Jump to content

Miraviel

Retired Admins
  • Posts

    238
  • Joined

  • Last visited

  • Days Won

    17

Everything posted by Miraviel

  1. I'm usually down for nerfing science by moving stuff to cargo, but telecomms is something I'd entirely leave for science (as it should be the RD's job to manage it). A reboot timer would be enough I think. Make ionospheric anomalies long to reboot (3-5 minutes as per the event), 8-10 minutes if it was completely rebuilt. This way it'd be worth it to completely destroy it, since the crew would be without tcomms for 10+ minutes, at least. If you want to complicate it, ensure that it only works in cold but pressurised rooms (to avoid them being built in vacuum). I am aware that science has a cold room, but it is not as good as you think - any biohazard that is capable of prying open vents now has a quiet and safe route to telecomms, and they can just take it down again, disabling it for another ten minutes.
  2. The issue with this is that if someone joins midway-towards the end of the round, and only has the time to play one round, their "vote" becomes meaningless, because people two hours prior decided what the next map will be. Most of those people are unlikely to play what they voted for as well, as, while we have people playing ss13 all day, I think most people only play one round a day. Having the map vote occur after the escape shuttle launched is a better compromise I think, most people just spam *spin on their escape pods and do nothing until they arrive at CC anyhow (when they can finally do EORG).
  3. This is fairly understandable, but if the other maps are not played, they cannot be worked on for 9+ years to achieve this status. While mappers can fix some very apparent problems with maps after a few rounds (areas not powering, broken pipes, etc.) some issues, such as gameplay flow, only become apparent after a sufficient number of test runs. Hell, Box had the issue of the disposal maintenance and mining maintenance not being connected - it became connected a few weeks ago (after 9+ years?) and it was an immense upgrade. Other maps are robbed of such decisions, because they are not even given a chance.
  4. My only gripe about this is that it is not the majority, it's just people not voting. Just now a round has ended, there were 3 cyberiad votes and 1 cerebron with 69 players connected (6%). After 10-15 seconds, I asked people to vote. It ended with 7 Cyberiad, 7 Delta, 1 Meta (15 votes cast, 21% of the connected players). The vote was a tie, and it defaulted(?) to Cyberiad, something only 10% of the connected players asked for. Even though people vote for other maps, we just get box over and over again, completely disregarding those who always vote for meta or delta. People do not vote, I am not sure why. Maybe they need a sound notification to remind them that this is a thing they should be doing. I personally rarely vote because it just goes to Box every-single-time I vote and it is incredibly disheartening. I think it'd be better to call for actual statistics (if we save votes) for this case, because while I personally see only 2-5 people voting, it's my very limited personal experience, and should not be used as a staple. But - again, personal experience - I do not think the majority decides this. Barely anyone votes. It's the usual case of a "loud minority". People are definitely at fault here for not casting their votes, but it would be beneficial to find out why they are not voting.
  5. I would like to see it enabled so it will force people to learn other maps. The main reason I hear about meta and delta not being voted is that people don't want to play them because they don't know those maps - so they just vote Box over and over again because they already took the time to learn it. Due to these low effort people, other players like me who are incredibly bored of Box, are stuck with the Cyberiad. Meta and Delta are not perfect, but Box wasn't like this before either. It needed thousands of playhours to evolve to this point. Other maps deserve this chance too, I think. Box will be voted every second time anyhow, so it wouldn't "kill it" or other hyperboles I keep hearing on OOC whenever this is brought up. They can still spam it, but we get to enjoy other maps as well.
  6. Not arguing that it is a combat mech, the above-mentioned point is just badly written. The HONK mech isn't a utility mech either. The whole "The HONK mech..." part should be a new, separate point. As for the mime mech firing lethal rounds, I think that is just an oversight... :(
  7. As you said, Reticence would not make any sense in the Armoury, thus I wouldn't place it in the same category as the other combat mechs. I would add it to point 2: The Captain can already approve combat exosuits, I think this would ensure that a combat exosuit would not be built without the explicit approval of at least one person who can approve combat exosuits (captain or HOS, captain in this case) + it'd require the RD's approval (which is needed for funky mechs). This is just a bug, not sure why basic mechs start with one, but you should definitely not be able to add multiple trackers to the same exosuit. I will try to fix it.
  8. Almost forgot that console ID-locking is a thing, that is a great idea. As for lathe, I'd keep them access-free - in case engineering is mega dead or incredibly incompetent, people might need to waltz in and print their own stuff. Not something I'd encourage, but it should remain a possibility... probably
  9. Updates on this after some discussion: RCD and cartridges stay in both autolathes. This was a too drastic change from my part. Machine circuit (vendor) stays in both autolathes. Cargo is the one ordering restocking units, it'd be natural for them to also have the circuit, I don't want to make little projects cumbersome. Tech storage access is revoked for robotics but not the RD. I forgot about the RD and their need for access to secure tech storage. Extra APC circuit in EVA storage: For explorer projects, apparently people like to make their own nook in spess, I don't want explorers to constantly make a trip to engineering if this is really a common thing to do. Mirror is not going to be removed but moved out of contraband. Rapid cable layer is moved to engilathe.
  10. 1. does seem like the ideal solution, but I am also afraid of engineers just building a sci imprinter with tech storage access or scientists building an engineer imprinter by breaking into tech storage. While it'd be a bwoinkable offence for powergaming reasons, I want to keep everything on a code-level to avoid giving staff more work. 2. could work, if we are worried about easy access, they could be ID-locked with their respective departments (engi access for the engi imprinter, sci for sci imprinter), so I'd settle with this.
  11. Received an inquiry about the RND process up to level 5 - the levels can be tweaked so RND would be still able to hit level 5s without external help, it is not my goal to make that slower or more cumbersome.
  12. Edit: some updates are done in the comments section as I received feedback on Discord as well. 1. Introduction My proposed changes are here. It has two tabs on the top. This is a design document, putting it up here for debate. Even if you do not like the proposed changes, I expect everyone in this topic to contribute with a constructive criticism. If you just say "this won't work, because" I will likely disregard your opinion. If you say "this won't work, because x, but y might solve it", then we have a fruitful discussion and we can build on it. This idea is not perfect, very few ideas are born perfect. I need input to make it better. 1.1 The Goal To make engineering more impactful and self-sustaining, not to overly rely on science for their early(!) work. Currently, engineering is unable to rebuild any department without first begging science/robotics to print them circuits, not to mention parts. To make science less of a "we can build our own station" department and more focused on "we can make advanced stuff nobody else can" (while blowing up our own chemistry over and over again). The aim is to make engineering responsible for rebuilding/expanding the station, without relying on science (at least for the first half) and reinforcing the notion that science exists to make wacky stuff. To clean up the autolathe's bloated list a bit. To make engineering once again an appealing job. We are an atmospherics-based game and yet engineering is one of the least popular departments. 1.2 The Non-Goal To make engineering the new powergamer department. To nerf science to the point it is no longer appealing for non-powergaming/antagonist players. This change will definitely hurt powergamers, but I do not want to appeal to that party. 2. The How-To: Circuit Imprinters This is the main point of this change, to cull science's ability to completely rebuild the station and cutting out that damn middle-man - that is, the entire department of engineering. Currently, being an engineer sucks. Any scientist can do your job and do it with better parts. Here is an attempt to change that. Again, my proposed changes are here. It has two tabs on the top. 2.1 The Robotics Circuit Imprinter This one is the smallest, so starting with this. It retains the ability to print the absolute minimum they need, namely: Exosuit parts Their own machines, including an autolathe board Mech bay equipment Cyborg rechargers This also helps new players to be less overwhelmed with all the stuff they can do. Instead, they can focus on learning the absolutely cursed robot maintenance. 2.2 The Science Circuit Imprinter I am aware that this won't be popular (just like this entire design document) but here we go. Science retains the ability to print: Any machines they have in science already (which is A LOT) Teleportation-related circuits Telecomms-related circuits AI-related circuits The gibber for antagman reasons 2.3 The Engineering Circuit Imprinter The engineering imprinter's job is to be able to rebuild any areas of the station, with a few notable exceptions. EXCEPTION: Chemistry machines. We do not want engineering to powergame with these machines, thus they get no access to it. If they need to rebuild the entirety of chemistry, the tool storage should have spare circuits. EXCEPTION: Most of science's circuit imprinter's product list. We do not want engineering to become the new RND powergame central, thus they get no access to AI-related stuff and the like. EXCEPTION: Telecomms. The only "rebuild the station" part engineering will still need to rely on the tech storage/science. ADDITION: Some circuits, such as the APC/air alarm circuits would be moved to this machine from the autolathe. One important factor is machine parts - matter bins, manipulators, and the rest. Engineering has to start with a low amount of machine parts (e.g. 10 matter bins, 10 manipulators, 5 capacitors, etc.), strictly tier ones. This starting amount should be able for engineering to rebuild a few areas during the most intense rounds (nukies) and to create one or two rooms (for projects and station goals), but engineering should become reliant on science after a while, again. We don't want to make engineering completely self-sustaining either. 3. The How-To: Autolathes Separate the autolathe into cargo/science and engineering subtypes to 1) avoid engineering always needing to build their own autolathe, thus getting access to non-departmental tools 2) reduce autolathe bloat 3) make science less able to build its own station. Again, my proposed changes are here. It has two tabs on the top. 3.1 The Cargo-Science Autolathe This one is mainly untouched apart from a few changes. Circuits are moved to the engineering circuit imprinter (APC module, fire alarm electronics, vendor circuit, etc.) Engineering-related items are moved to engineering autolathe (geiger counter, RPD, compressed matter cartridge). DISCUSS: Some contraband items shouldn't be locked behind contraband, since it just encourages people to roundstart hack their machines. This includes: destination tagger, hand labeler, conveyor belt parts, desk bell, spray can. None of these are malicious, they should be accessible from the get-go. DISCUSS: Some items are redundant or out of place, such as: industrial welding tool, mirror, rapid cable layer. These items should be just removed, unless they serve a function I am not aware of. DISCUSS: Some items should be made more rare artificially, namely: safe internals (very rarely used, tech storage should start with two and that's it) and the RCD - I propose this to be in a CE-locked supply crate, so cargo and science would still technically get access to a powergaming RCD should they need one, they would just need to make work for it. This would also allow the CE to order and gift an RCD to an engineer they trust with their work (or to their antag buddies). 3.2 The Engineering Autolathe This would be a new addition. Its goal would be to provide engineering with printable refillers without giving them access to non-department specific tools, such as surgery tools. You can see the list on the link above. It would be significantly weaker than the cargo/science autolathe to make the cargo autolathe dominant - not only the engineering lathe doesn't have most of the cargo one's products, but it would be also unable to print ammo. This is to ensure that engineering won't instantly become the new antaghub instead of science. 4. The How-To: Changed accesses To ensure that science/robotics doesn't default to "just stealing an engineering imprinter/autolathe from the tech storage", their access to the tech storage would be revoked. This can be alleviated by allowing robotics to start with an autolathe circuit (or an entire machine), since that and insulated gloves are all they ever need from that room. This would also end the ages-old "robotics stole the autolathe circuit from the tech storage, ree!!!" quarrel as well as roboticists bolting from robotics to the tech storage for them insulated gloves. I don't think they need insuls, but if we all agree they need insuls, they should just start with two pairs in their lab. 5. Regarding concerns Drastic changes: I am aware that these changes are drastic, but I also believe we need drastic changes. Science is powergame paradise and an incredibly self-reliant department. It is able to generate infinite resources, infinite power, and build almost anything that is accessible on the station. On the other spectrum, engineering is insignificant to the point that the department only has a few regular players and the engineering events (shorted APCs, emagged airlocks, breached maintenance, etc.) are barely if ever responded to. Engineering cyborgs vastly outperform organic engineers (another issue in itself), nothing can be done under an hour unless you have a buddy in science/cargo who actually does what you ask from them, and the whole "magic of creation" dies when you realize you need to repeatedly tap the desk bell on the RND table for machine parts, only to realize the entire department is either already culted or 90% traitors. Nerfing antagonists: I can't shed a tear for scientist antagonists being nerfed, they already have a wide variety of tools they can work with. However, should this change nerf anyone outside of science/robotics, do let me know. Antagonists are one thing I am not well-versed in and I do not want to cripple them either with my changes. Overbuffing engineering: If the above-mentioned changes would give way to unforeseen powercreep by the engineering department, do let me know. I do not want them to become the new powergame hub. I want them to become a force to reckon with. Since this is a major balance change, please keep this in mind. "But x is also overpowered, why should be y nerfed!" is a very bad argument that hurls us into a loop of never-changing features. Try replacing it with "but x is also overpowered, let's deal with that as well". Looking forward to your input!
  13. This guide merely discusses the procedures, not The Most Optimal Way To Do It™. Feel free to leave that in a reply! The AI Changing laws AI law changes are done either by the Captain or the Research Director (see Command SOP). Swipe your ID on the AI Upload Turret Console. Turn off the turrets. Find a suitable lawset chip. Click the AI upload console. If there is only one AI, it will automatically select it. If there are multiple, you will be prompted with a list. You will get a "[name] selected for law changes." message if you succeeded. Swipe the lawset chip on the console. You will get a "Upload complete. The AI's laws have been modified." message. Leave the upload, re-activate the turrets and lock the turret control interface. changeailaws.mp4 Changing laws - the AI is hostile Here, you can go as overprepared as you want - ions, RCD, the entire security department, tearing down the walls, you name it. You want to get to the AI upload console, alive, and you want to have that console powered. First, make sure the AI is unable to see their upload and the turret control. Cut the cameras on the Bridge. Turn off the turrets. Open the AI upload room and stand in the door. Cut the camera inside. Ensure the room is still powered. Perform the law change. (See below) Changing laws - Ions Ion laws are tagged with symbols such as "$#@#". Here is an example: To remove ion laws, use the Reset AI module on the AI upload console. You can find it on the desk in the upload. This will keep the core laws (1, 2, 3 in this case) and nothing else. Changing laws - Freeform Freeform laws allow you to name your own laws. However, their priority will always be 15 or above, meaning that every other non-freeform laws will always take precedent! Go to the High-Risk Laws Storage in the AI upload. Take a "Freeform AI module". Use it in your hand and select a priority. "Freeform AI modules" can only write priority 15 and above. During the next prompt, write your desired law. Swipe it on the AI upload console. If you succeeded, this is how it will look like: To remove freeform laws, use the Reset AI module on the AI upload console. Changing laws - Freeform core The Freeform core AI module is similar to the previous variant, except its priority will always come right after the last law. For example, on the Crewsimov lawset, it will become the fourth law: If the AI has no laws, it will become its first law: Changing laws - Hacked AI module The Hacked AI module is a chip syndicate agents can buy. They work similarly to freeform circuits: use it in your hand to word a law, then swipe the AI upload console with it. You can use it multiple times. The key difference here is that these laws come before the core lawset. To remove hacked AI module laws, use the Reset AI module on the AI upload console. Changing laws - Purging The Purge AI module removes every single law (core, ion, freeform, hacked) except for the zeroth law from traitor AIs (see below). You can use this in tandem with the Freeform core AI module to write your own core lawset. (However, do note that this goes against the Command SOP and it will likely net you some serious scrutiny by security!) Changing laws - Malf AI "Malf" or traitor AIs have a big red zeroth law. Reset AI module: Does nothing to the zeroth law. Other core lawsets: Overrides the core lawset, keeps the zeroth law intact. Purge AI module: Removes everything but the zeroth law. For this situation, you need to find the AI's core and tap it with an Intellicard. This will transfer the mind of the AI to this little chip: it will be no longer able to look around freely or influence machines. Use the Intellicard in your hand to see the AI's true laws. If an AI has a zeroth law, it is unfixable. Clicking the "Wipe AI" button will remove its player from the round. Cyborgs Changing laws Cyborgs, by default, inherit laws from their master AI. To independently change their laws, do the following: Swipe your ID card on a cyborg to unlock its cover. (You need roboticist access for this!) Crowbar it to open it. Click it with an empty hand to remove the cell. Use a screwdriver to expose its wires. Use wirecutters on it and cut-mend wires until you get the "The AI link light is off." message. Keep that wire cut. Close up the cyborg by doing the same process backwards: screwdriver, cell, crowbar, ID. At this point, the cyborg still has the laws from the AI, but it no longer considers them their master AI: the AI cannot order them around. If the AI gets a law change, this cyborg no longer inherits them. Click the Cyborg upload console in the AI upload room. Select the free cyborg. Apply law changes. Law changes work the same way as for the AI: purging the laws will remove everything, adding another core lawset will replace the current one, and so on. Changing laws - Malf AI cyborgs If the AI is "malf" or a traitor, cyborgs inherit their 0th law. Theoretically, cutting the cyborgs' AI sync is enough for them to stop being antagonists as their law says: 0. Accomplish your AI's objectives at all costs. However, having or not having a master AI is not very obvious for cyborgs, so this is often overlooked, resulting in rule-breaking betrayals and a multitude of possible ahelps. In this case, your best bet is to cut the AI sync wire, then perform a law change as outlined above. In this situation the Reset AI module gets rid of their zeroth law as well. If you are a roboticist and/or have no access to the Cyborg upload console, please take a look at the next section. Changing laws - Creating non-AI slaved cyborgs Once a cyborg was given a mind, it automatically looks for and connects to an AI. However, you can prevent this by doing the following: Assemble a cyborg, but do not add a brain to it yet. Use a multitool on it. Close the AI connection port. Add the MMI/robotic brain to it. This cyborg will be created without an AI and with a random core lawset. Changing laws - Emagging Syndicate agents are able to subvert cyborgs by using the cryptographic sequencer (or "emag") item on them. Unlock the cover either by an ID with roboticist access or by using the emag on it. Use a crowbar on the cyborg. Use the emag on the cyborg again. From this point on, the cyborg's law sync and AI sync ports are closed, it inherits a new lawset and is able to change their own laws around to mimic having a normal lawset. Crowbar it back. Do note that if you emag a cyborg, anytime someone locks or unlocks it, they will get the following message: "The interface seems slightly damaged.". Emagging a cyborg cover does not prompt you this message, even if someone emagged it before you, only proper locking and unlocking. You cannot lock cyborgs again with the emag, only with a proper ID. Changing laws - Emagged cyborgs Emagged cyborgs have their AI sync and law sync ports closed by default. As these wires can no longer be fixed, the cyborg can neither be re-connected to an AI, nor their laws can be changed with the Cyborg upload console (you get an "Upload failed. No signal is being detected from the robot." error message). To fix emagged cyborgs, you must transfer their brain to a new chassis.
  14. Mime created a theatre at the library and hired ad hoc actors for it. It was a superhero story betwen Griffonman and Owlman. At the end of the play, I got their autographs. 8) (And they gave me the signed version of the script as well!)
  15. A new player learning medical saw my vox. I was in tears from laughter.
  16. Hello! For the impatient, my questions are: How would you make Strange Reagent revival less tedious, without making it much easier? Would you like to have the internal organ revival process similar to limb debridement? I intend to make Strange Reagent revival a bit less tedious from medical's side, to (hopefully) slowly make it a more appealing alternative to "just shove it into the cloner". Please note that I do NOT want to make it a faster, easier, better alternative to cloning. I just wish to see it happen more often, outside of "well, they cannot be cloned, so I have to do this". Here is what happens when you revive someone with Strange Reagent (please correct me if I misread the code!): They get 50 clone damage They get 0-15 brute, burn, toxin damage If they were revived within: 1 minute, no necrosis occurs 20 minutes, necrosis occurs up to a 40% chance 20+ minutes, necrosis occurs with 40% chance If they have necrosis, they get a level 3 infection in the same organ. This is the usual treatment they receive, in no particular order: Anti-crit medicine Mannitol to fix brain damage Cryotube to fix the clone damage Debridement surgery for limbs Taking out organs one by one, splashing them with mitocholide, reinserting them Fixing surface injuries Fixing toxins. One thing that I wish to address here is the organ revival part. While you can do multi-surgery with debridement (for example, you can revive six limb parts at once, and only have to do it one by one at the dropper part), the organ revival part looks like this: Open up the body part Remove the necrotic organ Then either: Have a bottle of mitocholide, a beaker, and dropper Use the dropper to transfer reagents between the mitocholide bottle to the beaker Pick up the beaker Splash the organ Have 1 unit mitocholide pills and a beaker Put the 1 unit pill into the beaker Pick up the beaker Splash the organ Reinsert the organ This feels needlessly tedious compared to debridement (and very unsanitary, since the organs just end up on the floor), where you can transfer mitocholide directly from the bottle (via a dropper) to the limb. I suggest this should be able to be done the same way as internal organ disinfection: Choose the Organ Manipulation surgery At the organ manipulation step, have a container with mitocholide in it Directly apply it to the organ to revive it (Fix bones and) close the incision I do not wish to take away the original method, this is just an alternative I would offer. What are your thoughts?
  17. A story in ten lines, aka joining an ongoing round at 0:30:
  18. Good, keep making mentorhelps. ♥ I started over four years ago, so I don't remember my exact path, but it went something like: Robotics > Medical Doctor > Botanist > Chemistry > Engineering > Scientist > Virology > Xenobiologist > Atmospheric Technician > Chef > rest of the jobs. I was stuck in the robotics role for at least a month, since it taught me everything from putting items together, building machines, doing surgery, and so on. I was also stuck in mentorhelps 24/7 because most of my tickets were me apologizing for the dumb questions (don't do this) while asking people in LOOC to be patient with me. A little fun fact, for my first week or more, I was an antag target for almost every round. I adamantly believed I was such a bad player, I just got killed for it every time. I didn't even question it...
  19. Ah, I see. While capturing nuke ops does sound challenging, never in the last year I've seen any being captured. Even if they are downed, crewmembers beat them to death. There is no more "capturing the ops" bonus points anymore. (However, there is a Darwin Award version which is hilarious.)
  20. @davidchan I'm afraid your last post is very confusing with saying EOC is not a thing then quoting a very small section of the "EOC" part of Space Law, then adding exceptions which just in fact reinforces the point you are arguing against. To clear it up: EOC is still there and there are a lot of reasons to kill an antagonist, such as: - Hatched shadowling: kill on sight - Nuclear operative: kill on sight - Confirmed changeling: kill on sight - Wizard/Apprentices: kill on sight (as it is basically a meme round) This leaves us with the following antagoists: - Vampires: if they are powered - not necessarily fully powered, just simply powered - security can deem them uncontainable, execution/exilement - Cultists & Thralls: unless they go murderboney, they have to be deconverted; if they go murderboney on a large scale and/or in massive numbers, lethal force is authorized (which is often forgotten...) - Traitors: this is probably the only antagonist you referred to, yes, they need to commit a capital crime to get executed/exiled, otherwise they have to be put into perma @Coldflame Seeing how many antagonists have to be or can be instantly killed by the law - and most of them don't even reach the execution chamber, just get killed on sight then tagged as DNR - I don't think we need any more encouragement of permamently eliminating antagonists from the round. If everyone was allowed to subdue antagonists, why would NT hire a security department? And more importantly, what would a round become? The first time a changeling would kidnap an engineer, his fellow engineers would vent the hell out of that maintenance and/or electrify the airlock, zap the guy, then bust in with three more Grey McTiders and fireaxe the changeling to death. Then we all sit for 2 more hours because the other changeling is probably new and not ready to face 80 crewmembers. Keep "medium roleplay" in mind. If you see a vampire kidnapping your colleague, you should be terrified. Rules allow you to rescue someone if they are in immediate danger, which you would probably do in real life (if someone tried to kidnap your friend) but actively seeking out a psychopath? I doubt that.
  21. Definitely not! OP (and I do so too) has an issue about officers rushing into the maintenance at roundstart. It's fair game for them to enter the maintenances I think, just don't set up a tent there and wait for the antags. That's a great mentality, I envy you (honestly). As for me, if I'm told a hundred times I suck, I mostly believe it. No wonders why I haven't touched security/command for a good while now...
  22. "Confirmed Code Red threats have been properly handled or subsided on their own. It is recommended that, after 15+ minutes on Code Red without any hostile activity, Code Blue be called" The SOP recommends 15 minutes or more (I recommend 15 minutes sharp). Announcements are also often forgotten to be used to inform the crew - if you ever change back from Red to Blue, make sure you announce that all hostilities were subdued. Code Blue gives you the room for the "but wait, there is more!" type of officers because it still lets security do random searches and demanding entry to departments. (Even moreso, they can carry a lethal weapon on them.) I want to agree with this but I don't know how much it actually helps. Most often I got laughed at in OOC after the round for being "naive", because I "thought there are no more antags on vamp+traitor" and so on. It gets tiring after some time because usually everybody just stays silent when people ridicule command/security or even worse, join it brainlessly. It's part of the server's culture. I might point it out that we are a medium-RP server and I acted as such - and my word might be taken into actual consideration because I have a shiny light blue font - but those with the regular OOC color, not so much and this is a problem. They'll be made fun of and being made fun of sucks, they shouldn't need to be in the staff to get heard. You also can't really get the offenders bwoinked for this because rule 0 is mostly for player complaints and we don't have rules for maintaining the medium-level roleplay. And if there is no punishment, most of these people simply won't care. If a roleplaying antagonist meets a roleplaying victim/security, then it creates a really fun experience. If not, the roleplaying side will most likely lose at light speed (followed by a "lol I 1v1'd a cling"). Maintenances are for engineering to get from A to B, it shouldn't be the first place to go when you are a security guard at the start of the shift. You said you believed there are plenty of shifts when nothing goes wrong - this applies to the maintenance-crawler security guards. Why would they go to somewhere that is unlikely to have problems when officers are needed elsewhere? There are 40+ crewmembers working in their respective departments, they might and they usually do need security to perform basic security duties - throw out people who trespass or commit petty theft for example. I cannot count how often security was called to cargo or medical because people trespassed but the officers were busy with hunting ghosts on green in the maintenances. They usually don't even respond to these calls because trespassing, eh, who cares? They should care, this is their job on green and blue. And also because greytiders are generally annoying and security would make their own job easier if they brigged these guys. For one, it deters some of them from messing with the crew for the rest of the round. For two, antagonists tend to trespass and steal stuff. If security caught them before they bought any contraband items, they could release them with a record. Later when someone calls for help with said guy's name, security will know it's someone troublesome. They'll arrive prepared.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use