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Machofish last won the day on September 8 2019

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  1. I strongly agree here. As it is, Code Blue for 'suspected threats' barely, if ever, gets any use. If officers find a husked corpse with a missing ID in a locker, the response isn't "Oh, maybe this is a murder victim, maybe just a freak accident, Code Blue while we investigate," instead the sensible thing is to conclude "this person was murdered and looted, probably by a changeling. Code Red." Frequently even if I, as the HoS, only get partial reports and feel the alert should only be set to 'Blue' while the detective and security finish investigating, frequently the rest of command will go over my head and swipe for Red regardless of whether the threat has been properly confirmed or not. I'm not sure about the 'genesis' of the Code Blue/Code Red system, but I recall on older code builds, Code Blue was activated automatically about 5-10 minutes into the round, along with a small CC report that IC'ly listed all of the possible EoC types--this was primarily a RP facilitator when ignorance about antag types was enforced, just so the Captain could eventually announce "Yes, these are traitors" or "Yes, these are changelings" rather than the entire server being forced to feign incredulity for the entirety of the round. Now that things tend to stick at Code Green rather than escalating automatically to Blue, I find Blue barely ever gets used for it's intended role. Even then, the window of time between Security getting enough evidence to 'suspect' a threat and then calling for red because the evidence inevitably leads to a confirmation is extremely slim, so Code Blue is really going to waste as it's currently implemented. The value judgement between Blue and Red should be a judgement that command makes between security abuse versus antag activity, something like this: The overall goal for Nanotrasen is to maximize the station's efficiency. EoC activity and capital crimes reduce efficiency, as they generally threaten the crew. However, giving Security too much power ALSO reduces efficiency, as officers will waste the crew's valuable time by accosting them for random searches and department sweeps, sometimes detain crew over false positives or misapplied charges, and too much security meddling distracts the other departments from doing their job. Therefore, I suggest Code Blue should be for situations where EoCs are confirmed, but the inconvenience posed by EoC activity is still lesser than the inconvenience that would be caused by letting Security off the leash. Code Red should be for when the EoC activity has escalated to a point where the EoCs pose greater inconvenience than allowing Security to go full shitsec, or for a crisis like blob or xenos. Proposed Code Blue Changes I'd argue that blue should be for cases where evidence is confirmed that EoCs or capital crimes are being committed and investigated, but security is still expected to adhere to SoP and Space Law. The SoP permissions for blue are generally fine for this, but a slight edit to the armoury permissions: armoury gear should only be authorized for specific, singular situations, and with the expectation that officers will immediately return any checked out armory gear once the specific situation is resolved. The only time a shotgun or lasergun should leave the armory is if the HoS can, specifically, describe who or what the shotgun or laser is going to be fired at, after which point the shotgun or lasergun must be returned to the armory if it's still Code Blue. Officers should not be allowed to passively patrol with lethals during Code Blue or Code Green. Use of lethal force on a crewmember during Code Blue should prompt an investigation by IAA, possibly resulting in the demotion of the officer if it was determined that nonlethal force would have been sufficient, or the demotion of the HoS if they authorized lethal force for a situation that could have been clearly resolved by nonlethal force--especially so if the misuse of lethal force results in a fatality. Note that EoCs who demonstrate clear immunity to nonlethal force are, by definition, not definable as a threat that can be resolved with nonlethal force. This last part sounds so obnoxiously obvious but I've had players argue that sec should just keep pointlessly using nonlethals on a traitor who's going crazy with anti-stun stimulants or 500u of meth in patches while sprinting around maint stabbing officers with an esword, so I'm typing it down for posterity's sake. From the perspective of a Security main, tightening up SOP here will be a net positive: At present, distributing any lethals during Code Blue generally means the officers greedily squirrel their weapons away until they either get killed or jump into cryo without returning the weapon, making it very difficult to get everyone armed when an actual Code Red crisis occurs later and it turns out all of the equipment lent out during Code Blue is now missing. Proposed Code Red Changes Code Red should not be an automatic response to discovering EoCs. Instead, it should be reserved for situations where the overall safety and integrity of the station are at stake: Things like massive bombing sprees, vampires on a killing spree, or any infiltration antag who got enough meth patches to be basically immune to stun weapons. These are threats where security has a reasonable chance of failing even if they devote their full attention to confronting the threat, and therefore need permission to treat everything else as periphery until the threat is dealt with. Shadowlings, major biohazard infestations, or vamps/lings/traitors who either murder aggressively or render vast areas of the station inaccessible by bombing, and conditionally cultists due to the risk of a major summoning or they're using teleportation runes to evade nonlethal capture. On change I'd like to see in Code Red SoP is that crew should be obliged to carry and present their ID cards to security upon request, and failure to do so may result in detainment as it qualifies for "suspicious behaviour." If the crewmember has a plausible excuse for not having their ID (basically, if it was stolen. "I lost my ID somewhere" is a dumb excuse and shouldn't be accepted at face value,) then security may escort said individual immediately to the HoP in order to receive a replacement. I haven't seen anyone dispute this when it gets brought up in-game, but for the sake of posterity I'll point out it's not actually written down anywhere in SoP when it probably should be. During Code Red, officers do receive access to lethal armory gear, but there should be stipulations about how to use lethal equipment during a Code Red situation. Obvious threats like xenos and nukies don't really need a lot of instructions, but there need to be some rules if Code Red is used for a more murky situation like an extremely robust hijack traitor During Code Red, officers may use lethal force in self-defence (particularly if there is an attempt made to steal an officer's weaponry), or to confront an individual guilty of a crime at Exceptional severity or higher (The only crimes at 'Exceptional' severity are Murder, Manslaughter, Grand Sabotage, and Grand Theft, so repeatedly looting the hand teleporter on Red Alert as a joke might not end well). Officers should always attempt to use nonlethal force when resolving crimes of Major severity, but a crewman guilty of a Major crime who evades nonlethal detainment must either surrender willingly or, if they are worried about confronting security, surrender themselves to a member of command, at which point they will be transferred into security's custody. If a crewman commits a major crime on Code Red, evades nonlethal detainment, and refuses to surrender to custody, security should be permitted to use lethal force. Note that certainty is important here: if an officer's poor judgement or hubris leads to lethal force being used on an innocent, the offending officer should be demoted and charged with either aggravated assault, manslaughter, or murder. Medium crimes should always warrant nonlethal force. Repeated, consecutive Medium crimes during a Code Red situation may result in prolonged, conditional detainment until the Code Red alert is cleared. Minor crimes during Code Red should be noted in the crewmember's record, but security should refrain from prosecuting minor crimes during Code Red until the alert level is reduced to Blue or Green. Certain minor crimes may have their severity escalated based on context, especially if the crimes directly impede the crew's attempts to confront whatever crisis warranted Code Red. (e.g. A doctor hoarding surgical equipment and hiding it away from the wards on Code Green counts as petty theft; doing this during a Shadowling crisis could be charged as a major crime, or even as aiding and abetting the Shadowling if the crewmember demonstrates enough pettiness. A clown slipping officers trying to confront a blob situation should be thrown in a cell until the blob is dealt with, etc.) The intention here is to drastically reduce the number of distractions that security is forced to deal with during a crisis situation. While adherence to SoP is important for curbing shitcurity during calmer moments, it's a liability when dealing with a crisis. So for instance if I as a non-antag, slip and kidnap a shotgun-toting officer on Code Red, then try to use methpatches to make myself flashbang immune as a non-antag, well... firstly, I'd expect to be straight up banned since that's basically self-antagging, but otherwise if the admins are busy then security should be able to treat self-antagging players on Code Red as if the offending party were actual antags. Again, the intent here is that Code Red should be reserved only for exceptionally dangerous situations when security needs to work without distractions to deal with a primary threat. Code Red should not be the immediate go-to button for when any EoCs are identified at all, but only for situations where Security is at risk of losing control of the station. Wrapping Up Currently, the only appreciable difference between Code Blue and Code Red SoP is that Code Red permits officers to detain without warning (and even then, only when evidence connects the detainee to a crime), and officers can forcefully escort crew back to their departments (I have never seen this enforced without causing major griping about shitcurity from the crew). The HoS can technically authorize lethals on blue (generally there needs to be a good reason for it, but the same judgement applies when requesting Code Red). I argue that making the alert levels more varied gives Command more precision in controlling what Security is allowed to bring to bear.
  2. I don't mind the nicotine addictions to an extent--before this change, cigarettes were a minor buff to someone's abilities, so at least this is somewhat more sensible that someone who's huffing cigarettes won't be in very good shape compared to someone who doesn't smoke. That said, I agree with what's said here that the withdrawal and addiction thresholds are ridiculous, especially taken in direct regard to each other. It's stupid to experience nicotine withdrawal to the point of having a paralysis-inducing migraine while actively indulging the addiction by smoking. There's no way to sustain or keep up with a nicotine addiction as it is, it's basically just a near-immediate penalty that sticks with a character for several minutes after the cigarette runs out. Also, I'd like to see nicotine addiction symptoms changed, if possible. Sneezing and twitching don't really make that much sense, though I'd be happy if it were replaced with something like involuntary coughing.
  3. PSA 2: Weapons on Patrol The annoying thing is that the Sec players who need this advice the most are the ones least likely to listen to this advice: Running around with your weapons unholstered makes you considerably more vulnerable and liable to be attacked than if you're patrolling with holstered weapons. "But Machofish, having my weapon holstered just means I have to click more buttons when I see a threat! That split-second could be a life-or-death matter!" And yes, that is a strong argument. Unfortunately, SS13 logic causes it to be false. Wins often go to wheoever has the drop on their opponent, and an officer with their weapons out without knowing specifically who they're trying to shoot/baton means that anyone hoping to take the officer down gets that much more bang for their buck with their opening move, since something as simple as an un-telegraphed melee disarm can cause an officer to lose their stun weapons and usually their life as a result. From personal experience, most of the crimes stopped by security occur when security responds to a third-party being attacked, not by an officer being attacked on their own and somehow fighting back: If you identify a threat, it's easy enough to backpedal while drawing your weapon of choice, then move in. Alternatively, if you're responding to a distress call, only draw your weapon only once you get close to a department or station area that the distress call came from, to minimize the chance of losing your gear to butterfingers before you even arrive at the scene. And now for something completely different: I'd explain more, but I genuinely don't remember the context. Perhaps that's for the best. And some more sketches from GM'ing Shadowrun: Trying to come up with thoughtful image descriptions while sleep-deprived at 1:00am on a Friday night is difficult, so I'll probably be editing the caption text continuously over the next day or so.
  4. This would be an interesting mid/late round event, I'd be onboard so long as it's implemented as a 'major event' along the vein of terrors, swarmers, blob, xenos, etc. I'm pretty sure this idea's been thrown around before. I haven't seen too many major issues regarding vox traders myself but some of the repeated concerns I've heard from server staff include: Back when vox had much tighter lore cohesion, vox raiders would often get unusual breaks from vox amongst the crew, regardless of their actions. Eler00 touched on this above. Given the server environment these days, I find only a select few players bother referencing the lore, and our lore is already structured in such a way that it conforms to the gameplay as opposed to vice versa. There aren't as many cases of Vox unreasonably sheltering or giving free breaks to one another, and I think I've seen the "Vox Inviolate" referenced about two or three times across my past two years of playing here, so I think there won't be as many players leveraging it into an excuse to help "their kins." Though I might be severely underestimating the degree to which vox players would willingly toe the line on self-antag rules as soon as the excuse presents itself. There's also problems with how the non-vox crew behaved as well. Storytime: So yeah, since the crew would receive contradictory messages about how to treat the vox from round-to-round, whenever Shoal Vox showed up, some security/AI/command would always follow "Policy-A" who would aggressively and relentlessly try to murder all the vox based on what CC had done in the past, then there would be the other half following "Policy-B" who would freak the fuck out and accuse "A" of being murdering validhunters because that's how CC treated them in the past. The argument would boil down to both of them saying "Well it's what CentComm wants!" while having equally justified yet diametrically opposed understandings of what CC actually wants. I know it's important to point out that vox crew tended to 'volunteer' themselves for the Vox Raiders whenever they could, but the other side of the coin was that sometimes command/ai/sec would be so obsessed with their valids that they wouldn't give the vox a chance to even go "Hihis!" before mercilessly wiping them out as if they were nukeops. This was particularly annoying for the vox raiders since the inviolate explicitly, painstakingly instructs them to avoid excessive damage and avoid inflicting fatalities above all else. Again, I'd personally be interested in seeing Shoal Vox trading/raiding parties as a midround: In terms of potential damage and de-railing the round they couldn't be any more disastrous than terrorspiders or swarmers appearing instead, they can shake up the round without derailing the round through excessive killing/destruction, and they offer a very wide variety of RP opportunities depending on whatever's going on at the time they show up. I'd go more into why I like them as an idea but Drakeven's already covered most of what made them fun in the original post. I have a wishlist of things that I'd like to see accounted for regarding shoal vox if they're re-implemented, but probably couldn't be budgeted within the focus and time investment of our coding team:
  5. I'm experimenting with seeing how useful my work can be as an educational resource for new sec players. I'm not sure how many new sec players look at this thread, but I keep seeing the same mistakes repeated over and over again in regards to dealing with certain threats. If this gets positive reception I might release more visual PSAs for new security. So, my first topic here is going to be a few basic pointers on xenomorph combat: Second piece of advice: Head protection. Of @Fursamie's character, Domitia Aquila. First time I've managed to a request without it going terribly. This was from a Nuke Op round that took place sometime last year, if I remember correctly. As a gimmick we decided that all of the team would hide, fully equipped, inside a single cardboard box, and get as close to the nuke disk as possible before jumping out. We only got as far as dorms before a nosy civilian opened our box, but it was a hilarious, glorious failure. Having played in sec for long enough, I find that long-term regular players tend to fall under similar 'personality types'. Bolton Grey and Chad Wolf are good examples of this: They're both ridiculously robust, know their stuff, and can be trusted to hold their own in a chaotic situation... if you can convince them to stop goofing around for fifteen seconds, that is. I think most sec regulars who play in the afternoons are familiar with Cardiox and his vampire shenanigans at this point. He's quite a challenge to deal with when there's a competent sec team. When there isn't, well... From either a cultist round or a changeling round, can't remember which. In any case, sec had already 100% redtexted the antags, so an admin (pretty sure it was Spark, but I'll give it the benefit of the doubt just in case) decided to spawn 2 perfect copies of Cecilia and gave control of them to players from Dchat. This was around the same time as the Heathers collab with Phantasmicdream, so needless to say, dropping references to the musical was one of the first things I thought of. Space Lube: 'Because fuck you, that's why'. "That HoS was bad. Why did they keep ignoring me?" I'd elaborate but this image sucks out my will to live the longer I look at it, so I'll sum it up like this: This is what happens during Highpop when there's no warden or magistrate. If it seems like Cecilia's ignoring you, believe me when I say she doesn't do it on purpose.
  6. Voxxy spider, y̵̳̙͚̥̗͇͉͓͉̭̽ǻ̷̡̨̠̙͔̺͎̅͒̎͜͠͠y̵̤͕͈̰͔̳͈͂̃ȁ̶̛̈́̽̂͠ is g̴̯̞̰̔͘ô̵ͅö̸̬͙̍̂d̶̥̮̿͘s. ERTea. One of Tea's more amusing outfits. The EMPRESS of Terror: When regular Queens of Terror aren't enough of an absolute pain. When 1 HoS isn't enough of a pain in the ass.
  7. Yet another collab with @PhantasmicDream, I cannot thank them enough for bringing this image to life, and if you somehow haven't taken a look at her work please do so right now. From left to right: Heather, Heather, and Heather Vespa, Cecilia, and Tetra.
  8. Server croaked during a blob round. This is how I used the free time: Traitor duo 'That Voice in Your Head' (Three-Point-Fourteen as an esword mime) and 'The Prankster' (Chad Wolf with Sleeping Carp+Chainsaw) square off against a gygax. I was going to word-bubble Cecilia dropping some sort of snappy one-liner from inside the gygax, but I think that'd be too arrogant: All in all Chad and Pi chose to sally out for a fight rather than endlessly evading and raiding sec for the rest of the shift, so ultimately they're the heroes in this picture. I'm not sure if it's just that Robotics is more competent these days or major crisis situations just happen more frequently, but I find that I've resorted to using mechs in more rounds during the past few months than I have in the past few years. Torque. As part of an abnormally competent and well-organized team, Security managed to take down a cult, a xeno hive, a slaughterdemon, then a second xeno hive in a single shift. Supposedly we were so impressive that CentComm announced that "The CEO of Nanotrasen" wanted to personally meet with the security team after the shift: So, since the server was down for basically the whole day, I'm throwing in a bunch of sketches I made for a Shadowrun tabletop campaign I DM'd for a couple of sessions:
  9. As someone who learned the basics from another server, I actually will say this is decent enough advice. There's a saying that goes, "In the land of the blind, the one-eyed man is king." Low-pop servers make for excellent learning areas since most of the people playing are still learning the basic mechanics of the game, and there's less overall pressure to deliver. Systems that are considered the bare minimum for competent Security here: like knowing how to use the security records to set wanted status, knowing how to identify mindshield implants, knowing how to use tracking implants, would make you seen as a robusting God on some lowpop servers. Furthermore, less players means fewer distractions on sec's plate at any given moment. Something as simple as checking a guy's PDA for a Syndicate telestore uplink was held up as an apex of competence. Of course, Para is a unique server and not everything carries over, but I can recommend using lower-pop servers just to figure out things like how to avoid tasing your own teammates in a fight, how to avoid getting blindsided by less-intuitive game mechanics (such as anyone hiding in a locker will get a free hit if you open the locker at close range), knowing how to equip and activate internals in the event of a gas leak, that sort of thing.
  10. I think that security borgs are strong enough when it comes to infiltration antags: traitors, changelings, cultists, and vampires. Secborgs can also do some nasty work to Nuke Ops if they're smart about it. As mentioned, the primary appeal of playing a cyborg is that they're immune to many of the hazards and stuns that would affect normal crew (though they have quite a few unique vulnerabilities of their own). The addition of all access and a direct camera link shared by the AI makes security cyborgs a real pain for infiltration antags. Security borgs used to be much stronger before a nerf that was implemented some time ago. In particular, old security borgs could sustain considerably more damage before losing their equipment modules, and were easier to repair. Cyborgs still have the ability to fulfill the role of a heavily-armored 'door kicker' for the rest of sec to follow when clearing cult hideouts, and a secborg is always nice to have around to protect the brig from direct assaults. My issue here is that secborgs are almost useless when doing anything outside this role. By my observation, any time one of the major 3 biohazard infestation types (xenos, blobs, terrorspiders) appears, being a security borg seems to be a direct downgrade from playing as a normal sec officer. This is a bit of a problem, since cyborgs in any other department get a variety of tools for fulfilling their departmental roles better than the average member of that department, while sec borgs are considerably worse than regular crewmember sec in a variety of security-related roles. While secborgs can have a lasergun unlocked from illegal modules, keep in mind that so many different factors have to come into play for this to happen: 1. First, the gametype either needs to involve traitors, or a piece of uncommon contraband needs to randomly spawn in maint: Dart pistol, suspicious toolbox, stetchkin, suspicious surgery bag, and whoever finds the legally-questionable gear has to give it to RnD instead of just invoking the Finder's Keepers rule or turning it over to security who are more likely keep it in evidence storage. Just to re-iterate: Unless the starting antag is traitors, then the only way for RnD to receive an illegal research level for cyborg illegal modules is with RNG-based maint loot. Technically you could also get illegal tech levels from stolen Nuke Op gear, but if it's Nuke Ops then why are you wasting time doing RnD for illegal modules instead of protecting the fukken disk? 2. Step two, the confiscated syndicate gear from a traitor or the rare maint syndi gear has to be brought to RnD--keep in mind that security SoP demands that all confiscated syndicate gear must be held in evidence storage, and therefore in order to fulfill this step Security has to be willing to break SoP. 3. Illegals must be developed, and both Command and the AI have to agree to break SoP by distributing illegal upgrades to their security borgs. Code Gamma is also a way for secborgs to upgrade themselves with lethals, but keep in mind that Gamma almost never gets authorized when it's needed most, and can only be activated by an admin or if a roundstart blob infestation reaches a certain point. I've seen plenty of Terrorspider and Xenomorph infestations snowball out of hand without Gamma ever being called, which I believe discards Gamma as any sort of reliable way for cyborgs to get lethal equipment. Lethals or not, the root of the problem is that secborgs have an incredibly difficult time staying relevant during a major biohazard. Secborgs are more or less useless against blobs since they can't do much aside from trying to harmbaton the blob tiles (extremely inefficient), and even if they get lasers, reflective blob tiles limit how much use a lasergun can be. Versus xenos, secborgs are absurdly vulnerable to xenomorph melee: The xenomorphs' 'stun' (disarm intent) can knock a cyborg out for longer than it would affect a crewman--this makes very little sense, and seems incredibly unfair to secborgs who don't have much recourse outside of trying to harmbaton the xenomorphs to death. Even without a stun, a xeno hunter still could reasonably beat a harmbaton-wielding borg in a 1v1 due to how much faster xenomorph hunters are, and how much damage xeno claws inflict. Secborgs versus Terrorspiders are basically dead meat if they don't have lethals, and while Terrorspiders can't 1-shot stun a cyborg they do trade off so favourably in melee combat that trying to harmbaton them is basically suicide. Again, this wouldn't be as much of a problem if lethal modules weren't so rare and unusual for a variety of reasons. The overall idea of cyborgs is that each specialized model should be better than the average crewmember at fulfilling specific roles within that department they're specialized for. I understand that this is part of why Sec borgs had to be nerfed in the first place: It was manageable as long as there were only 1-2 secborgs, but being a sec borg was so appealing that players would flock to the role and there would be 5-6 secborgs dogpiling all of the antags by the end of the shift. What I'd propose is that secborgs shouldn't be useless when fighting the major 3 biohazards--making it so that xenos can't take them down with a single button click is a good place to start. Similarly, RnD should have an SoP-friendly way to unlock cyborg lethals without relying on the admins to call Gamma. The easiest and least disastrous change I can think of is to give security borgs some sort of 'gun gripper' that would let them pick up and operate a single lasergun or egun from the armory just like any other officer--weapons carried in this matter would need to be visible upon examination as long as they're carried, and the gun is dropped if the borg is ever stunned or the module slot they're using to carry the egun/lasergun gets disabled, and the borg could recharge a carried weapon using its internal battery at the same speed as a regular recharger unit. SoP would demand that they return the firearm to the armory when no longer necessary, as with regular officers. This way security borgs have very little change from how they normally operate versus infiltration antags, but they're not completely shit out of luck any time security is asked to counter one of several threats where non-lethal equipment is useless. The other idea I can think of is that there should be a maximum limit of 2 security-module cyborgs active at any given moment--any further cyborgs trying to choose security will be denied and told to pick another module. My thinking is that this would put security cyborgs into the same niche as Durand Mechs: They're a strong deterrent to anyone trying to take down security out with a head-on assault, but otherwise they're slow, easy to run away from, and limited numbers mean that they can't be everywhere at once.
  11. Most of the proposed changes are interesting and I'm looking forward to them, but I'd like to offer some feedback an enormous wall of text as someone who's repeatedly fought them and played as them: Queen of Terror Prince of Terror Gray Terrorspiders White Spiders Mother Terrors Green Terrors About Atmos, Spider Nests vs Xeno Nests, and Overall Battle Strategy TL;DR I like how Terrorspiders behave differently than xenos and I love the idea of them. Understand that I don't spend enough energy hating things to bother writing this much about something I don't like. I want Terrorspiders to be greater than they are, more satisfying to play as, less predictable overall. So to reply to each of the points in the OP: 1. Balance is a wonderful word, but be sure that the conclusions you're basing your changes off of are actually a result of imbalance and not just the result of players failing to understand how to use a class's strengths. 2. I have more fun when classes are mentally engaging to play. Making them flatly stronger does not accomplish this, it just makes Terrorspiders easier, less satisfying and even less mentally engaging to play. 3. Agreed, but the problem I think is not the diversity of starting spiders, but the lack of diversity in outcomes:The Terrorspiders will almost always force the crew off the station from a crew transfer or necessitating Code Delta. Bonus Wishlist:
  12. I have to say, I really like this image because it feels like it's a glimpse into some sort of larger work, like a point-and-click adventure or a full feature film. Then it makes me sad because I remember there aren't any point-and-click games or feature films of Jonah and Zeke. Well, not yet, anyway.
  13. I realize that inspiration comes and goes for me: I'll have months where I do nothing but crank out sketches in rapid succession, then dry spells where I can't even put a pencil to paper without being immediately bored. Not sure how long this particular wave of inspiration is going to last, but might as well make the most of it. From a wizard round: The wizard had a belt of soulstones and was turning crew into Wights everywhere. Sadly, the chaplain--the one player role that's basically dedicated to taking down constructs--was amongst the first victims of the wizard's soul shards, so Cecilia ended up salvaging the chaplain's chainsword and holding back the wights with Sec until the crew could corner the wizard properly and kill him. While I'm glad that I managed to get a hold of the chaplain's holy weapon at such a convenient moment, I still feel sorry for the chaplain: By all rights, it should've been him in this image, not Cecilia. Also large kudos to Nina Kurilyochov the brigphys for managing to apply Styptic Powder patches in the middle of a crazy melee fight with perfect timing: Cecilia very likely would have been knocked into crit multiple times over otherwise. For every badass moment I've had as Cecilia, there have been... not-so-badass moments. For instance, a traitor named "Abducty the Meth Clown" got a special objective to get a picture of Cecilia in a ridiculous costume and fax it to the Syndicate. He greentexted. Spectacularly. I'd like to say Cecilia took it fairly well, everything considered. While this wasn't exactly her finest moment, I've come to see these moments as a sort of 'memento mori': Regular reminders that popularity does not equal robustness. With that in mind, I felt it was a good idea to take a break from sec and get some experience in other departments. Empathy is a huge part of doing well in sec, and the best way to develop that empathy is of course to understand what it feels like to play outside of sec: Meet Kirsten. Playing as her taught me that while playing in security is stressful, playing outside of security can be honestly worse for different reasons. "I'm really sorry, but I'm gonna need you to give that back before you blow us all up." First round as Kirsten went remarkably well: I was planning on trying out a few different character concepts and names before settling on a new staticname, but Kirsten's first round in science was a War Ops round. With 15 minutes of prep in Science's chemistry lab, 2 grenades, and 6 units of azide, Kirsten did more damage to the nukeops than Cecilia's ever managed during a single round as HoS. Goonchem is some terrifying shit. Anyway, enough flexing. When throwing her first grenade, Kirsten took an LMG round in the leg and got a serious limp, so I thought she'd be better off giving her second grenade away to a security officer in the hopes he'd make good use of it. Immediate regret. Still, everything turned out alright in the end. Next couple of rounds, less so. Kirsten being ignored by her coworkers in science. I've often heard it remarked that the Sec department 'community' tends to show a little more integrity than the other departments. Science's community is definitely a mixed bag. If you play a 'staticname' character, I really do recommend trying a brand new character for a round or two if you haven't done it in a while, just to see how everyone's behavior changes the moment you're someone they don't recognize. You'll find a few good eggs who still talk to you if you're lucky, but overall it makes me appreciate all the remarks from new players about how this community is hard to warm up to. Tried a bit of Gateway Exploration, and salvaged some Hybrid Turret Guns that I didn't want to leave lying around. Now, being the helpful law-abiding nonantag I was, I thought that Security might appreciate getting some new toys in the armory, and brought the salvaged Hybrid Turret Guns up to the brig. What follows is a rant, so I've put it under a spoiler: Steve. From CentComm.
  14. I've come to realize that my rate of producing sketches correlates to how much I'm procrastinating from doing important things, because what happens is that when I have something important on my plate I can't buckle in for a proper round of SS13 without feeling guilty about it, but with sketching I can stop whenever I want. Just this last batch and I'll go do the stuff I've been putting off, I swear. I think I'm going to start putting technical rambling (ie. Discussing challenges involved with creating the sketch, new techniques, lessons learned, etc.) into spoiler sections. I realize not everyone's interested in that but I also really do like talking about my work. It's with great regret that I admit I've never seen a Chaplain attempt this, let alone pull it off. Chaplains really should take a more direct role in fighting the cult, though. Trying to figure out how to draw animal snouts from a frontal profile, so I figured I'd draw @Furasian's sec main. I consider Fillmoore to be a fairly competent sec officer, though admittedly he and Cecilia rarely see eye-to-eye: Cecilia tends to push for more expedient, open-ended interpretations of Space Law, whereas Fillmoore tends to emphasize a no-nonsense, by-the-book approach. Upon occasion Cecilia has brought this up in a less-than-helpful manner. Of course, this is not to say that Fillmoore doesn't have a sense of humor. ...To be honest I'm not actually sure if it was Fillmoore who had the 'lick the microphone' gimmick or some other Vulpkanin sec main. Figuring out how to draw Unathi. Now that the more interesting stuff is out of the way. I usually don't upload studies (as they vastly outnumber the 'proper' drawings I create and would quickly overload the thread), but I saw @PhantasmicDream's studies in the forum art club and I found them quite helpful, so here goes: And of course, we leave the best for last. - Bane of Security Thread, again. Given @imsxz's rather "colorful" track record, part of me wonders if giving Ares fan art is encouraging the right behavior, but he kicked my ass fair and square multiple times, and he'd stick around and use his robustness to help out when he wasn't an antag instead of just antag fishing science, so he has my respect for that much. In regards to the sketch itself, it wasn't until I had finished scanning that I remembered that Ares had bright pink eyes but by that point the paper had already started warping from repeated eraser use and I didn't want to tear the page by trying to fix it.
  15. I posted this batch at 4:00am so I'm probably going to have to edit the captions later. Trying to figure out how to break Same Face Syndrome. - Thread. Not sure where Alissa Bennett went, but before my most recent hiatus she had a gimmick of devoting an unnerving amount of energy into expressing how much she liked Cecilia and how much work she put into trying to emulate her habits and appearance -- which was immediately unusual and a little unnerving considering that Alissa was a bit of a bubbly socialite whilst Cecilia was, simply put, not. Supplementary. Cecilia hasn't had a lot of great interactions with plasmamen. There's been more than a few rounds where the Syndicate Comms agent decided to have a laugh at Cecilia's expense. I was also getting a bit bored of constantly drawing Cecilia's 'RBF' expression so I took a shot at drawing Cecilia in a more exaggerated style. Just so I'm not setting a precedent, if you want me to draw your SS13 character, please just message me on the forums or on discord. If you dedicate yourself to pestering me IC in the hopes I'll draw about it, I cannot guarantee consistent results. I think I've drawn Cecilia enough times by now in her default 'RBF' expression that I can start branching out. Particularly, I've found I've had a lot of trouble drawing shouting/yelling: Usually with drawing a face it's easy enough to just throw down the outline and add the features after, but once the jaw opens the underlying outline of the face has to change without making the face seem like someone else entirely. While security tends to have an uphill battle in most situations, they do have a handful of annoying tricks up their sleeve. Cecilia in particular has a fondness for overusing flashbang grenades since they're basically a "fuck you, I win" button (which tends to be the case for all area-of-effect stuns). Personally, I find not all greytiders are bad.