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Christasmurf

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Posts posted by Christasmurf

  1. Hi!
    I was thinking of making a sort of clothing pack, a medium(ish) project in which I add a bunch of community suggestion clothing ideas, either as loadouts or as general items you can get from clothing vendors/job lockers.

    At the moment the items I have are two new Security uniforms (smart red shirts, with a trousers/skirt variant, sprites for all races ready) a blue bow dress (will need other race compatability) and ideas for different kinds of turtlenecks (based on the tacticool but with suit sensors enabled, possibly loadout options, current colours are beige and red, but open to more colour suggestions).

    I'd like anyone who has an idea for outfits, uniforms, shoes or hats to give me suggestions so I can flesh out the pack and hopefully bring (even more) customisation to the playerbase.

    Thank you! ❤️

    • Like 4
  2. I went into my brother's room one time in 2011 and he was on this weird game.
    "What is it?"
    "Space Station 13, you should download it and play with us."

    I left his room and forgot the conversation had ever happened.

    On Christmas day, at about 2:30am in 2016 I suddenly remembered the conversation with my brother and downloaded it. I have only played on Paradise since I started.

    • Like 2
  3. 16 minutes ago, Doc Dee Struction said:

    Just my 1 cent since I am still pretty new to the community, but as a former Marine I'm really mixed on the drill instructor thing. Specifically, sec is NOT a military organization, and the Drill instructor cover is...well, a very well known sort of symbolism for the armed forces (at least in the United States). Maintaining order and applying deadly force (as sec constantly has to do for the entire shift) must be approached in a sober, impartial, and mature manner. The station isn't a warzone, and they are *not* soldiers. The goal is still deescalation when possible. "KILL KILL KILL" is not the motto here. I think the covers/Full metal Jacket style "instructor" would give a huge chunk of players the wrong idea, and intensify the problems I typically see with the standard fresh greytide sec officers. I know this is mostly cosmetic, but it will still leave that military style impression.

    Well the idea we have at the moment is for the Instructor to act as a guide for Security staff and as a field IAA, to make sure SOP breaches are prevented before they even happen.
    Anyone encouraging new Officers to just murder everyone will probably not be allowed to play the job, as higher RP standards and SOP would prevent that entirely.

  4. Finally, a place to dump all my dumb paperwork templates.
    I'll start this nice and calmly with my Security Related stuff.

    Parole Permit:

    Spoiler
    
    [center][logo]
    
    [b]PAROLE PERMIT[/b][/center]
    
    [hr]
    
    [center][i][small]This form authorises the bearer to leave the Brig on Parole, as determined by the Captain, Head of Security, or Magistrate. This form must be copied, one being kept in Security and one being given to the bearer.[/i][/small][/center]
    
    Bearer's signature: [field]
    
    [center][i][small]In signing this form, I, the bearer, understand that I am on parole. Therefore, I understand that breaking Space Law in any way, or breaching the terms of my parole, will result in permanent imprisonment within the Brig. I understand that I am not allowed access to a PDA, or any other equipment that was confiscated from me during my time in processing.[/i][/small][/center]
    
    [hr]
    
    Original Crimes: [small][field][/small]
    
    Additional terms of parole: [small][field][/small]
    
    Authorising staff member: [field]
    
    [center][small][i]The relevant staff member must stamp below the line in order to confirm signature. Failure to do so will result in their signature being void.[/i][/small][/center]
    
    [hr]

     

     

    Weapon Permit:
     

    Spoiler
    
    [center][logo]
    
    [b]WEAPON PERMIT[/b][/center]
    
    [hr]
    
    [center][i][small]This form authorises the bearer to hold weaponry on the NSS Cyberiad.[/i][/center][/small]
    
    Bearer's signature: [field]
    
    [hr]
    
    [center][small][i]This form must be signed and stamped by the Head of Security or Captain present on the station. Failing that, the Warden may also sign.[/i][/small][center]
    Authorising signature: [field]
    
    Stamp below to prove authenticity.
    [hr]

     

     

    Execution Order:
     

    Spoiler
    
    [center][logo]
    
    [b]EXECUTION ORDER[/b][/center]
    
    [hr]
    
    [center][i][small]The name listed on this form is to be executed at earliest convenience, in accordance with Space Law and Standard Operating Procedure.[/i][/small][/center]
    
    Name of defendant: [field]
    
    Capital Crimes: [field]
    
    [hr]
    
    [center][i][small]Captain or Magistrate signature required to authorise an execution. Failing this, the Head of Security may authorise this. Non-Capital crimes are not required to be listed, unless the defendant has chosen execution over permanent imprisonment. Uncontainable Enemies of the Corporation, Changelings and Escaped prisoners from Permanent Imprisonment must be listed as Capital Crimes.[/i][/small][/center]
    
    Authorising signature: [field]
    
    [center][small][i]The relevant staff member must stamp below the line in order to confirm signature. Failure to do so will result in their signature being void.[/i][/small][/center]
    
    [hr]

     

     

    And, of course

    Internal Affairs Complaint Form:
     

    Spoiler
    
    [center][logo]
    
    [b]INTERNAL AFFAIRS COMPLAINT[/b][/center]
    
    [hr]
    
    [center][small][i]The following information is for the Internal Affairs department to investigate within the station.[/i][/small][/center]
    
    Complaint filed by: [small][field][/small]
    
    Staff members involved: [small][field][/small]
    
    Complaint: [small][field][/small]
    
    Signature of complainant: [field]
    
    [hr]
    
    [center][i][small]By signing this form, the Internal Affairs Agent is submitting themselves to seeing this issue resolved.[/i][/small][/center]
    
    Complaint received by: [field]
    
    [center][small]This document must be photocopied, with one copy attached to the investigation report, another with the complaint filer. Following investigation completion, follow through with the appropriate personnel, be it the captain, magistrate, head of security or Central Command.[/small][/center]
    
    [hr]

     


    Internal Affairs Investigation Report:
     

    Spoiler
    
    [center][logo]
    
    [b]INTERNAL AFFAIRS INVESTIGATION[/b][/center]
    
    [hr]
    
    [center][i][small]The following information has been gathered by the Internal Affairs Agent in order to resolve the attached complaint.[/i][/small][/center]
    
    Summary of Complaint: [small][field][/small]
    
    Investigation: [small][field][/small]
    
    Additional notes: [small][field][/small]
    
    Actions required: [small][field][/small]
    
    Investigator's signature: [field]
    
    [center][small]This document must be photocopied, with one copy attached to the inital complaint at all times. Following investigation completion, follow through with the appropriate personnel, be it the captain, magistrate, head of security or Central Command.[/small][/center]
    
    [hr]
    
    [center][i][small]The following must be signed and stamped by the Captain, Magistrate, or Nanotrasen Representative. The comments may hold additional actions required or further information related to the investigation.[/i][/small][/center]
    
    Reviewer's signature: [field]
    
    Reviewer's comments: [small][field][/small]
    
    [center][small][i]The relevant staff member must stamp below the line in order to confirm signature. Failure to do so will result in their signature being void.[/i][/small][/center]
    
    [hr]

     

     

    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.

    • Like 2
    • Thanks 1
  5. 40 minutes ago, necaladun said:

    One issue I have (and this has come up with various ideas for things like "senior doctor" etc) - is eliteness. What could we do to make sure people using this role don't have an elitist attitude about it, and aren't going to wave their authority around?

    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.

    • Like 1
  6. 1 hour ago, Taac said:

    honestly i don't see this as super useful. the vet players should teach the new players. having a specific job for it is a bit silly, and what will the instructor do if all the sec players know what they are doing?

    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!

    • Like 2
  7. 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.

    • Like 2
  8. 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

    • stunbaton 1
    • clown 3
  9.  

    Name of Event: Insurance Fraud (Credit to Triiodine for coming up with the idea, I just wrote this up)


    One Sentence Description: Some crew members are trying to get Insurance for the station.


    Map Changes: No


    Code Changes: No


    Suggested Number of Players: Any (45+ at least)


    Full Description of Event: Upon the shift starting as extended, the admins are to locate certain integral crew members. This can be anyone from Command to Civilian.


    These players are to then be given the objective "Subtly disrupt your department's operation. You may have others working towards the same goal as you."


    An announcement is made for the Internal Affairs department to keep an eye out for fraudsters, due a recent outburst of fraudsters on other Nanotrasen Stations.


    These players can go about disrupting their department in many ways; cutting wires as engineering, losing surgery tools as medical, leaving a prisoner in their cell with tools, that kind of thing. (Nothing rule breaking will be permitted. Murdering or bombing not allowed. These are not Syndicate Agents, just crew members looking for fraud.)


    The admins can give special objectives to certain people, such as the Captain to collect and "lose" certain items.


    At the end of the shift the crew will be judged on certain things, however the admins decide how to judge the crew. Suggestions: Amount of bodies that needed cloning due to lack of medical assistance, amount of brig escapees, that kind of thing.


    Those with objectives must be subtle, as they will be hunted. Internal Affairs, the NT Rep and the Magistrate will have to work with Security to locate those committing the fraud, and have them detained. Now, they may not even realise that one of the Officers could be helping to commit fraud. These three jobs will be given the objective to "Locate and perma the fraudsters for collection at Central Command."

    Those found will be placed in perma, and transported to Central via the shuttle at the end of the shift. 
    The crew's rating will be altered by how many fraudsters they can find and bring to Central.

     

  10. Name of Event: Nanotrasen Defectors

    One Sentence Description: An SIT and the crew go on a manhunt for one or more players.

     

    Map Changes: No

    Code Changes: No

    Suggested Number of Players: Suggested 45+ with at least 5 ghosts or more. Sizes of teams can be scaled depending on the player count.

     

    Full Description of Event: One or more defectors from Central Command have escaped and boarded the station!

    Around 5-10 minutes into the shift, a shuttle docks with 1-4 people inside. All of these people are normal civilians, and aren't suspicious at all. Little do the crew know they are fakes, forged IDs by Central Senior Officer who decided to defect from Nanotrasen. Around 10 minutes after they've arrived, an announcement is sent to the crew: "The defectors are currently unknown, but what is known is they've stolen high security intelligence and may be on the Cyberiad! It would be advised for Security forces to look out for anyone not on the manifest..."

    The NT Defectors have two objectives: 1. Do not get caught at all costs, and 2. Contact the Syndicate and await extraction. 

    The defectors must be wary though, as telling the Syndicate too much information could tip off Central too, via intercepting the messages. Short and sweet, as the saying goes. Around 5 minutes after the fax, the Syndicate Infiltration Team will arrive to try to find the unnamed Officers.

    Every 15-20 minutes or so, more information will come out from Central. Firstly, stating that the crew records were tampered with but they do not know who is fake and who isn't (telling the crew that the defectors are actually on the manifest). Secondly, stating the descriptions (Race & Hair colour at spawn) of the Defectors. Thirdly, they will have cracked who tampered with the consoles, tipping the crew of the counterfeit IDs and the "crew members" responsible. Each announcement makes finding them easier for the crew, but also the SIT too.

    If at around halfway through the shift they are not caught, an ERT can be requested to assist with their capture (the ERT would have the relevant equipment for the alert level and/or how many defectors remain. So, for example, if two defectors have already been caught, an AMBER team may be sent).

    Crew Objectives: Capture the Defectors. Deliver them to Central Command either via the ERT or the Ferry. ALL THE DEFECTORS MUST BE CAPTURED AND PRESENT IN ORDER TO TRANSPORT THEM. The Nanotrasen Representative and/or Magistrate is expected to have all the sensitive information the Defectors carry to hand over to the CentComm Officer on the Ferry, if that is how they deliver them (should both an NT Rep or Magistrate be missing, then the HoS or Captain may do so instead). Should any documents be missing, the crew cannot hand over the Defectors.

    ERT Objectives: Capture the Defectors. Focus all manpower on first collecting the sensitive information they hold, then deal with other issues the station may have. The ERT Commander is expected to go with the Defectors back to Central while having all the sensitive information on their person. Should any documents be missing, the ERT cannot take the Defectors back to Central.

    SIT Objectives: Get all sensitive information off the station. The Defectors MUST be collected if possible, but if not then they are not necessary for the mission. SIT only wins if all sensitive documents are present at the time of departure.

    Equipment changes: The crew receive the same equipment they normally do at shift start.

    The ERT are focused towards Security, as they would need more men to be on the lookout for the Defectors.

    The SIT have the usual SIT equipment: Chameleon suits, Agent IDs, PDA uplinks, Syndicate encrypted headsets.

    The Defectors have Civilian IDs, PDAs, plain jumpsuits and shoes. They have normal bags containing the following items: 1 cryptographic sequencer (for setting the fax machine to Syndicate), 1 set of sensitive documents (the same kind found in the Vault), an m1911 pistol with one clip inside, a gas mask voice changer.

    • Like 2
  11. 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.

    On 11/23/2017 at 9:29 PM, TwoCam said:

    In particular, I think command radio access would be great. That would also help people who are trying to learn head roles by exposing them to command channel communications.

    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.

  12. 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

    • Like 4
    • fastparrot 1
  13. - 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

    • Like 1
    • Thanks 1
    • honk 2
    • Salt 1
  14. 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.

  15. 3 hours ago, tzo said:

    ROEs could be helpful. Perhaps they should vary depending on code level.

    For example, when is it OK for ERTs to lethal shadowling thralls?

    I think it would warrant KOS on thralls during a Gamma ERT, or with a Red ERT in which the shadowlings have almost ascended and show no sign of slowing down. Perhaps use of lethal force would be authorised if a member of the ERT gets thralled? I don't feel an Amber ERT should be allowed to use lethal force on them in any situation, as Amber is the least serious threat level for an ERT.

    Same with an active cult.

  16. I would suggest enforcing some sort of SOP like with actual command roles.

    ERT members must keep other ERT members alive if possible.
    ERT members must protect the Captain if present.

    You know, that kind of thing. Have a separate SOP for the Commander, perhaps. That may, however, reduce the level of enjoyment while playing as ERT and discourage people from selecting yes.

    A better idea would be making the ERT have to have a certain composition, such as limits on how many security members can be part of a full-man ERT. That way it will encourage them to take more of a prevalent part in the round rather than just have them as valid-hunter supreme squad. It will also add variety and give them better teamwork as they'll make sure to, say, work in pairs with an engineer member or what have you. This could also allow the Commander to better co-ordinate their team.

    Or not, who knows unless it's tried?

  17. 6 hours ago, Doukan said:

    How about a drop pod for gamma ERTs? They're supposed to be for super serious end of station scenarios afterall, a bit of steel rain sounds like a suitable tactic against the likes of blobs/nearly ascended slings/snowballing cults wouldn't you say?

    This could give the ERT a little more kick in these situations, and make it so they don't die without even seeing the threat.

    Hitting the threat right at the core can help the ERT actually accomplish their mission, which is to neutralise threats at this level of alert.

    Also, the mechs could be used a little more often, perhaps.

    • fastparrot 1
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