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FPK

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Posts posted by FPK

  1. I very rarely use newscasters, a crime considering how cool they are. I approve all three proposed changes, let's spread some FAKE NEWS.

    Wanted posters are pretty good too, I enjoy using them on goon, but not really for legitimate purposes. On goon, security is allowed to punish people by dropping two or three flashbangs on their face, so the standard they're held to is nothing like what we have here. I usually use wanted posters to get vigilantes to beat up nerds in exchange for cash. 

  2. Why not contact an IAA directly? Just reach out over PDA, knock on the office window when there's someone inside, or contact the next best thing, a NTR or Magistrate. I don't see what these booths will bring to the table that flyers advertising the legal office won't. Adding an additional level of complexity to a job that is already complex enough doesn't seem like the right move. 

  3. @ZN23X I have to disagree. Spreading misinformation about any server is something that does tick me off at a personal level, as some of those who perpetuate baseless accusations do so with malicious intent. This post was spawned to get some real numbers on the matter, both to satisfy my own curiosity and to disprove any false notions that others might hold of Paradise. Furthermore, the subreddit serves as a starting point for many players coming into the ss13 community. While the subreddit is mostly trash, that I won't bother trying to deny, I'm a heavy believer in Sturgeon's Law: 90% of anything is shit. What I'm after when I go there is the 10% that's worth keeping around. That applies to members of the community, content posted, and comments made. There are members of the ss13 community from the subreddit that are worth our time, but it's a two way street. They need to have an open mind (that is, anything but the hivemind), and we need to have open arms. It's the players who aren't willing to compromise or learn Paradise's culture that don't belong here.

    As for your implication that I believe furries are attempting to "recruit" others, I was stating that people should respect what others like. If I don't like tomatoes (blatant lie, love ?), and if I tell you that, don't bring me tomato salad. I won't bash people for enjoying tomato salad, because why the hell should I bash something others find enjoyment in.

    Just be cool to others, like what you wanna like, I don't judge nor explicitly care. Just remember that other players are people too. 

  4. Alright, lets call this part one of my reasoning for saboteurs, or at least the saboteur objectives. I'll be going over how these objectives will increase tension.

    First of all, what makes a round of SS13 tense or suspenseful? From personal experience with the game, I know that actively hostile threats that directly affect me make me feel anxious. During shadowling rounds, the atmosphere in surgery is tense, because of its close proximity to maintenance and its critical importance in the game mode. Being so close to maintenance, many patients and doctors keep a watchful eye on the south wall, expecting shadowling thralls to burst through at any second. Security almost always has an officer or two posted at the doors, to make sure no thralls escape surgery and to protect the doctors. This is the kind of atmosphere we're looking for on Paradise, one of suspense and paranoia, where mechanical play and roleplaying can meet to create memorable experiences. 

    Cultists, shadowlings, revolutionaries, and abductors all create an atmosphere of tension. Their presence can be felt across the entire station. No location is secure from assault, no players are out of their grasp. They keep the station on its toes, which makes combating them all the more satisfying (when they're balanced of course, but lets not get into that). The feeling that nowhere and no one is safe is one that we should strive to encourage on Paradise. However, only the few antagonists that I've listed give this feeling.

    Why don't traitors make people anxious? Traitors are the classic SS13 antagonist, yet it seems like we've nerfed the ability for them to strike terror into the heart of the station, unless they have an objective that lets them rampage in the hallways. For the most part, traitors combat security while actively avoiding the crew, with the exception of kill objectives and people they need to steal from. For a station population of even 60 players, this affects very few people. With 120 players, the traitors might as well be some distant enemy across the ocean, for most of the crew. The sabotage objectives I've listed above seek to fix the lack of tension that traitors bring to the table. 

    What's says "terrorist organization" more directly than an antagonist tasked with bombing the station? The purpose of the bombing objectives is to bring antagonistic chaos to the masses. Bombs are fairly underutilized on Paradise, with antagonists being limited in where they can bomb, and for what purpose. However, bombings (with an emphasis on the plural) increase tension in a way that no other method can. Bombings create environmental hazards, cause direct harm to players caught in the blast, and disable parts of the station. Forcing players to navigate around a breach, or to acquire space-worthy gear, adds to the feeling that the station really is a metal deathtrap in space.

    Cutting off the station's power gives depth to a system that normally goes untouched, with the exception of engine releases or power sinks. Once solars has been set up, the only that that could possibly undo it is a meteor shower, or some catastrophic event that overshadows the loss of solars. Cutting wires to departments like medical or science would force engineers to actually go into maintenance to preform maintenance, as well as hampering departments that are only hampered through their own incompetence or lack of cooperation. The power grid in general just goes untouched for a majority of rounds, eliminating the need for back-up power, additonal SMES units, or all that extra wire we just have laying around.

    Hampering a department's work through sabotage again brings an active threat to places where there wasn't one before. Several departments can "finish" their work by locking themselves off from the rest of the station, never leaving unless it's to gather supplies or to reveal their finished products. These departments are safe place, with no natural antagonistic behavior to pose a threat. Virology, botany, genetics, RnD, chemistry, scichem, mining (to a lesser extent), cargo, all of these departments can do their jobs without worrying about external or internal threats. When these departments are allowed to do their jobs without interruption, it causes an imbalance in the level of chaos vs order on the station. As I've said before, SS13 is a game about entropy. These departments can produce products or provide services that greatly increase the level of order on station, making inherently chaotic beings like antagonists have an even harder time than before. Sabotaging these department's efforts will go a long ways in bringing the game back to it's roots of tension and paranoia.

  5. IC fluff, and a general overview of what saboteurs should be like:

    Similar to traitors, saboteurs are Syndicate agents tasked with crippling Nanotrasen, but are on a lower rung than full blown Syndicate agents. Saboteurs are tasked with weakening NT from the inside through acts of terror and chaos, as to give the real agents an easier time with their objectives. Saboteurs are either on their way to becoming full fledged Syndicate agents, are being blackmailed into working for the Syndicate, or are brainwashed NT employees. Because saboteurs are considered far more expendable than the average Syndie (which really goes to show how little the Syndicate cares for these people's lives), saboteurs are given a lackluster selection of gear, given more risky (to themselves) objectives, and are frequently made into cannon fodder.

    Saboteurs are given very little information as to who they're helping (assuming there even IS someone they're helping). Syndicate agents are given information about saboteurs in order to identify them: A name, a race, a job. Saboteurs are given nothing more but code words. While saboteurs are in the dark, agents may choose to reach out to them in order to gain an ally.

    A saboteur's objectives are similar to a syndicate agent's, but with an emphasis on crippling the station. The Syndicate frequently tasks saboteurs with objectives similar to the following:

    • Bomb a public area to seed chaos.
    • Saboteurs are usually given a specific area to bomb: Department lobbies, the bar, in front of the bridge, brig cells, windows to space, ect. The extent of the bombing can be variable too: multiple minor bombings spread across the station, or a single major bombing in a specific location.
    • Sabotage the station's power grid.
    • A station without power is a station without hope. Saboteurs aren't expected to take down the entire power grid alone, but are instead tasked with dismantling or disabling parts of it. Cutting wires in maintenance, destroying APCs and SMES units, bombing solar arrays, sometimes even sabotaging the entire engine (but not releasing it! Remember, there could be other agents on board too).
    • Hamper a department's work.
    • Grinding the station's development to a halt will give agents more time before the crew can prepare tools to fight back. Preventing virology from releasing beneficial viruses (or curing said virus), stopping genetics from turning the crew into superheroes, stealing crates and ore from cargo, stealing the surgical tools from medbay, dismantling the R&D server, bombing robotics, burning medicine from medbay, killing botany's plants, breaking the chef's microwaves, freeing prisoners from the brig, spiking the cyrotube mix with toxins, welding departments shut, and so much more.
    • And anything else the Syndicate wants them to do. Shut up and dance for us, monkey!

    Actual mechanics of the saboteur role:

    None of this is set in stone. This is just a WIP idea, please provide feedback.

    Saboteurs will spawn during traitor, nukie, vampire, changeling, and wizard rounds.

    Saboteurs should get some gear, depending on their objective. Most objectives can be fulfilled without traitor gear, but bombing objectives would work best with syndicate bombs and minibombs. I would like to avoid giving saboteurs items on round start, so that saboteurs will complete their objectives later in the round, and keep the tension up for longer into the round. Few ideas on how gear should work:

    • A traitor or different saboteur has to unlock the saboteur's PDA, which starts off with less TC and a limited selection.
    • The saboteur's PDA doesn't unlock until a certain point in the round.
    • The saboteur has to find their items on the station, using their PDA to locate/reveal them.
    • Saboteurs plain don't have traitor items. Not my first choice, but I don't want saboteurs to just be alt-traitor.

    Saboteurs will affect the station by indirectly causing chaos. While antagonists get into fights with security, kill people, and steal important items, saboteurs will be tasked with hampering the station's efforts and causing trouble that antagonists are limited from doing.

     

    This is something I've been toying around with in my head for awhile. It stems from multiple places, some of which I can actually point to! 

    The point of adding saboteurs is to increase tension, promote teamwork between antagonists, hamper non-antagonists who think that it's their job to make antagonist's lives hell, and add to the feeling that the Syndicate really is a terrorist organization.

    I would love to keep writing this, but I've got shit to do. I'll make another post explaining my justification later. For now, feedback is greatly appreciated.

    • Like 1
  6. Faxing CC usually results in CC telling the agent not to bother them before doing everything they can to handle the situation on station. CC has set a precedent that it should only be contacted as a last resort, and that preemptively faxing CC can result in punishment. I understand that every admin has their own stance on how CC should respond to things like this, but this is what I've experienced so far.

    Honestly, I don't see the harm in contacting CC before or during an employee investigation. If anything, it will alert CC that there is an IAA on station doing their job, and that CC should be prepared to receive additional faxes.

  7. Make the makeshift shotgun recipe work with duct tape or wrapping paper.

    Small and tiny items can be duct taped to the wall, because why not.

    I think /vg/ station lets people tape forks to medibots and janibots, which makes them poke people when they pass by. If the attached forks kept some forensic material, I would approve this.

    Using duct tape on cardboard boxes should seal them up. Sealed boxes can't be folded or have their contents dumped on the floor. Attempting to open a sealed box will take a second to remove the tape. Using a pen, scissors, or some other sharp item on the tape will instantly remove it.

    Duct tape could be used to temporarily seal vents, assuming the vent is outputting at normal pressure. This would come in handy for plasma leaks. Not sure how it would affect game balance, but not many people flood plasma anyways.

    Duct tape could be applied to the eyes to work as an impromptu blindfold.

    These are all just random ideas, I'm not sure how balanced they are. Just spitballing here.

    • Like 1
  8. Departmental alerts would give the department priority over the rest of the crew, with exceptions of other departments currently on alert. All members of a department on alert would be expected to do their best to reduce the alert level, or be considered for demotion for failing to do their jobs. Also, it would help add to the immersion of the setting, beyond just bland general alert levels.

    In ESOP, there is a clause that allows the CE to declare an area "condemned". Perhaps the CE could declare an area as being heavily damaged, which makes trespassing in the repair zone a crime (just to keep wanderers out, for their own safety), as well as giving engineers full access to the area.

    Medical alert would probably be the most boring, but would help keep doctors focused on their job. Not sure what medical players would want out of a medical alert.

  9. I like this, adding different alert levels for different threats. Maybe we could have the alert levels be departmental? Medical alert for virus outbreaks, security alert for rampaging traitors, engineering alert for asteroid hits.

  10. Back when I still used IRC, I would just mash a few buttons to make a username. I enjoyed the anonymity of a non-permanent name, but I was still easy to pick out in some of the rooms I was a regular in. People started calling me faceplant, and it stuck. I added the -kun when I made my BYOND account, because faceplant was already taken. Because I was somewhat ashamed of that suffix, I shortened my name down to FPK when I made my forum account.

  11. @necaladun I used "to the letter" to refer to officers doing the job correctly; applying the law where needed, using context to judge what sort of action (if any) is needed, providing security to the crew rather than providing the law, ect. I was not referring to officers who rigidly apply space law without taking in context. 

  12. On 6/13/2017 at 5:09 PM, Anticept said:

    There's little point between blue and red, since most of the time it's next to impossible to actually enforce half the SOP items on the list.

    The differences between red and blue are:

    • Max suit sensors are mandatory. I'm assuming that failing to max one's suit sensors can be considered creating a workplace hazard.
    • All crew with the exception of security must stay in their departments. An officer can relocate a crew member outside of his/her department, using force if needed. Failure to comply with security is considered creating a workplace hazard.
    • Officers do not need to hail their targets before arresting/detaining them. Shoot first, take into custody, then talk when it's safe, is allowed on code red.
    • Secure areas are to be bolted down. SOP lists a few secure areas, as well as provides a definition as to what can be considered a secure area: "EVA Storage, Tech Storage, Gravity Generator, Engineering Secure Storage, AI Upload, Teleporter, Vault, Gateway, anywhere else requiring a restricted level of access that does not get regularly used."
    • Officers are permitted to carry more than one lethal weapon, and are strongly encouraged to do so.
    • Officers are permitted to demand access to a department, in order to patrol said department or search it. Refusing an officer entry is considered creating a workplace hazard.
    • All gateway excursions are to be put on hold. Only rescue teams are allowed into the gateway.
    • Lethal force is permitted if the target forcibly resists arrest, or if attempting to detain them is unnecessarily risky.
    • All crew members are to comply with lawful orders from security, or be charged with creating a workplace hazard.

    Code red is primarily enforced through the workplace hazard law. If the crew fails to follow SOP, they can be arrested for creating a workplace hazard, which more or less works as a blanket punishment for failing to comply with security and SOP. There already exists a means to enforce code red SOP, without martial law. However, as very clearly indicated by the debate raging on in this thread, there is a demand for additional powers for security during code red, in order to enforce code red SOP. I think the root of the problem isn't in how each alert level is defined, but two more subtle issues. One, security lacks the basic access required to make their presence felt on the station during code red, and two, no one wants to enforce code red SOP, in fear of getting bwoinked or called shitcurity.

    Because only the HoS has basic access to all departments, preforming patrols through departments requires additional access from the HoP, which can feel like pulling teeth for many officers. Many HoPs are reluctant to give out basic access for security, and many officers are reluctant to give back said access once the alert level has been lowered. However, basic access to all departments would allow security to preform departmental searches on code red without dealing with the AI or potentially rogue crewmembers (after all, if there really is something fishy going on in a department, why would anyone in that department let the police in?). Furthermore, basic access would make relocating crewmembers far easier, as officers could walk into the department without having to steal their perp's ID card. Perhaps code red could temporarily give security basic access to every department?

    I don't want to get into the second part of this issue, that security is afraid of doing its job. I know that I am personally disliked by some for what I do when I play security, and it does make me want to not take up the baton anymore. Even when security players do their job to the letter, the ban hammer looms just overhead, low enough that if they just glance up a little from the horizontal, it can be seen suspended by a thread. I understand the need for such scrutiny, as I've run the gamut of bad officers: inexperienced (but usually well meaning) officers, sadistic powertrippers, powergaming rambos, and many more. However, divine punishment from above isn't the only source of stress for security players. From below, the chaotic forces of SS13 itself rage on, and officers are handed a baton and told to tame them. SS13 is a game about entropy. As the station devolves into a bloodied metal deathtrap in the sky, it falls to security and command to enforce order on a disorderly environment. It comes as no surprise to me that true shitcurity is born from the shell of good officers; When fighting monsters...

    To reel this post back to the original topic, what should be done to make enforcing code red viable? I personally think that changing alert procedures will handle some of the problems, at the cost of breeding abusive and disorderly behavior from security at a much higher rate. Giving security access to departments on code red will help, but it's not a perfect solution, as lowering the alert level can prove to be a challenge. Perhaps the real change needs to be making code blue more attractive than code red?

    It's a rough problem to tackle, but it's better to get it done with now, rather than to let it fester.

    • Like 1
  13. I'm from California, the Golden State. We have psychoactive drugs, weed and weed accessories, fancy schmancy beer, overpriced everything, weird haircuts, Asian transfer students, a beautiful wine country, redwood forests, tiny spiders that like to hide in shoes, Google, deserts, big lakes, the worst highway patrol to get on the bad side of, weird as fuck weather, good universities and schools, overpriced but really fucking good coffee, hipsters, crackheads, tweakers, stoners, tattooed businessmen, friendly hobos, gentrification, Hollywood, beaches, wonderful hiking trails, and a lot of burrito places.

    You can check out anytime you like...

    • Like 2
  14. I don't think this is the right way to give legal more power. Being able to remotely disable ID cards would give antagonists an even worse time than what they have now. If the purpose of this change is to streamline the firing process, the addition of departmental ID consoles has already done that. It's a novel idea, but I don't think it's right for Paradise.

  15. 2 hours ago, SideCat said:

    Just make trial finally usuable. If someone is getting senteced to be executed or get to perma-prison he must be send to trial first if there's any IAA or Magistrate on the shift.

    Trials are usually a huge waste of time. If you want a full blown trial for every prisoner, the process for every trial goes something like this:

    1. A trial is declared. A judge, defendant, and prosecutor must be drafted from legal or security.

    2. The defendant and prosecutor must collect as much information surrounding the case as they can BEFORE the trial starts. Attempting to use witnesses in court is perhaps one of the most unreliable things about trials in this game, and results in a huge waste of time for everyone involved. Witness testimonies, gathered from the crew and security, need to be recorded, analyzed, then collected for BOTH sides to use. Things like physical evidence need to be properly scanned and the report submitted to the legal office, to be made available to both sides as well. The defendant needs to talk with their client, and the prosecutor needs to talk to the security officers who made the arrest (however, this is usually done with the witness testimonies).

    3. Once all the information has been gathered, the trial can start. The defendant, the accused, the prosecutor, the judge, and a court officer all need to be present for the trial. If either side is going to use a witness, that witness must be present for the entire trial, and kept in security. All observers of the trial must be kept silent, aside from whispers. If an observer causes a disruption, they should be arrested for creating a workplace hazard, and removed from the court. Go check out LSOP for how the rest of the trial should go.

    4. Once the trial ends, the sentence is passed, and everything has been said and done, it's been at the very least thirty minutes. Justice has been carried out, at the cost of several people's time, which most likely could have been used elsewhere to much greater effect.

     

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