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SomeGuy9283

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Posts posted by SomeGuy9283

  1. I am skeptical of this change because it is very easy to get swamped as security, making things like the jacket necessary for disruptive players. We often have 30+ civilians, 10 antags, and heaven knows what else in a round, more than enough to babysit.

    Additionally, I do view the frequent ports of /tg/ features concerning.

     

  2. 5 hours ago, whiskeyfur said:

    So basically I would be banned because the lack of logging favors the clowns... wonderful.

    Please refer to what @Allfd posted- You will not be the one facing administrative action so long as you don't take matter to the point of violence and lynch the clown.

    Clown-beating is the HoS's job :P

  3. Just now, Bxil said:

    I know what you mean, but eh. Also, I took a look at other lore wikis, but Xavier rarely appears even if he does at some points. Most of the time he only comes up as the CEO nothing else, except where Miranda is the CEO and Xavier is dead.

    Definitely prefer the latter.

    BayStation has a pretty in-depth description of the NT higher-ups, with Xavier being dead and one his descendants being the Chairman.

  4. 32 minutes ago, Bxil said:

    There is an ethernal youth virus or something like that, but whta do I know? Also, considering all the technological stuff, I am sure Trasen would make sure he lives far longer than other people do.

    Spessman game in the future or not- a 300 year-old corporate executive seems a bit of a stretch.

  5. Alright, let me get my personal thoughts down, so you can move on and hear from someone more important.

    I don't believe out current 'middle' level of RP is sustainable. If we are at low RP, we can be low RP and enjoy it; I'll go about lasering antags, hoarding stimulants, and beating baldies. If we are inclined to more RP (I don't like the term "High-RP", as the intent does not always equal the result.), we can focus on creating a more serious environment without erasing the truly unique elements of SS13. Rather than remove, say, clowns and aliums, we would ask them to be actually funny and alien, respectively.

    The issue with our current ideal middle is that, with looser standards and negligible difficulty, it gets inevitably pulled to the gimmicky, silly end of things. To be at an about stable point in the face of an influx of new players, we'd need to shift the ideal either a little up or a little down.

    Personally, I'd prefer it swing toward the more RP end of things, but as long as we can stop having all the downsides of High and Low RP simultaneously, I won't complain too much.

    • Like 3
  6. As mentioned in this thread, we can expect another wave of incoming players soon. With this in mind, there are some things I believe are worth pondering: How strictly we enforce "fluff" things such as names and flavor text; Do we want to expand the lore and put a greater in-game emphasis on it? What parts need improving?; Are we going for everyone to play a mature, adult, professional? Or will IAAs run about in chicken suits whilst the Captain announces "butts" over the Comms Computer?

    For the sake of brevity: What atmosphere do we want new players to carry with them as time goes on?

    • Like 1
  7. 1 hour ago, FPK said:

    My only hope is that the admins will share with the playerbase what direction they want to take with Paradise, what their vision of Paradise is even years down the line. 

    I'll make a separate thread to this end.

  8. As you all know, the end of the school year is fast approaching. While this means many community members will play more regularly, it will bring with it the dreaded waves of 30-year-old civilians of bald persuasion. How will we move forward?

    • Will we un-list, and risk losing potential valuable new players?
    • Will we leave in place the auto-delist feature?(de facto unlisting)
    • Will we appoint more admins to keep the server listed more often, and more well-monitored?

    Or am I a goof that's way overthinking this?

    • Like 2
  9. Definitely do not like the implication by CC that the non-existent NT Representative needs to be inspecting departments, devoid of any command complaints, with a fully staffed legal crew specializing in SOP available. This contradicts the nature of IA and the representative.

  10. @Vladimir Lukowsky

    The most important thing for a Captain to do: Be Known

    That the crew knows who the Captain is, knows that they are available to address complaints and give advice, knows that their Captain isn't a baldie/snowflake is the number one thing required for a station to function when things hit the fan.

    • You have all channels on your headset, be present on them. Inquire hw work is going. Be specific("How is robotics production going?"), rather than just saying "Status Report" over the department channel.
    • Know all your command staff, make sure they know who you are. Ask them if they are having any issues, or need direction.
    • Announce important things where appropriate. This can be the CC orders for the day, accompanied by directing the personnel accordingly; it could be warning the crew why you declared code red(The HoS is often too busy to do this. Be sure that you know all the facts.); it could be announcing a notable achievement of a crewmember- which leads me to my next point..
    • Fire people that do not meet the standards- Make it well known that you had a good reason for doing so. If people do exceedingly well, see that they are given a medal and/or promoted.
    • Keep in touch with the Librarian, make sure they keep their news feed filled with NT Propaganda encouraging stories drawn from the crew's successes.
    • Have a good dialogue with the NT Representative, Magistrate, the Heads of Security and Personnel, and the IAAs. Take their input seriously unless patently untrue, but do not allow them to overstep their authority.
    Spoiler

    Also, git gud.

     

  11. While I don't think a labyrinthine tunnel way is inherently bad, there was a lot about the new maint that seemed cobbled on for the sake of being there. Having no intrinsic value, rooms and side-tunnels fill a very large amount of space. Once again, I'm all for complex maint shafts, but it should be because it's a complex station, not just for shenanigans. At least, most of the new areas added should in some way be useful to engineering or general station upkeep.

  12. The rule I use on whether a representative should get involved in a non-command issue is as follows:

    • Does it involve an IAA or CC VIP?

    Or

    1. Does it pose a major threat to profitability? If yes, proceed.
    2. Can the department handle it? If no, proceed.
    3. Are the IAAs available to deal with it? If no, proceed.
    4. Is the HoP/Captain capable of dealing with it?If no, proceed.
    5. If you're at this point, chances are you will need to worry more about the fact that you got here than the issue itself, and should report to CC why such a catastrophic failure in the chain of command has occurred in addition to the issue that sparked it.
  13. 1 hour ago, Love-To-Hug said:

    Shared department, imo. Here's what I'd do: Magistrate has priority on law. NT Rep has priority on SoP. Both can do terminations, but if one disagrees with a termination the HoS or Captain is the tiebreaker.

    The representative should be staying out of normal SOP violations, he has a bunch of moronic command staff.

    The magistrate is in charge of the IAAs because he actually has authority behind demands for arrest. That and SOP and SL infractions tend to go hand in hand.

    And, just speaking generally, I do not foresee any sort of joint-department solutions going well, both 'heads' will be pulled away from their intended duties.

  14. The FitnessGram Pacer Test is a multistage aerobic capacity test that progressively gets more difficult as it continues. The 20 meter pacer test will begin in 30 seconds. Line up at the start. The running speed starts slowly but gets faster each minute after you hear this signal bodeboop. A sing lap should be completed every time you hear this sound. ding Remember to run in a straight line and run as long as possible. The second time you fail to complete a lap before the sound, your test is over. The test will begin on the word start. On your mark. Get ready!… Start. ding

  15. I like what @Love-To-Hug has suggested. I imagine flashes/pepperspray will become more heavily relied on to get your two baton hits in while a suspect is blinded. Telescopic baton should probably still be one-hit, but shorten the knockdown by half a second or so. Stun prods should probably take a full 3 jabs to down a target, but for a few extra second because the power cell is less restricted or whatever.

    This, if implemented will be a major change in direction for para, and will increase difficulty for sec/antags. I don't think that's a bad thing however.

     

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