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FPK

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Everything posted by FPK

  1. FPK

    New Guy

    Welcome to the forums, enjoy your stay nerdo.
  2. I'm assuming that while prisoners can request an execution, the execution must still be approved by the Captain or Magistrate. If the purpose of this change is to create a paper trail, then there should be no exception to the rule (within reason, of course). The prisoner giving their consent through paperwork would probably speed up the process.
  3. Hello fellow SS13 junkie, welcome to the forums. I hope you enjoy your stay here, and that you're enjoying the server so far. If you haven't already, I suggest joining the discord server for dank spess memes and general announcements that aren't posted to the forums. Don't be afraid to share your opinion, but remember: being wrong isn't bad. Stay safe and cause no harm, citizen.
  4. This is a brief post that I'll elaborate on later through edits. Just wanted to get the idea out there. It's clear that enforcing SOP through demotions, brig time, and other punishments isn't working. So why don't we encourage departments to follow SOP by rewarding departments that pass inspection? EDIT: This is what I have in mind: Departments can be inspected by an IAA or NTR, to see if they're operating according to SOP and NT's standards. Following the inspection, the report needs to faxed to CC, preferably by the NTR. CC doesn't need to approve the report, much like the recent change to executions. As for the reward, I can't think of anything. I tossed around the idea of departmental weapon permits, which would give the department head a weapon for self defense, but said weapon needs to stay within the department. Didn't like the idea of giving heads more weapons, so I tossed it out. If anyone has any ideas, ping me.
  5. Beer beer beer, tiddly! Welcome to the forums, enjoy your stay! You've been with Paradise for awhile, it's good to see you moving into the forums as well. Don't be afraid to share your opinions, there's nothing to fear here but a buttload of nerds. If you haven't already, I suggest joining the discord server for announcements, discussion, and the Cyberiad bot. Hope to see you on the server soon, keep the beer chilled for me.
  6. For bookkeeping, and checking the inventory of the secure storage. If something goes missing, the CE can alert security. On the flip side, an IAA or NTR can investigate engineering, and use the inventory list to audit what's missing from the secure storage.
  7. Welcome to the forums PP. If you haven't already, I suggest joining the discord server using this invite link. Even if you're not an active chatter, some announcements are only posted on the discord server, and the chatbot Cyberiad can ping you when a new round is starting, in addition to various other functions. Remember: You can check out anytime you like, but you can never leave. Enjoy your stay!
  8. It's a shame I'm taking a break from Para right now, this seems interesting. Are KOS orders affected by this at all?
  9. Whacking something with an in-use air tank should have a chance to dislodge the player's mask, causing the mask to drop to the ground. The chance of dislodging the mask should be low, but still present enough as to make using active airtanks as a bludgeon unwieldy. In respect to Vox, they will still be able to smash windows and bludgeon assistants using their tanks. There are plenty of legitimate situations where a window does need to be smashed, and this change would simply encourage Vox to look for a different blunt instrument rather than their vital airtank. If the airtank is the only object available, then the vox will have to pay a small price for it.
  10. Here we go again. This time, I'm taking a look at regular SOP. The above quote repeats itself five times in SOP, tacked within the Alert Levels section. To save space and give restricted areas more respect, it should get its own section in SOP. This would make quoting SOP easier when it comes to justifying a restricted trespass charge. A tighter definition that includes all restricted areas would help as well. Change to "Personnel are to report all suspicious activity to security and/or their relevant department head, with discretion if possible." This quote is located in the Code Blue section, which implies that personnel only need to report suspicious behavior during Code Blue. Moving this point outside of the Alert Level section would fix the implication. A bit redundant, considering that none of the other Alert Levels has anything about reading SOP. If the purpose of this point is to act as a pointer to the three Code Red Security Officer points located in SecSOP, then it might be better to just shove those three points into Code Red Security SOP, in regular SOP. There's no need to make people rummage through multiple SOP books, it's best to keep things simple and straight forward. The header for the Alert Levels section (I know it doesn't exist, but it should damn it) should have a point recommending that the Captain make an announcement when changing alert levels. A reminder that an announcement from the HoS is mandatory when going to Code Red should be included in the Code Red section. A side note, it's generally accepted by the crew that an announcement from the Captain, instead of the HoS, explaining the Red Alert will suffice. SecSOP and ComSOP should be updated to reflect this. AAAH MY EYES. Add a black border or make the yellow color a little less glaring, please. There's more to nitpick, but it can wait.
  11. I'm not going to get super in to this, but I have one thing I want to share with you all: Communicate. Do it frequently, make what you want to say clear, and don't assume the people you're talking to heard it the first time. Communicate so much that people beg for you to shut up.
  12. While I'm in favor of nerfing punches across the board (An assistant and I broke a clown's ribs within seconds of shoving him over and kicking him), nerfing grey's punching strength and disarm chance would make them significantly weaker in a straight fight.
  13. I wrote the above spoiler for about an hour after midnight before asking myself what the fuck I was doing. Needless to say, I went to bed rather than finish it. Written below is a minimally edited excerpt from that spoiler. Clowns who interfere with people trying to do their jobs are guilty of creating a workplace hazard. If additional collateral damage occurs due to the clown's prank, the clown is liable for the damages and must pay for it. Adminhelp clown behavior that you might think is griefing, and call security if a clown keeps pulling shit in game. People who push the limits of Space Law, SOP, and the rules will eventually learn that there are people who push back.
  14. Trading/selling/giving away job specific weapons, gear, equipment, and supplies should count as theft. The bartender trading away his shotgun, engineers letting people take circuit boards from tech storage, officers giving away weapons, ect.
  15. Lets approach this from an in character, roleplay perspective. Lets say that I am an assistant, who has just shocked himself while trying to hack the hot drinks vendor. My hands now charred stumps, I rush to medbay, walking in as some other patient walks out. Rather than asking for a doctor to fix me, I jab my burnt digits at the medicine locker, pulling out a patch. I apply it to my burnt hands, which regain some of their original color and shape. Seeing that no one has stopped me from accessing the medical locker, I decide to take a few other patches for myself, as well as some painkillers so I can get high later. Because no one has stopped me yet, I decide to steal the CMO's cat, because apparently it's just free game in medbay today. However, the medical vendors scattered around medbay stop my looting spree, as they have ID locks on them. I scratch my head and think, *Why did they bother to put locks on these things if the fridge is free game?*. I wander out, my bag full of pills and patches that will likely never be used by someone who actually needs them. Alright, lets break down this little episode, and hopefully I'll get you to see why the fridge being unlocked is so ridiculous. Anyone can treat themselves. Doctors? Pffft, who needs them. Anyone can undermine the doctors by throwing themselves into a cryotube or stealing some patches from the vendor. Anyone can help themselves. If the fridge is unlocked, of course people are going to steal from it. The fridge and all of it's goodies are in an easy to reach spot, free for anyone to take. It's a blank check for powergaming. Why not steal a few synthflesh patches? Players who resist powergaming will stop themselves from stealing all the synthflesh patches for themselves, but with our high population it's not logical to assume that every player will abide by an unspoken rule. The vendors have locks, while the fridge doesn't. Why? Who knows. I can't imagine a doctor allowing a patient to take a bottle of medicine back home with them in real life. Stopping medicine thieves isn't easy. Unless a doctor with a syringe gun or the CMO with their baton is nearby, detaining a thieving assistant isn't easy. Stealing from the fridge is as easy as waltzing into medbay, rapidly clicking on what you want, then hitting the door button and escaping into the hallway.
  16. Adding welding goggles to the autolathe would nerf welding helmets. Welding goggles are much smaller than welding helmets and don't take up a hat spot. If welding goggles could be mass produced, welding helmets would become nearly obsolete.
  17. I'm against emagged maintenance drones entirely. Maintenance drones are meant to be silent synthetic engineers, tasked with preforming repairs and minor engineering projects. They're small, fragile, but sturdy enough to wield the tools they carry. Mechanically, drones serve as a way for players to enter the round and provide an impact on the station, but without severely impacting other characters with their interactions. In return for sacrificing sociability, drones are given an array of tools perfect for the solitary engineer player, who finds pleasure in the zen state of mind that comes with preforming station repairs and building engineering forts. Overall, the niche maintenance drones fill is one of solitude,with the only player interactions being with other drones or the occasional assistant who thinks drones make good hats. Emagged drones takes the entire concept of maintenance drones and flips it on its head. Emagged drones are a nightmare to fight, armed with an incredibly powerful melee weapon that breaks bones in a few hits, and is capable of knocking down walls. The average crew member will surely die in a one on one fight with the average drone. Drones take no movement speed penalties from damage, have no bones that can be broken, are usually assumed to be trustworthy, and protected by the "cute" factor that surrounds mobs like Ian and Runtime. Drones have access to the entire station, be it through airlocks, vents, broken down walls, or even space. They can access all electronics like how a borg or AI does, allowing for a drone to completely lock down a department. There is no indicator that a drone is emagged, unless it's been caught in the act or if it has its drill out. The list of advantages emagged maintenance drones possess goes on and on. To sum it up, emagged maintenance drones are highly mobile, extremely deadly, and have a very big impact on the round. Maintenance drones are also subject to the "antag sympathizer" symptom that so frequently arises with conversion antags. Antagonist sympathizers are players who willingly allow themselves to be converted into an antagonist. This frequently happens with revolution, shadowling, and cult rounds. Players have become increasingly adept at *accidentally* getting captured by a conversion antagonist, to the point where most cases of antag sympathy goes unnoticed. Higher server population makes getting accidentally caught even easier. Shadowling rounds are filled with the type of player who wanders around maintenance under the guise of hunting for shadowlings, when in reality the player is looking to become a thrall. Maintenance drones are subject to the same problem. Ghosts can find a traitor with an emag, then join as a maintenance drone and seek that traitor out. While drones are supposed to avoid people, many drones will allow themselves to be picked up and worn as hats. An antagonist sympathizing drone will simply hang around a traitor, who can easily scoop up the drone and emag it in some dark corner. While antagonist sympathizers are a cultural problem rather than a mechanical problem, an easy solution is a mechanical one: remove emagged maintenance drones.
  18. The welding goggles in the assembly line are a statically spawned unique item with functionality, located outside of both maintenance and a department. Their position in the assembly line breaks the design trend of other statically spawned unique items with functionality. Most statically spawned unique items, such as fireaxes and flashes, are located within a department or some hard to reach area. @ZN23X Toolbelts, tools, surgical tools, hatchets, and buckets are not unique items, as their numbers are not fixed. It's not possible to create more welding goggles. The driving force behind this proposal is a desire to cut down on powergaming encouraged by the game itself, starting with minor instances. An assistant rushing for the assembly line on round start is hardly criminal in comparison to some of the other more controversial stunts that players have become infamous for, but it's a good place to start. It's my firm belief that in order to make big changes, it's best to start small. These goggles are about as small as it gets. Why does the location of the goggles encourage powergaming? First, they're in plain sight of a hallway. Anybody can walk by them, making their location easy to find. Even though some regulars of Paradise likely know the exact coordinates of every secret and/or unique item, most of these items are kept within some secure location. That brings me to my second point, which is that the goggles are not located in a secure location. The assembly line isn't maintenance, but it isn't in a department either. Some have claimed that the assembly line is a part of engineering, but the prefix "abandoned" quickly invalidates any trespassing charges. The assembly line is laughably easy to break into as well, as anyone with a screwdriver and crowbar can pop open the window within seconds. There's no negative consequences to looting the assembly line, making it a low-risk/effort, relatively-high-reward scenario. To sum it up, why wouldn't someone go after the goggles? Players casually passing such an easy target wouldn't hesitate to snag them. However, the goggles are never casually passed by, because someone on round start has already taken them. If anything, moving the goggles to "secure" tech storage is an alternative to keeping them in the assembly line or moving them into the maintenance loot pool. Tech storage gets broken into almost every round, but at least the welding goggles would then follow the design trend of similar items.
  19. As it stands, on boxstation the pair of welding goggles in the assembly line gets looted within five or ten minutes of round start, every round. Typically, an engineer will dash over to the assembly line window on round start, disassemble the window, then snag their prize before anyone else has a chance of getting it. The welding goggles getting looted this way has almost become memetic, the disassembled window a semi-permanent addition to the station. However the goggles themselves are not the problem. The problem is that they're a high-value item, located in a static position, behind a laughably easy to break barrier. Rushing the assembly line has become a tactic, a minor case of powergaming. I propose that the goggles be removed from their display-case-like static position, and instead be added to the maintenance loot pool. The place that they used to rest could be used as another spawn position for maintenance loot instead, or hold a pair of cheap sunglasses as a nod to what that table used to hold.
  20. Science is already brimming with weapons and mechanics capable of leveling the entire station. Adding full fledged xenos would just be overkill.
  21. I asked pinatacolada for his opinion on medical SOP, and this is what I got in response: I have to agree, it's pretty redundant. Recent changes to surgery has made wearing a mask mandatory in order to reduce infection. Just slap pinatacolada's point onto the end of this point, and it'll be fine. While this where I would say "context is king", he does have a point in that the janitor already has SOP for keeping medbay clean. Virology and Viral Outbreak SOP both need to be redone, considering they were meant for a virology system that we no longer use. Seeing as I'm not the best at virology, I'm just going to quote pinatacolada in length. Huge thanks to pinatacolada for his input.
  22. +1 Side note, opening more clown slots really shouldn't be a bannable offense. Playing as the clown doesn't give one a grief/shitler card.
  23. Welcome to Paradise, run while you still can. Supply and engineering are fantastic departments to get started with, but I have to disagree with staying away from security just because you're not robust. I'm not saying that security is a good department for a newcomer to learn the server with, though. But just as long as you ask people in security questions when you're unsure if what you're doing is right, you'll be fine. If you're willing to learn, you can become a robust officer.
  24. You're totally allowed to build rage cages, there's no rule against it. Just don't act surprised when security comes knocking and tears it down.
  25. Science SOP should probably cover golems like how it covers gold slime extracts. Golems should have to be approved by the RD before they can be allowed to roam free, and their creator should be responsible for any crimes they commit. While it should be pretty obvious that golems seriously breaking the law should be destroyed instead of serving brig time, knowing how security operates it wouldn't hurt to cover law breaking golems in SOP as well. With the recent overhaul to botany, there are now a lot of dangerous plants the botanists can grow. Restricting botany from freely distributing dangerous plant-based weapons without proper approval should be a part of SOP. This should include gatfruit, death tomatoes, death grapes, death... literally fucking anything. I have never seen this used, ever. The crime should probably be accumulating poisons or harmful chemicals that serve no medicinal purpose. Making amanitin pills is bad, harvesting the plant that produces it isn't. While letting bees escape botany is usually just charged as creating a workplace hazard, SOP for bees would be helpful. Death and drug bees are fairly common. Point three is rendered useless by point four, considering that point three is to make sure that the chef is always producing food. However, point four is there to make sure that the chef always has food available. No one cares if the chef isn't making new food, if the counters are fully stocked. The chef should have to have a variety of foods available, in order to keep the crew happy and to satisfy carnivores and herbivores. Only serving tofu leaves the carnivores with nothing to eat, and only serving tacos does the same thing to herbivores. Three different dishes should be available from the kitchen, with selections for carnivores and herbivores available. Tacking onto this point that refusing to allow an officer entry to a department should be considered creating a workplace hazard.
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