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FPK

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Posts posted by FPK

  1. 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.

  2. Maya likes lattes towards the beginning of the shift, an iced beer when things have cooled down, and rum for when things have gone to shit. Derth sips vodka and whiskey straight, but loves a good Gin and Sonic or Hippie's Delight.

    IRL, I love a warm mug of black coffee. Sugar and cream is for newbies, and days when someone else is buying coffee for me.

  3. I wish that people would directly tell me when I'm doing something wrong, so I can change my behavior and start doing things right. It's better to be truly wrong, than falsely correct.

    https://www.ted.com/talks/kathryn_schulz_on_being_wrong

    This TED Talk sums up my feelings on being wrong. Considering the low-key hostility I detect from some well-meaning people in the community, this video is more relevant here now than ever. Please, take the time to watch this video. Feel free to discuss it in the thread, as well.

    • Like 1
    • Thanks 1
  4. 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.

    • Like 1
  5. I think it's great. Malfunctioning IPCs unable to control themselves would make for fantastic roleplay scenarios. I disagree with Saul's assertion, because when viruses had much more impact on organics, the infected were only moderately limited. If the IPC virus progresses in stages, with minor things such as gibberish and twitching to start, and ending with attacking others and limb failure, then it has my full approval.

  6. 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!

  7. It's late here, so this post will be brief, but it's good to hear from you alex. Tons of progress has been made on metastation. Maintenance was renovated for awhile, but the change was reverted. Lavaland megafauna is in the game, but we've yet to open Lavaland to the miners. SOP is being updated again, and some rules have been retouched, but spesslaw is still spesslaw. Things have been crazy on station, but that's to be expected with the current population. There's plenty of new faces every week, it's both a curse and a blessing. Hope to see Jack back on the station soon, the legal office could use Magistrate Edwardson again.

    Take it easy out there.

    • Like 1
  8. 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.

    • Like 2
  9. Here we go again. This time, I'm taking a look at regular SOP.

    Quote

    Every damn Alert Level Code:

    Secure Areas:

    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

    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.

     

    Quote

    Code Blue:

    General Crew:

    Personnel are to report any suspicious activity to the nearest member of Security, or use their PDA or Headsets if required;

    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.

     

    Quote

    Code Red:

    Security:

    Security personnel should read Security SOP for armament, armory and safety procedures;

    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.

    Quote

    Code Gamma

    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.

  10. I'm fine with the changes. If anything, this might encourage security officers to assist the warden a bit more, something that has recently been lacking in the security force. There's an odd phenomenon recently where officers think that the warden, and only the warden, can process, brig, and handle prisoners. Perhaps this problem is a result of bad wording in Space Law and the security guides, but I digress. If a player is really being such of a nuisance that the straight jacket and a variety of other detainment methods isn't enough to contain the player, then an adminhelp is probably in order.

    A side note: The term shitler has been thrown around a lot in discussing the straight jacket. I've used it multiple times before, but I never bothered to apply a definition to it. Shitler was just a general term I used for unruly players who sought to fight against established institutions in-game and out, without much purpose other than to cause chaos. However, because there is no tight definition for shitler, I found myself using it as an overarching term. Because of the negative connotations of the word shitler, it turned into an easy way to demonize a portion of the playerbase, simply by dismissing them as being shitlers. As such, I'm making an effort to avoid the term, and I encourage others to make the same choice.

  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.

    • Like 1
  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.  

    Spoiler

     

    Clowns interfering in situations like the one you just described are guilty of creating a workplace hazard, which is covered in Space Law. However, this does bring up a point that I've wanted to discuss for awhile. Clowns currently possess a de facto grief card, despite the rules saying otherwise:

    Quote

    Being the Clown or Mime does not give you a license to break any Server Rules, much less any Rules regarding violence. You are here to entertain the crew, and can do so via light pranking, puns, jokes or artistic miming

    However, clowns constantly push the limits of the rules with their shenanigans, just as greytiders and powergamers push the limit until the IC or OOC repercussions hit them. Normally, I wouldn't mind this. People who push the limits of Space Law, SOP, and the rules will eventually learn that there are people who push back. However, the clown presents two unique issues, one ICly and one OOCly, that need to be addressed separately.

    First, it's impossible to truly fire a clown. A clown's goofy name and comic-sans voice are powerful psychological tools, despite their innocent nature. Just like how a colored name in a chatroom full of white names draws unwarranted attention, a clown's goofy name and voice have the same effect on the crew. Firing a clown might remove what little access and privileges the clown previously had, but it has no effect on his ability to rile up the crew with only his voice. All that a punished clown needs is his voice, and maybe a mask, in order to continue the honking-spree.

    Second, there is an unspoken rule that mass hiring clowns as the HoP is considered self-antaging. I feel this is the greater issue of the two, because it validates the clown's grief card. If the clown isn't allowed to grief, then why is hiring multiple clowns considered griefing? While no admins have come out and delineated the reason for banning mass-clown-hiring HoPs, my best guess is that HoPs who mass hire clowns are guilty of breaking rule 5, the play your role rule.

    Quote

    Choosing a Head of Staff role (such as Chief Medical Officer) means you will be expected to play to a higher standard of roleplay, seriousness and competence. You may be Jobbaned from Command if you fail to meet these standards, or if you ignore your duties;

    Nonetheless, clowns 

     

     

    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. Sure, why not.

    Maya Stewart

    S - 7 Lots of security work, works out, and plays basketball in her free time.

    P - 4, 5 with sunglasses. She wears those things constantly.

    E -  6 Nothing special, but better than average. Able to keep going when she needs it, at least.

    C - 2 Slightly more charismatic than a rock. She slouches constantly, doesn't smile often, and yells so often I'm surprised her throat hasn't given out yet.

    I - 7 Sifting through legalese and assessing possible threats on patrol requires an active mind. She would still classify herself as a moron though.

    A - 6 Not the quickest draw when it comes to tazer duels, but she has good enough reflexes when she's in combat.

    L - 3 While shit does quite frequently go south for Maya, she can usually feel when a shift will turn out bad. Veterans of the security force gain a "shit is going to go horribly wrong" sense.

    Derth Guri

    S - 7 Quite fit, despite all the drug use and homelessness. Working for NT has made him more fit than he ever was in the past twenty years.

    P - 3 He needs glasses, but refuses to get them because "only fuckin' nerds wear glasses". Has to squint a lot.

    E - 4 "Cardio kills yer gains, brud. That's why ah neva' go runnin'."

    C - 8 Despite the redneck spacer drawl and less than average height, Derth has them cheek bones and a good body. He's still a dick though.

    I - 3 A bonafide idiot. While he's not illiterate and able enough to do engineering, basic chemistry (synthesizing meth and space drugs), and computer work, he's not going to win any awards at a spelling contest.

    A - 7 Surprisingly slippery. Plenty of experience yakety-sax'ing people he's pissed off.

    L - 5 About a coin toss away from landing in jail or sipping vodka in the bar.  

  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.

    1. 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.
    2. 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.
    3. 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.
    4. 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.
    • Like 5
  16. 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.

    • Like 4
  17. This thread reminds me of the dream team threads we had awhile back.

    Sam Aria, Alissa Sommer, and my character Maya Stewart helped look after a diona nymph named Honkbaby one round, who's since grown into a full diona named The Honking Of Babies. I would love to try and get them all together again for a shift.

    • Like 1
  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. 

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