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Lurapa

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Lurapa last won the day on February 8 2018

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  1. What. Never mentioned Staff in that comment. It's, for me, 1) Contractor is seen as High Risk, High Reward, but often is 2) High Risk, High Reward for lesser known players, Medium Risk High Reward for more known players. Players can conjure up any RP reason to assist Contractors/Vampires/So on. Donation is a IC thing that's been happening and is very easy to pull-off/justify. Donating blood, donating themselves to (the joke used a tonne by community) Brazil for free Vacation, donating ID/DNA sting. People can be drained 0% if they're X personality, or Y friends. The antag-aid rule is very passable. Has nothing to do with staff or how they enforce it. The rule is just as it is and exists. It applies to all resource antags. But that's not the point of this topic, Contractor and Hijacker. Don't want to derail this topic, so if you have further replies - can DM.
  2. Contractor is an issue, within and without Hijack. Often you see people 'ask' to be sent to 'brazil'. - 'Can I borrow you for a few moments, paid trip to brazil'. - 'It'll be quick, won't hurt'. People often cooperate with the contractor. And after noticing that, it went from a 'high risk, high reward' playstyle to - 'Is my target someone who'll cooperate and has the RP for that?' Or if I'm someone known, who can just loosely play within the 'don't aid antags unless valid rp' thing. Contractor needs to dip from Hijack. And Contractor needs to actually be high risk.
  3. I'd love to learn more about this topic. I am simply approaching it from a player perspective that almost every extended round is taken with adminbus liberties. It is why I went to a public forum with the suggestion. To create a dialogue. If I am wrong, then I can be corrected and learn from it. With that said fighting the meta of assuming a round type in game is not ideal, at least for me when playing/participating in rounds where that's the method. If it is wizard, or nuke, or blob. They often leave the shift in an irreparable state. Or if it is recoverable, it is often too much of a headache to continue. Its been years, and its the life-blood of many players, if not all players. When one screams WIZARD, it is like a domino effect. Priorities shift, and the shift becomes a focus of Station Vs Wizard, Station Vs Blob, Station Vs Nuke Ops. Each assumed round-type doing varying levels of harm. That rarely get remedied after the players deal with the threat, and try and continue the shift. What the focus of this suggestion is. Is to respect the circumstance, don't adminbus after 60 minutes of quiet and 80% of Security is cyro. With the adminbus being something Security would be needed to react to. To try and avoid fighting the meta, because the rare extended shift every 2nd day that fights the meta by giving us raging wizard blobs, won't change years of, for lack of better word, indoctrination to how rounds and antags are perceived. Extended needs spice, sure. But almost every extended round of recent has been admin bus'd into a chimera of various rounds, instead of extended with event. I for one hate extended as Security. With or without adminbus presence. Because as you said, with 1). The Greytide often becomes a strong force absent of antags/eoc. So you're already fatigued by the Greytide. And then varying quality of adminbus occur to put the nail in the coffin. - all in all, I personally don't like the notion of fighting the meta in a game mode like Extended. It would be more reoccuring, more prominent if present in a Discord post or Wiki page, or even a forum post. To redirect the path community takes in regards to meta. Like we could nerf the rule that allows Cyberiad meta-knowledge of all antags, and eocs, and how to deal with them. It allows for people to 4th wall meme, 'i heard shifts end after a wizard is skilled, its magic' loosely into IC say.
  4. The main issue with shrooms is their ability to replicate, and our inability to counter that. With nodes, deleting all reliant shrooms. It would buff player practicability. And through that psuedo nerf the shrooms, not through lowering their luminosity, growth rate, or spread. But through introducing a new, reasonable way to destroy them. Both as Antagonist (animal or other) and as Crew. Above all else our inability to reasonably destroy them, is what makes them so strong. A shadowling will need to spend time, take damage, and is psuedo locked from using the shroom's weakness (welders). And while they're attacking it, it'll replicate. If we make it a node, and improve our ability to destroy. It'll boost Slings, boost Antags, boost Crew, and nerf Shrooms without actually changing how they work. Just how they die.
  5. Start: Extended is a game mode that is needed every so often. It enables Engineering to plan, for Science to research, for Medical to hone their crafts. Overall it is a game mode where everyone but Security have meaningful progression. Be it becoming more efficient, trying something new out, or just exploring the Cyberiad as a new player. The Pros: - Expand gameplay/skill without hindrance (e.g hijack, assassination target, greytiders [because security can easily react to greytiding without whole other threats using up resources). - Science/Chemist/Xeno/Botany/Chef/Bartender get to perfect their skills via reagents, npcs. The Cons: - Security suffer from SSD/Cyro. As do Medical. Security need stimulation through prey and hunt. Medical need stimulation through mending/supporting. Suggestion: Protect Extended from certain adminbus by introduced guidelines. To help staff understand what sort of adminbus would be appropriate and add to a round, versus take away from a round. An example of this: 1. Don't give the illusion of Nuke Ops / Wizard / Raging Wizard early into an Extended Round. Why: Giving the illusion of Nuke Ops / Wizard / Raging Wizard when it is Extended tricks the Crew into - best to put it - a simple mindset. They arm up, they get access/improved access, they ignore aspects of their job they'd otherwise do, Space Law is skirted. And once they defeat the threat, they are left not with a 'Round is restarting in 60 seconds' but the ticking of their shift timer. The high, the adrenaline drops and dies off. And they're left to wonder - 'was that it?'. As they search for the last Wizard, the last Nuke Op. Surely thinking they missed one. It's worse if it is the illusion of raging wizard, that is spaced out heavily. With high intensity hijack sabotage at the start, e.g gibbing a Captain, hitting vital areas. Followed by 20 minutes of absent participation and then a low intensity wizard, playing duck duck goose. 2. Use Extended to be creative, to make something that would not be possible in other shifts. There are no threats, there are no hostiles. You are not, as a Staff, screwing over the Greentext of a Changeling, if in fact there is no EoC to screw over. Why: You can't step on any EoC toes if there are none. Introduce a custom EoC, a janky one thats new, fresh, and has a conclusion or a story to it. The world is your event oyster. Use the end-round verb if it dies or something. Or keep it going. 3. Blob and Terror Spiders are wholely acceptable. Why: They're team-orientated. Medical get to heal, Security get to fight. Science/Cargo/Botany get to put their efforts to use. All-round a very accessible duo of adminbus. What Made Me Suggest This: I want extended to be respected as extended, OR, a canvas to produce events on. What often happens is that the paint is flung at the canvas, not applied delicately. You see a Wizard, then a 2nd Wizard, then a Slaughter Demon, then a Blob, then Terror Spiders, then another Wizard. If I wanted to participate in a Wizard round, I'd happily crew vs wizard. Same with Blob, same with Terrors, same with anything really. The issue is, they have rounds dedicated to them. Or mid-rounds dedicated to them. And it is not because these occur during extended. But rather they occur at horrible times (low momentum, low motivation crew-wide) or in horrible order. The community have grown to understand if a Wizard appears, it likely means Wiznerd round, that'll conclude asap. And if it doesnt the Wizard is a lich, OR it's raging Wizard. I love what the staff do. It's a hobby, and they're donating their time to the game. But lord, lord do we need some sort of protections for Extended as a vanila game-mode. This mostly comes from #fatiguedfrompoorlytimedextendedadminbus. Where Security are already defeated not from Antags/EoC, but from SSD and Cyro. And the threat appears to a sleep-walking crew. Or the threat appears as Blob, or Wizard 5 minutes in. Having crew assume, high on adrenaline, that it'll conclude after this hunt n prey combo.
  6. CM handles this sort of this perfectly. Namely with weeds/xeno tiles. 1) Plant the Glowshroom / Shadowshroom down. 2) That placement will be the HQ, and slightly thicker than the rest around it - to help players identify. 3) Attack that HQ, and progressively have all the glowshroom/shadowshroom spawned from that 1, be killed. IC way would be the HQ sacrifice the spawns it made, to protect itself. Eventually dying. It can remain the same, but be easier to destroy as an antag / shadowling. Less obnoxious to hunt down. So you're not hitting shroom 55, and 56, 57, 58, 59 spawn. Alternatively have it be like a supply chain. Where you have to feed the Shrooms nutrient/water - to further its growth and spread. Like a supply chain. That way you can cut it off at idk Botany, or 5 HQs down, and it'll kill HQ 6-30 if not reconnected. Odd language use, odd temrinology etc. But I think they are fine as is, in terms of purpose. They REALLY REALLY just need a way to delete, via players. Easier.
  7. My balance to this would be introducing scale to the blueshield. Shift Start: Normal Access, Normal Radio. Radio: - Security Radio once a Command Member has a clear threat directed at them. Given to the Blueshield when Security determines it as such, through investigation or the Head actually being attacked and there being clear indication of it. ID Access: - To departments whom had their Head of Department office hacked into, the Head attacked/or made a clear target. /or Medbay and or Security whom Heads are around people constantly during Red. This can be done through AA to THOSE departments. Not AA 5 minutes into Shift. Weaponry/Items: - If it justifies the threat. Blueshield is a Bodyguard. They shouldn't waltz into X, Y, Z Department WITH the enabled access to swipe a security headset, a detective scanner, six crew monitors, the entire assortment of medical supplies from the table east of Chemist. Scale would make them more fair, fun, and enjoyable. The Community has warped the Blueshield anything but. It's hardly anything like the Wiki Guideline, or the SoP now. And that is rarely ever punished. Staff are torn on how Blueshield interacts with powergame rules. When it is made quite clear, from a personal perspective/opinion. IF you change keywords from Security Officer, etc - to Blueshield. It should not be intended. If a Security Officer tasked with protecting the Station, is unable to hoard medical supplies to heal up potential victims of a Space Crime, just because. A Blueshield shouldn't need a whole surgery table, a dozen medical variants. They get given what they should get. Stuff. To. Stabilize. Death Implants to announce when they die, not Security Comms. It makes me kind of wish we had a sort of CM system. Giving a Sec Officer /Blueshield higher slip/fail rate versus a Medical Doctor /Surgeon.
  8. While in Admin Complaint, it is feedback. I love events, and moreso the ones that go into themes. Asked in A-Help, and Ghost Chat where best to place this post. With no reply I surfed and found that Admin Complaint was also used as Feedback, or Positive commentary. Contrary to the prior words 'Admin Complaint'. It is more feedback than complaint. While I do apologize as to its placement. I do appreciate/respect the professionalism to stick to format. When asked, I was told in-game that round that they were to assist Security and would be equip befitting of that. While a disconnect of communication between myself and the Captain. Who was the main person telling me what was up and what to expect. I assumed wrongly that it would include some 'in the norm' fitting, what I mean by that is touching upon how ERT are dynamic, and often have switch-weapons. Now, my expectations did not meet reality, purely because I was thinking about conventional ERTs. And had no knowledge of what to expect, such as horses and whatnot. Yeah. It's just unfortunate that they were in a round where they were needed to be present. And due to their presence resulted in Captain assuming otherwise, not calling an ERT. It sadly left a Traitor to be unassumed in their actions. And with AA. In conclusion the event added to the round, and was intended to be beneficial. But a lot of the negatives came from non-staff selection. 1. ID/Access 2. Who was in it 3. Extra equipment/equipment to actually react to threats. Captain never reinstated a HoS, nor fixed a chain of command in Security. And mis-used the Knights as HoS/Warden replacements when they weren't equip nor knowledgeable to do so. As HoS/Warden are both time-locked and require a deep understanding of attention that a lot of the Knights failed to pay attention to Security/Brig/Procedure with. I would suggest a more HRP/indepth training montage, but that would take forever in a limited time-frame (2 hours). Which would likely detract from the event/shift/participants. However I do think, hearing your replies, that the selection/armoury should be staff-side, with consultation of Captain. Not captain-side, as they can make or break a round. Handling an event they neither set-up nor knew indepth about (as much as the host/creator of the event). A nerd way to conclude, would to be summarize my suggestions to giving the role of Captain to the Event Admin, and the role of Nanotrasen Rep to the in-game Captain. AKA the Event Admin can balance who is selected, based off their current-round position, security record, etc. And the Captain can advise a 'no, yes, sure idk'. What would be immensely cute would simply be restricting hiring to Assistants / Civilians as 1st preference, then building up towards Security. Not playing favourites, but pooling from the people who tend to not have a demanded job, e.g Engineer. Why I say this is because the IDs / Jobs weren't properly altered, to open up a slot. They for some reason remained in their respective occupations. While not doing their occupations. Thus locking new players from their occupation, while RPing Elysian Knights.
  9. Admin(s) Key: @Elysian_prince Your ckey (Byond username): Lurapa Your Discord name (if applicable): Date(s) of incident (GMT preferred): 29/01/2021 (2 am if im converting right) Nature of complaint: Feedback (Select all that apply: EG - clarification required, misapplication of rules, misconduct, abuse of powers, feedback, other) Links to all relevant ban appeals for any bans related to this complaint: N/A Brief description (tl;dr here. Just the critical elements): A round where Security were bare-bone (100 players) had 10 Antagonist. Security started with less than 5, 4 at time of me joining. Join as Magistrate to find that Security lost their Acting HoS to a traitor. With the other few either SSD, Cyro, or Dead. The Event that occurred was a Medievil Knights ERT, that enlisted 6 persons to aid Security. One of which were Traitor. Full description of events: Round started for me 30 minutes into the shift. I joined as Magistrate and saw that there were 4x Officers, 1x Warden (who became Acting HoS). Find out that the Head of Security Office was bombed, and items stolen. By an Antagonist that had AA and access to Security Records. The one Officer who was present in the round, actively responding - etc. Was bested by the Antagonist and made the struggle that much more real. Now - seeing that we had barebone Security, or something. An Event was presented to the round. Twelve Knights of something, apparently ERT Access, and Authority. That pooled and recruited from the Station populace to aid Security. A really fun idea, that is great to see. But the round simply was not compatible with it. And therefore I am feedbacking for the event to be more dynamic, and more adaptable. We had no Security. The few we had went Cyro with their Security Belts. Thus making any new Security who joined, unable to fully equip themselves. The Captain assumed ERT (Security) could not be requested because of the ERT presence aboard the Station. And soon to be 6x ERT members (from Crew). While not fully not on the Admins running this event. The Event simply failed to remedy any issues Security were facing. Very-much so that they added to the negativity of the round. They were improperly equip to deal with anything but KoS targets. Had no non-lethal means to interact with minor/medium/major crimes. And some of the Recruits just did not know how to perform Security Duties so they simply took liberties with their extra access, authority, and power. It was a stressful shift as Security that round as Command failed to reinstate chain of command, lagging immensely on that. Confused by the illusion that the ERT Trainees / ERT person would be bolstering Security when they did anything but. No fault of their own, but their equipment was more changeling-arm-blade, than anything else. Feedback: Dynamic Weaponry: 1) Non-Lethal alternatives to the equipment. - A nerf-gun, with a bow-sprite, similar to what I had as a Clown via Honkmother one round. It used riot rounds, that hit stamina not health. Instead it was a DS rifle, with different ammo. The Bow could alternate like the DS Honkmother gun too, switching between arrows that embed/pierce to donksoft. 2) Perhaps a renamed Contractor Baton? - Balance needed, obviously. But it would serve them so much better to have multiple option weapon, while preserving their slots. And to rename it would make it more fluff-lore worthy. It could be a proto-type Baton that is in their knightly order, the schematic stolen by the Syndicate. /obj/item/melee/classic_baton/telescopic/knight name = "Elysian Knight Baton" desc = "A compact baton developed and used by the Elysian Knights of the Twelve Planets. Pushed into creation through the many unfortunate lethal arrests. The schematics stolen by the Syndicate for a more potent variant." // Overrides affect_silicon = TRUE stun_time = 1 cooldown = 1.5 SECONDS force_off = 5 force_on = 10 item_state_on = "contractor_baton" icon_state_off = "knight_baton_0" icon_state_on = "knight_baton_1" stun_sound = 'sound/weapons/contractorbatonhit.ogg' extend_sound = 'sound/weapons/contractorbatonextend.ogg' // Settings /// Stamina damage to deal on stun. var/stamina_damage = 20 //Doesn't jitter, or stun. Does Stamina Damage 70>20. 3) Combat Belt - For cuffs, other relatable items. Otherwise they're out of luck in inventory space. 4) Upgraded Mindshield (event/fluff) - To not enable Traitors/Antags into superior authority/access/immunity from Space Law. On tier of ERT. It doesn't seem intended to heighten an antagonist to such a degree. Where no one would question them. To circumvent this, have the Event Admin select from the pool. Or have a demographic to source from. e.g 1x Honkmother representation, 1x Mime representative. Meme it up, pull from the 'various houses' aka departments. So at least then the chance of pulling a traitor is less jank. (An idea would be: Have a Mindshield Implanter that auto-fails 1 random Objective. And that the Syndicate can spawn a ghost to try and contractor the Antagonist out of the Station to take the Trainee ERT equipment, mindshield, and punish the Syndicate Agent for participating in ERT training/indoctrination) 5) Be more clear on what they are. Are they ERT, do they have ERT authority, do their presence disqualify a shuttle (not shift-vote one), do their presence disqualify aspects of Fax Machine/Communication Console. 6) Give them chivalry/laws akin to an AI on how they have to deal with people. e.g Can't use a weapon if the opponent doesn't have a weapon drawn. Stuff like that, to make their extra boosts (AA, radio, authority) more balanced to Antagonist.
  10. I am a bit of an optimist in thinking it is enforceable. Why? Because while there is 150 players, right? There are vastly fewer antagonists, and those antagonists only have 1-2 targets at best. So ballparking a guestimate: Staff watch out for 10 people or so. Staff don't have to watch out for persons targeted by Security, and thus killing Security in droves via self defense. At that point CMD is irrelevant, identity revealed. CMD can exist for the minor amount of targets pre-reveal. I am optimistic on this because metagame is snuffed out, when 150 players are applicable to be hawk-eyed on Peak Times. CMD enforcement can be narrowed down to targets of objectives who die, and revive. (additionally, that 10 can be narrowed down even further, via small code tweaks that flag when a target is killed AND revived.) Alternatively, Delete game-logs client-side, triggered via death. So ghost-chat is hidden, and game-chat prior to death is hidden. Personally, the amount of times I SCROLL for information (IC info, mind you. Not ghost-chat. E.g 'hey whats the passphrase you told me as blueshield'. And other stuff, like names of who I talked to. Im sure a lot of people scroll, so deleting chat on revive would be one way to not only psuedo CMD, but force people to try and recollect without RPing einstei) - quick edit: It could alert when a person kills X. So, when an objective is killed & revived. Have strings from the Traitor's character be highlighted (higlight strings already exist). e.g [Name], [Species], the word [Killed me]. Minor indicators towards a person who was killed by their traitor, and then revived. Such things wont happen if their traitor is unrelated to their death and revival.
  11. A guide by Lurapa, Processing Area: Focus on the buddy rule. A table need a chair, and a chair needs a table. They are buddies. Without a chair you won't be capable of buckling a person in. Without a table you won't be capable of properly searching/displaying objects. *While having pipes, visible, and buckle-able to. This Guide respects IC and RP. Pipe Buckling is effective, but reminiscent in the grey zone of torture/inhumane treatment. Evidence - The Whats And Wheres Evidence Storage is where Objects, if capable of feelings, would die of loneliness. A lot of the Objects in here are in there for the sake of lazy, and not because they were participant to a crime. What Deserves The Plastic Embrace of Baggage: 1. + Bloodied Weaponry in Battery/Assault/Attempted Murder/Manslaughter/Murder charges [/or coroner report for used weaponry] 1.1 Bloodied Weaponry, to be scanned via Detective Scanner to determine attached blood. 1.2 Coroner report, detailing objects used to achieve the damage scanned. Cross-referenced with what is on the Suspect/Known Murderer. 2. + Tools related to Trespass/Major Trespass - Damage To Station Assets/Creating Workplace Hazard/Sabotage/Grand Sabotage. 2.1 If door was hacked open, take screwdriver, wirecutters, multitool, signalling device, crowbar, insulated gloves. 2.2 If in relation to Damage To Station Assets -> up to Grant Sabotage, look at the damage and what tools had to be used to achieve it, if any. *If found 1) During a Blue/Red Search, or, 2) Brig Search. *If handed in, willingly, make an effort to label it. Something like: Person's Name | Station Time | Officer Who Handled It. And if they so wish to gain a permit for maint/off-station loot, they can do so within a reason time. While not SoP to give the person handing it in, a chance. Give them 20-30 minutes (station time, since the label of it. Then consider it expired, and free-for-all for Security to get authorization for)Otherwise it helps differentiate between actual crime-contra(C) and non-crime-contra(C) for Security to use with proper authorization. The Layout/Color Schemes: Grab a floor-painter and section the Evidence Area into three parts. Plain: For Processing Contraband/Items. 1. Scanning via Detective, 2. Labeling, 3. Photographing. Yellow: For C-Tier Contraband. Red: For S-Tier Contraband. Labeling: You can do two things: 1) Name Evidence Bag, or 2) Name both the object and the Evidence Bag. evidence bag (Han Sprite | 13:35:00 | Irate Compliance Unit) Name of person you got the Contraband, etc off of. Station Time, you can do all the digits or simply the first four: 13:35. The Officer Handling / Setting the Label. Housekeeping: 1. You can burn weapon/restricted weapon/contraband in the incinerator. 1.1 Make sure you have evidence of it existing. Photograph + detective scanner, if evidence is needed for a trial. 2. You can safely return clothing, radios, tools, and equipment to their respective departments. If used in a crime, catalog it via scanner print. Clean blood of it, and return it. 2.1 Knife? Pop it back in Kitchen. Spear? Dismantle it. Hatchet? Botany. Insulated Gloves? Engineering. 3. Punish your fellows for not communicating/setting records. It'll remind them to set stuff, and be responsive. Do this by respecting the 10 minute processing timer. Release people if they are held in there because no one is commentating on the vague security record to provide clarification. *While having pipes, visible, and buckle-able to. This Guide respects IC and RP. Pipe Buckling is effective, but reminiscent in the grey zone of torture/inhumane treatment. - WIP, likely to progress it more via Google Document. As it is cuter formatting.
  12. Enforced Cloning / Revive memory loss and then make perma-kill methods less desireable as options. The fact people can remember 100% of their stuff is very very unfun. Or slip in some ghost things. Hell I'd love it if Ghost view and chat didn't exist, only opening up when you do a setting similar to antag-hud. [Toggle Ghost View/Chat: you agree to not recall how you died etc] For how anti-locking ppl from rounds, this game is. It sure has a bunch of meta methods to keep your objective green texted and out of the round.
  13. Overview of Permits/Weapons/Contraband(C) Possession of a Weapon -Legal if job weapon. E.g Knife, Hatchet. - Permitted to By Magistrate, Captain, or Head of Security. Possession of a Restricted Weapon -Legal if job weapon. E.g Baton, Taser, Fireaxe, Telescopic Baton, Laser Gun/Disabler, Shotgun, Two Barrel Shotgun. - Permitted to By Magistrate, Captain, or Head of Security. Possession of Contraband [C] -Legal if: Not Spawned From Uplink, AND, Not used in a crime, AND, Authorized/Permit for use. This Suggestion's Proposal: There is a grey zone that make Space Law and Possession of Contraband/Weapons not a positive experience. What I am talking about is that during Blue/Red. Security can conduct psuedo arrests, to enforce a search - cooperative or otherwise. And that is often when Weaponry/Contraband are found on a person. Or persons try and confess to possession, to squeeze in the fact they 'informed Security and were handing it in'. I personally think possession is possession, and if you try and confess to possession, when lawfully stopped (comply or be cuffed), you are past the point where you intended to walk up to the Brig and hand in a Weapon or Contraband. And I believe that there is a bunch of reasons why Players simply refuse to hand in (C) Contraband, or get it permitted. The Why: There simply isn't a procedure, be it SoP, or community, in place. That ensures a player is protected in this exchange. Shitcurity is a common phrase, but it is very much possible - and non-breaching of SoP, for Shitcurity to just give the person who wants a permit, the short-end of the stick. And there is apt nothing to really do about it besides get told, 'you turned it in'. What I propose: Introduce SoP in Legal: Evidence Storage Procedures General: [Rename Evidence Storage Procedures: -> Evidence Storage Procedures General] Physical evidence is defined as any object that can be used to prove that a particular person has committed a crime. 1. All evidence confiscated from arrested personnel is to be properly analyzed, then stored in Evidence Storage, either in the lockers in the Forensics Lab, or in the Evidence Storage Room in the Prison Wing; 2. Stored evidence is not be removed from Evidence Storage unless it is required for a trial; 3. As per 206 - "Abuse of Confiscated Equipment", stored evidence is not to be used; [NEW] vvvvv Evidence Storage: Permits Permit Objects are objects not found in Random Search, or Brig Search. They are Objects turned into Security, willingly, by Crew. These Objects can be: Weapons, Restricted Weapons, or C-Class Contraband. 1. All Permit Objects are to be placed in a evidence storage bag and labeled with relevant information: [NAME OF PERSON; STATION TIME; OFFICER HANDED TO] 2. Permit Objects are still owned by the person who handed them in. They have 20 Minutes to achieve a Permit for their object. 3. Evidence Bag with expired station-time is to be relabeled and is no longer eligible for permit, becoming Station Property. 4. Expired Permits can be requested authorization by Security Personnel. [People that actually write this stuff / fine-tune it can probably word it better, but I think this is a healthy suggestion to better make... Permits and not being looted of all your shit, a more fun experience overall] - From the Guy Who Keeps Looting Contraband / Maint Loot that wasn't declared,
  14. Securing high-value theft items in secure locations “just in case” someone tries to steal them is classified as powergaming. The nuke disk and spare ID are expected to be secured, however. Bolting down secure locations before any threat is seen is classified as powergaming. This is mainly a consideration for the AI - at shift start, bolting down the teleporter should not be done. EVA should almost never be locked down. The AI may however lock down or reinforce their satellite, in accordance with their laws. Amassing weapons and healing items for personal use “just in case” an antag attacks you is seen as powergaming - people should be acting as if it is an average shift (Until it’s not). Don’t act like a doomsday prepper. Keep your supplies reasonable for the role and situation. If you’re an engineer dealing with space carp, it’s quite reasonable to have healing supplies and a weapon - but not to outgun the armoury. Also remember other people may need these supplies. Each round is considered a new round, and actions from other rounds should not be taken into account for the next. If someone committed a crime in one round, you cannot send them to the brig in the next for it. A rule of thumb is to remember the positive but forget the negative. You can remember that someone is a good doctor or engineer, but you should not hold against them if they accidentally released the singularity a few rounds ago. -------------------------- Are some of the rules, I feel apply to the Blueshield stacking we see. I should stop calling it Blueshield power-ups, Blueshield sterioids. Blueshield - etc. The word I should have used is Powergaming. As mentioned in my 1st post, Cyborgs that Powergame are often asked to dismantle their constructs until Red Alert happens. The Blueshield Powergame ticks all these advanced rules that I have copy and pasted here. The argument against Blueshield not being nerfed as my suggestion goes. It simply - "They protect command and try and be ready for any threat, to be a bodyguard". Well, Security protect the Cyberiad/Crew. Cyborgs protect (depending on their laws). Those two demographics are blocked by the Powergame rules, to do as the Blueshield does.
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