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Christasmurf

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Everything posted by Christasmurf

  1. Finally, a place to dump all my dumb paperwork templates. I'll start this nice and calmly with my Security Related stuff. Parole Permit: Weapon Permit: Execution Order: And, of course Internal Affairs Complaint Form: Internal Affairs Investigation Report: Still need to write up my Search and Arrest Warrants that I've been planning. I could also drop my Command paperwork if people want that. Now let's post this and see if I did the spoilers right.
  2. If it's decided as a karma role, they could be held to the same standards as the Magistrate and the NT Rep, in terms of the role being sensitive and higher RP standard required among those who play it to act more as an adviser to other Security rather than a higher ranking Officer. If it's decided to be a high playtime role, then maybe they could be deterred with high levels of SOP for IAAs to keep an eye out for, and potentially a higher punishment due to the fact they're meant to be an example to others? Or it could be specified that while being tasked with helping Security and keeping an eye out for malpractice in the field, they do not outrank any Officer and will be held to the same standards for SOP breaches/malpractice than anyone else in Security would be held to. I really don't know. Could attempt a sort of trial event in which CC promotes someone in Security to Instructor, they go to the HoP for an ID change and see how players react to it all. Although that would require some communication with players to see who's new to Security and who can help them out.
  3. I'd like to imagine while not teaching new players, the Instructor could act as a sort of in-field Internal Affairs Agent. Keeping an eye on other members while they are treating criminals outside of Brig, while, as it seems the direction of people's opinion has gone this way, also just performing usual Officer duties. General consensus on this thread seems to prefer them to act as more of a Senior Officer rather than a VIP. As such, I'll include a new idea for the uniform (which doesn't involve the VIP elements). - Same as most general Security uniforms, maybe with a few minor changes. ~ Potentially could spawn with a different weapon than the taser, if it's decided to be a karma role they could even have the same revolver as the Blueshield. ~ Normal Secbelt stuff, or just make them pick one up same as the rest of the Officers. ~ Same general access, maybe elevated to include Detective's Office or Internal Affairs (if people agree on the integration aspect). ~ Officer's beret to help distinguish them from regular Security at a glance, would help new players identify without having to examine everyone for their ID. They could also just PDA them so that's not entirely necessary. ~ Could have their own office, but that would require the addition of a whole new access level and would probably be more effort than needed. ~ Maybe give them a SWAT mask on spawn? Obviously the previous load-out I provided would be for the VIP aspect, but I hope the idea of a more general role helps too!
  4. I'll add my points: - Security Instructor could be a karma role, similar pricing to either the Nanotrasen Representative (30 karma) or the Magistrate (45 karma). - They'd have a small office somewhere in/around Brig, with a locker and other such furniture like a desk, filing cabinet, Camera Monitor console, maybe a fax machine, that kind of thing. - Their Standard Operating Procedure would be somewhere along the lines of allowing them to arrest/process in code green/blue in order to show a recruit the procedure and other such proceedings in Brig. Code red would allow them to do it based on how effectively the actual officers are working, similar to the Detective. - They would be a Central Command VIP, similar to the Nanotrasen Representative, Magistrate and Blueshield. As such, they would outrank all other Security staff but would not have authority to overrule many orders and proceedings, much like how the NT Rep functions within the Command staff. They would act as an adviser/direct trainer for Security staff up to and including the HoS. This would give people who are in the process of transitioning from Officer to Warden to Head someone to look to for guidance and support, as the HoS role can be a difficult one to grasp. - Their equipment would include an Officer's beret, a spare Navy Uniform, white gloves and armour, as well as a full Security belt and HUDglasses, with a headset that can only connect to Security communications. (Command too if you want them under the protection of the Blueshield, similar to the NT Rep and Magistrate). - They would have access to the labour camp, processing, cells, Detective's office and the firing range. That way they can teach new officers a list of different things, from analysing evidence, to processing procedure, to combat practice. They would not have access to the armoury, pod pilot bay or HoS office as they would only need access to teach very specific things about those jobs, which can be provided by the staff member requiring the guidance. (Bridge access could additionally be granted should they be under the Blueshield's protection). Along with the Instructor, a Cadet role could also be added. - Cadets would have basic equipment: A flash, handcuffs, armour, headset and HUDglasses. (Given on spawn). - Stunbatons/weapons can be given to Cadets based on station threat circumstances and training, at the discretion of the Warden/HoS/Captain. - In order to advance to Security Officer and Detective, you must first have a Security playtime of somewhere between 3-4 hours, making new players have to go through the Cadet system in order to advance. This would give them about two full shifts of learning time so they can properly grasp their duties and Space Law before diving right into the deep end. - Cadets can be buddied up with Security Officers, Detectives, Pod Pilots, Wardens or the HoS based on the discretion of the Instructor, or failing that, the HoS/Captain. - This also gives opportunity for mid-round Security transfers in the form of the Cadets, which have less access to equipment but can still help out with arrests by pairing up. - Access would be similar to the Detective, with no access to the main Security Officer lockers or the firing range. Map changes could require additional doors/moving of the vendors/clothing lockers for access, or instead they could just ask for access to use these facilities. That's my addition. Hope this helps in any way.
  5. Let's get down to business To defeat the mimes Did they send me shitsec? When I asked for crimes? You're the saddest bunch I ever met But you can bet before we're through Mister I'll make a clown out of you Break in with the chemists Get thermite and win Once you slip the captain Use the spare, break in You're a silent, pale, pathetic lot And you cannot robust too Somehow I'll make a clown out of you I'm never gonna slip up Sec Say hello to those who'll brig me Boy was I a fool in lobby, choosing civ This guy's got me in a cell Hope he doesn't shoot right through me Now I really wish that I knew how to slip Be a clown You must be swift as a gygax mech now Be a clown With all the force of a blobbernaut Be a clown With all the strength of nuclear op Mysterious as the dark of side of scimaint Time is racing toward us Till the mimes arrive Heed my every order And you might survive You're unsuited for the service SOP So pack up, go home, you're through How could I make a clown out of you? Be a clown You must be swift as a gygax mech now Be a clown With all the force of a blobbernaut Be a clown With all the strength of nuclear op Mysterious as the dark of side of scimaint
  6. I still think the "a-thralling" should be ascending, but it's too late now!
  7. I quite like the idea of a Service subhead, but I doubt it would work well considering the actual Heads barely get listened to by that department. Hell, even Security Officers in the process of arresting Botanists don't get listened to by the people they're arresting. I think this would add an interesting element to the game, and would rely less on the HoP to constantly pass messages on to Cargo. I'm not sure how it would work properly though, as every role currently with access to Command channels are either karma locked or playtime locked. I just feel like the Quartermaster could feel like something more than a Cargo Technician with slightly more access. Give them more of a voice than the whiny guy constantly asking for Security when their Cargo Techs start beating each other to death.
  8. Thank you for alerting me to that video. I am now more complete this holiday season.
  9. On the first day of Christmas the greytide gave to me A bleeding and beaten corgi On the second day of Christmas the greytide gave to me Two broken arms And a bleeding and beaten corgi On the third day of Christmas the greytide gave to me Three gun shots Two broken arms And a bleeding and beaten corgi On the fourth day of Christmas the greytide gave to me Four stab wounds Three gun shots Two broken arms And a bleeding and beaten corgi On the fifth day of Christmas the greytide gave to me Five nukie rounds Four stab wounds Three gun shots Two broken arms And a bleeding and beaten corgi On the sixth day of Christmas the greytide gave to me Six slings a-thralling Five nukie rounds Four stab wounds Three gun shots Two broken arms And a bleeding and beaten corgi On the seventh day of Christmas the greytide gave to me Seven wizards spelling Six slings a-thralling Five nukie rounds Four stab wounds Three gun shots Two broken arms And a bleeding and beaten corgi On the eighth day of Christmas the greytide gave to me Eight cults summoning Seven wizards spelling Six slings a-thralling Five nukie rounds Four stab wounds Three gun shots Two broken arms And a bleeding and beaten corgi On the ninth day of Christmas the greytide gave to me Nine xenos killing Eight cults summoning Seven wizards spelling Six slings a-thralling Five nukie rounds Four stab wounds Three gun shots Two broken arms And a bleeding and beaten corgi On the tenth day of Christmas the greytide gave to me Ten blobs expanding Nine xenos killing Eight cults summoning Seven wizards spelling Six slings a-thralling Five nukie rounds Four stab wounds Three gun shots Two broken arms And a bleeding and beaten corgi On the eleventh day of Christmas the greytide gave to me Eleven deathsquads shooting Ten blobs expanding Nine xenos killing Eight cults summoning Seven wizards spelling Six slings a-thralling Five nukie rounds Four stab wounds Three gun shots Two broken arms And a bleeding and beaten corgi On the twelfth day of Christmas the greytide gave to me Twelve adminbus rounds Eleven deathsquads shooting Ten blobs expanding Nine xenos killing Eight cults summoning Seven wizards spelling Six slings a-thralling Five nukie rounds Four stab wounds Three gun shots Two broken arms And a bleeding and beaten corgi
  10. - Clowns. Their entire existence annoys me. ~Slipping crew and stealing stuff from them, causing shit for no reason, constantly coming back to the Captain or HoP to ask for all access. ~Committing actual crimes, then trying to incite riots when they get brigged. (Looking at you, "kidnap-prankers") ~Breaking into places for tools or chemicals that they shouldn't have neither should they know how to make or use as a clown. ~Getting acid bananas or lube for any reason when they are not a traitor. Stop it. Get some help you sadist. - Botanists. ~Ignoring the chef, making no food items and instead mass producing weed or death nettles. ~Finding out there's shadowlings and producing leaves that light half the station or glowshrooms that they place everywhere. Kinda ruins the round for the slings. ~Acid bananas. - People who commit crimes when they are not an antag. ~Not including the general assault on a shitler, more focusing on the people who break into places for stupid reasons. ~Breaking into Security for the sole purpose of wandering around and letting people out. ~Breaking people out of their cells. ~Breaking into Security when not an antag. ~Breaking into Genetics for a monkey or for powers. ~Crying or killing themselves when they get caught and put in a prison cell. ~Being forced to treat the prisoners who keep breaking out of cuffs and killing themselves as Brig Physician because it's part of my job. ~Those who incite riots because they were brigged for completely valid reasons. ~Screaming at Security for ruining their fun even though they're just doing their jobs and their "fun" was breaking space law. - People who neglect their job duty to do other stuff. ~Doing telescience when not part of the Science department, then proceed to steal high security items and kidnap people using it. ~Refusing to make food as the Chef, instead using the position to just make blood soap and smear it across the station when not part of a blood cult. ~People who throw all job integrity out the window to let their friends or "kin" into high security areas just because they are the same species or their characters have an in game relationship. (Slimes, Vox, Humans, Vulps. Usually the Captain with their Civilian buddies.) ~Giving anyone access for any reason that isn't giving them an actual job which requires it. (Bridge Assistants, Waitresses, Lab Rats.) ~Command staff who get assistants when not needed, just so they can make the assistant do their job and neglect their duties. (Usually the HoP.) - Madilynn Drago ~Not that I wanted to name and shame, but Jesus is she annoying. ~"Tawks wike this aww the time" ~Madilynn Drago does a cry. ~Madilynn Drago cries. ~"Why you take Madi's ducky?" When being searched. ~"I did nothing!" When being arrested for breaking into the Captain's office to steal the fucking duck which can be found in the dorms bathroom. ~Breaks into Genetics to get the small gene, or becomes a Geneticist purely to find the small gene, then goes off to greytide all shift. ~Runs into the HoP office under the desk with the small gene, then screams when she's batonned and/or arrested. ~Cat ears. ~Madilynn Drago does a cry. - People who break into the Gateway at the very start of the shift rather than rush to the HoP office to get one of the (usual) three explorer jobs. ~Causes unnecessary Detective work and also wastes Security's time while they search for the idiot. ~Usually ends up electrifying the door so those who try to get in legitimately get shocked when they try to enter. ~Can easily get access but decides to break in anyway because they can't be bothered to actually interact with another player. - Expanding on the last point: People who break into the Gateway while it's bolted and depowered. ~Usually, this is during a Quarantine or Red Alert, which both state that Gateway Excursions are not allowed. ~This also, usually, results in calls for the AI to be destroyed for being a "Useless piece of junk" for following Standard Operating Procedures and/or their lawset. ~Also causes unnecessary Security/Detective work during a situation which requires them to focus on other issues, such as whatever is causing the Quarantine/Red Alert. ~Why the hell would you break into a bolted and depowered Gateway after being told there's Terror Spiders on the other side? /end salt
  11. Britain, the home of self deprecation, politeness and rain. There's about a hundred accents but we hate every single one, although we won't admit it. I have the pleasure of living on the bottom of Lincolnshire, in a town which has its own climate. The rest of the country has sun, we have rain. The rest of the country has snow, we have none. God bless this little town and God save the Queen.
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