, and therefore Syndicate Technology. As for the Head of Personnel attacking the Holoparasite, as stated before: We are a Medium RP server, and knowing a single department outside of your current one is considered fine. Rule 3, especially for Security, would be actively doing security's work. Attacking what the Captain has considered a threat to the station that security, specifically the borg in question, did not, is what's in question here. The borg, with Robocop, did not believe it was evil (even though it's obviously Syndicate Technology), brings a bit more to question, though in this instant the borg choose not to attack the Holoparasite as it did not see the Holoparasite as a threat/evil. The borg, however, attacked the Head of Personnel, with disablers, after the Captain gave his order. The Head of Personnel retaliated by destroying the borg, as the borg was attempting to stop the Head of Personnel from following the Captain's orders to destroy the Holoparasite that security , which was also extremely shortstaffed, either refused to or couldn't handle. Since you work for Nanotrasen, protecting Nanotrasen assets from what is considered an active threat can be considered everyone's job. Whether you choose to or not is your roleplaying choice, unless your job role specifically states it's your job. That, however, does not immune you to IC consequences. If Central Command orders everyone to attack a blob, ICly you are contractually obligated to do so, or there will be severe IC consequences for refusal. Self-preservation includes preservation of your environment for your own safety. Running away isn't always going to work and, while is acceptable RP in most cases, sometimes needs to be avoided to protect more than yourself. The Captain considered the Holoparasite, that from what I've heard was attacking and destroyed another borg (therefore Nanotrasen assets), an active threat. As for vigilantism: There is a fine line. Usually if you are doing vigilantism, you're breaking rule 3, specifically if you are anything but an assistant, clown, or mime. And even then, is something that Security or Command should be able to handle ICly. However, that doesn't necessarily mean be a vigilante on round start because 'ANTAGS! MUST GET THEM!' Consider round start there are no antags ICly, therefore do your job, act your actual role until there is reason to be a vigilante. If there is plenty of security, or lack of, ask to join or work with them. Otherwise, Security may likely end up arresting you, as stated before, for assault, possession of weapons, etc. There are certain ways around these ICly to a degree, but that relies on YOU figuring out what to ask to the right people, or knowing what to say. As for valid hunting: This has an extremely fine line. As stated before, going after antags just because this game includes antags does not mean you should gear up every round, on round start, to fight antags. Not even Security should be doing this. There are security measures you can do that have IC merit to them, such as removing the tracking beacon off the bridge because it's a massive security breach hazard. Don't need a random scientist teleporting onto my bridge when I'm the Captain or guarding the heads as Blueshield. Same towards certain things the AI can do as added security measures. However, in general station access, you can't just start locking things down because 'ANTAGS SOMEWHERE BREAK IN'. Half the time, it isn't even going to be an antag breaking into these areas, even though they aren't supposed to. As for Code 404: This also tends to piss a lot of people off, because the punishment is for what you are, not what you did as someone has stated elsewhere. Of course, if this was out the window, and then you revealed 'I'M AN ANTAG', you can't be touched, then people watched you closely, you'd complain 'VALID HUNTERS' because they now KNOW you are an antag and are actively trying to catch you commit a crime. It just becomes a HUGE mess and we receive twice the number of valid hunt complaints. Really, if you know someone is a criminal, or even have a suspicion they will commit a felonious act, are you just going to turn your back to them? Most people I know are going to keep an eye out... So, you'd have more valid hunting anyway. tl;dr Too bad, read it.
  6. Name: Theodore Gregory Age: 27 Gender: Male Race: Human Blood Type: AB- General Occupational Role(s): - Medical: Chief Medical Officer; Medical Doctor (Surgeon) - Command: Captain; Chief Medical Officer Biography: Theodore Gregory was born on Earth in 2532 in a country of North America. Most of his childhood is unknown, but unconfirmed sources indicate an average upbringing. In 2550, after the [REDACTED] Incident, Theodore left Earth for Mars, being involved in the incident. We cannot confirm or disprove that Theodore Gregory is his real name due to this event. However, he was able to lay low and go to university to major in Medical Sciences, as well as minoring in Law. In the 2557, [REDACTED] found him. As he attempted to flee, he ran into NanoTrasen Official [REDACTED] who offered sanctuary and hid him from his pursuers. After learning a bit of the knowledge Theodore had in medicine, [REDACTED] offered Theodore a job in Epsilon Eridani on the NanoTrasen Science Station Cyberiad, far from [REDACTED]. It is noted that Theodore does wish to one day return home to Earth. Until it is safe for him to do so, however, he is happy to work for NanoTrasen, as they have protected him these previous two years. Qualifications: - Moderate Knowledge of Standard Operating Procedures - Moderate Knowledge of Space Law - Moderate Weapon Training - PHD in Medical Sciences (Surgery Major) - Basic Virology Training - Moderate Chemistry Knowledge *It should be noted that Theodore has knowledge exceeding the previously noted that seems to show when needed, but isn't readily available at all times.* Employment Records: - Pesho Hospital: 2554 - 2557 - NanoTrasen, NSS Cyberiad: 2557 - Present Security Records: No previous record of criminal behavior or current record of charges. Medical Records: Has shown a repeated heart condition with no records showing how it keeps coming back in the past. The condition disappeared a few months after working on the NSS Cyberiad with the advanced treatments available. It is recommended occasional check-ups be done to verify the condition has not reappeared. Personnel Photo (Appearance text): Commendations [only to be added by admin]: Reprimands [only to be added by admin]: Other Notes:
  7. It is actually fairly easy to code, pulling much of the coding straight from the AI's side of things, and modifying it into a list system so that no single holographic projector hosts more than 1 hologram at a time. Then, you set it up so a each holographic projector is in a full list of projectors. The hard part comes from sprites, as you'd have to make holographic sprites for most outfits and all player builds/variants (in part or in whole). A ghost sprite could be used to test it, however. That is of course presuming the game doesn't already have a function to automatically make a holographic variant of something to be loaded into RAM for a short amount of time. Variables: - var/Real_Name //So it knows what it's looking for when the hologram ends. - var/ID_Name //This is what is sent to the receiving hologram for the name of the person. This is the name on the ID of the person sending a hologram (For T's) - var/In_Use //Both the sending and receiving holograms would have it changed to true when in use. This makes it so a hologram cannot be sent to one that is being used to digitize someone, so to speak. This is not everything, but could help start such an addition to what already exists. On a side note, a name change of the holographic projectors would be fitting, instead of stating more AI-only.
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