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FPK

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Everything posted by FPK

  1. What Doukan said essentially. Courthouse is for public trials, it should remain public.
  2. The actual processing room shouldn't see as much use as it does now. I don't see what's so hard about bringing someone directly to the warden or a cell, especially when it's a minor-medium crime. He's right though, processing really should be streamlined. Anyone who's ever been caught alive by security knows the madness that is processing hell. Either the amount of traffic that goes through that room should be cut down, or processing should be more defined. The latter does risk making security even more complicated, but I feel as though half the time I ask someone to process somebody, they think it means interrogate or play patty-cake.
  3. I'm down for ventcrawling, but if it's dangerous, then there's the problem of people dying in vents. Good luck getting that body back.
  4. 9) Put your character's deep, depressing past in the flavortext. Be sure to include how huge your dick/boobs/muscles are.
  5. +1 Job specific objectives would still have to be general enough that security doesn't instantly know who's doing something like poisoning the food with cyanide. The briefcase full of bees is a good example: Once that sound file plays, every last botanist is set to arrest and botany gets swarmed by angry officers and hunters.
  6. Stuns in any videogame suck. Stuns in ss13 are absolute cancer. As a security player, idgaf what you people do to the tazers. One way or the other, security/antags are going to find a way to incapacitate relatively helpless targets, with the justification that they should have seen it coming. I do like Goon's tazers, but I'm biased towards their combat system and everything else on goon holy fuck it's awesome.
  7. I think saw you as Mark Mason before, maybe in security. welcome to the forums, save yourself and leave now while you still can.
  8. Colton Burpo's a cool guy. Think Maya arrested him a few times, even. Welcome to the forums, enjoy your stay.
  9. Knew I should've done debate club when I was younger. Trials If possible, statements should be used in favor of live witnesses. It's hard enough to get security to work together for a trial, getting random crewmembers to sit around the brig so they can give a quick statement isn't viable. Before the trial, any witnesses involved should be investigated by the IAA/Magistrate/Detective/HoS, without any bias towards prosecution or defense. NTR should be included in the list for possible judge. One of the HoP's lesser roles is to act as a defense for people brigged by security. They could be an option for someone's defense. Internal Affairs + Magistrate No problems with what's written so far, but it could use some additions. While IA shouldn't provide legal representation for timed sentences, they are permitted to give legal advice. Investigating an arrest and giving advice to prisoners is within their power. If the Head ignores a valid IA report, the Captain should be notified. If the Captain ignores the report as well, then CC and NTR should be notified. Brigging, Permabrigging, and Execution All that good stuff from the current LSOP, just carry it over. I see nothing wrong with it. That's all I can think of right now, though I'll probably come back for more. We still need stuff concerning parole and gun permits.
  10. Honestly, we need more events. It's the easiest way to promote RP, and it gives more of an immersive feeling that the server's really been lacking recently. Lore needs to be fleshed out, current events happening off-station should have some sort of impact, and a little bit of continuity would be nice. What I've wanted for awhile is scheduled events, and a plot-tracker. If an admin wants to do an event, announcing it a few days before and setting an aprox. time of when it's going to happen would help get more of the community involved. If the event furthers the current plot or has some kind of impact that should be considered a part of the continuity, then a quick summary should be recorded on the forums. EX: Urist McAdmin wants to do an event where a few bounty hunters show up, with a prisoner in tow. They post on the forums that they're doing an event, and need a few people to participate. The ones chosen to participate are told how to act, what their motives are, and any specific information concerning the character they're going to be RP'ing as. A date is picked for the event, and is marked somewhere on the forums. Event specifics are not revealed, only that an event is going to happen. The event rolls around, things play out, and by the end something has happened that should be kept in the continuity (prisoner was busted out by syndicate agents on board, the prisoner was killed, the prisoner was turned over to CC, whatever happens). The details surrounding the event and it's outcome are revealed on the forums, maybe in the form of a newscast or a NT report. This way, future events can be based off of details of previous ones.
  11. If you target your mouth and use it on yourself, you can hold it in your mouth to pick locks. As soon as you open your mouth to talk, it falls out.
  12. I like the idea of it being a part of IAA, we really don't need another job. IAA sits around for the most part, an entire job dedicated to one function seems like you would have two people sitting around. The magistrate can approve parole, it only makes sense for their underlings to be a part of that too.
  13. I remember winning an emagged Orion Trail, and getting the toy. I should've guessed it would explode by the item description.
  14. I'll throw in my two bits. Space Station 13, in my opinion, is a game about entropy. Various elements on the station increase/decrease the station's total entropy. Usually, when things go wrong, entropy rises. The crew, in response, works to restore order back to the station. Examples include antagonists, medical emergencies, engine failures, criminals, and random events. It's the crew's job to work together to handle these situations, and in doing so, survive Space Station 13. In my opinion, that is the spirit of SS13. To go off on a tangent, Goonstation does this fantastically. Think of the station at round start as being completely neutral. The station is intact, all crewmembers are safe, and there are no active threats. However, there is huge potential for the crew to both increase entropy, as well as order. The engine is an easy example. While the station can run off of solar power, setting up the engine increases order by providing a power source for the station. However, at the same time, setting up the engine increases entropy. Plasma fires, breaches, the PTL, ambient heat generated by hellburns, those are just a few ways that the engine can increase the station's entropy. Even if the engine is set up correctly, there always remains the potential for something to go wrong. This is what keeps the round interesting. An imbalance is made on the station, so the crew works to even it out. From what I've seen, and what others have said, Paradise lacks a balance of order and entropy. I won't bother going into it, seeing as how everyone else in the thread has covered that topic like tomato sauce on pasta. Powergaming has found itself a home on Paradise, and reducing it would require either the removal or overhaul of several, several features. It's an absolute mess, and I'm not sure what the answer is to it. EDIT: knew I was forgetting something. It's late and I should get some sleep. RP is intrinsically very orderly. There should be a certain level of order present on the station so that RP can exist. Too much, however, and there's literally nothing to RP about, other than boredom.
  15. FPK

    Shaking hands

    Because I would totally run around the hallways kissing everyone, then get the shit beat out of me for it. That's too good an opportunity to pass up.
  16. FPK

    Shaking hands

    clicking on someone would offer them to shake your hand. clicking on yourself would put your hand up for a high-five. +1
  17. Jenkins and Ascendants? Might as well head for the bar now.
  18. It is kind of ridiculous that the emergency shuttle dock can't handle an emergency. Another airlock, maybe placed in the southern maintenance tunnel, would greatly help EVA travel around that bend if the station.
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