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Medi

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Posts posted by Medi

  1. I know what you're talking about with this suggestion, my only issue with it is that runners are, in of themselves, extremely dangerous due to their speed despite their lack of a large health pool. Couple with this with their ability to vent crawl and do loads of stun and slashing damage makes them an extremely good fighter within our meta due to the fact that most weapons we have on the station that aren't melee generally have very small ammunition capacities unlike the CM weapons that generally are 20-30+. 

    Additionally, stealing monkeys IS easy, thus the meta would be to rush getting runners then using the runners to claim more human crew due to their overwhelming advantages that I honestly would say are better then current xenos on the station. 

    The only way this could theoretically work is if you made them extremely low health and made their stuns very short. This would change their role into a very hit and run kind of tactic that wouldn't support them rushing the station, especially if the crew was coordinated.

  2. 13 hours ago, Coul said:

    Maybe we should rebalance antags to go off security count instead of station population because it usually leads to security having to deal with more antags than they have officers

    I like this, it does make sense but my only concern is antag balance given that officers can be hired during shift or made priority. Thus, players hanging back and not queuing up as sec and joining late would be a meta to break antags and prevent them from being too numerous.

    Example: 3 randos queue at round start for sec during high pop. 1 - 2 antags made as a result. Then comes HOS, Warden, Pod pilot, 3 more officers who join late.

     

    Potential fixes: either lower the number of available sec slots at round start, based on antag have a minimum of potentially 3-4 antags at round start, or create rules against this which would realistically be hard to enforce. 

     

  3. The appeal of sec is supposed to be that you get action and combat opportunities that the rest of the crew would get punished over. This is the core expectation and function of security, thus where their "fun" should come from. In my experience it's been tainted by the following:

     

    - Poor community outlook/greytide

    - Officers who end up being more of a liability then an asset due to their lack of experience/understanding

    - Lack of means of controlling the flow of chaos that turns conflict from fun to stressful

     

     

    Corrections:

    - See aforementioned example above

    - New antagonists

    - More sec equipment/tasks/general things to do

    • Like 2
  4. 7 hours ago, davidchan said:

    Not fond of this. Warden already has a full plate with monitoring the brig, seeing go prisoners are safe and compliant and ensuring sentencing is appropriate and taken care of. Picking up slack of the HoS is no good and neither is hand holding officers. Security Officers patrol outside of the brig and Warden should be in the brig at all times unless on break or an emergency. The overlap between these jobs is minimal and the two should only have direct interaction when brigging crew and antags.

     

    If the HoS doesn't have the time to direct security and train one or two rookies I want to know what they are doing instead because their job in the current state of the game is make sure security doesn't die and make sure security isn't killing people without approval.

    As much as I agree that it SHOULDN'T be a factor there needs to be some oversight and guidance for fledgling officers. Hell, you could even give that sorta expectation to the pod pilot since they need to be a bit more experienced usually to unlock the job.

     

    Either way, someone has to help those poor lost souls. 

    • Like 1
  5. Okay, so that this doesn't become a stale suggestion where nothing gets done let's at least point out the various parts of this suggestion and see if they can be implemented or if further discussion / amending is required.

    1. Raise the base time requirement for security to be at least approximately 20 hours as a member of the crew (ghosting / observing time should not count). I would personally prefer that the time that they're waiting for those 20 hours be done in a job field other then trader/civilian/greytide but it's w/e.

    2. The Warden and Magistrate should both be assisting the Head of Security with training / correcting the behavior of Security Officers.

    3. The HOS should be given the means of demoting a Security Officer if they see fit to do so based on reasonable evidence that the officer is inept, a danger to themselves or others, or some other egregious offense that limits corrective action. The Captain should, of course, be the one supervising and checking the HOS's ability to actually function in their job capacity.

    4. Hired persons who are being openly hostile / toxic towards security, especially over communications, should be subject to IA investigation (since they need more to do anyway). Following such, a recommendation to demote may be given to the head of that department. If they decline their judgement is obviously subject to CC oversight. From that point, CC can bring the hammer down if necessary on the persons involved or the entire department (because who doesn't love group punishment for two people).

    5. Implement a new book called "Guide to Station Patrol" which outlines the very BASICS such as gear & use of gear, SOP, common issues, etc. The goal of which being something very quick and easy to read that will give a new security player the foundations to build upon rather then them going out into the station with taser in one hand, baton in the other, and arresting someone by harmbatonning for graffiti.  

    • explodyparrot 2
  6. From what I have seen and done with it, I can tell you it DOES have an apparent purpose but a dangerous one at that.

    Firstly, if you insert a Strange Object into the machine the ONLY button you should press is "Discover". It should not destroy the strange object, even during a failure, but it can still fail and potentially harm you in a number of ways.

    Secondly, it appears to be able to generate tech levels based on the item you put in it. Overall it behaves somewhat like a destructive analyzer but with more emphasis on the "destructive" rather then the "analyzer" part.

    All and all, however, it's extremely useless/dangerous outside of making those dangerous strange object toys which CAN kill you by either teleporting you OR if you see it say: "It's heating up" throw that thing and RUN.

  7. As far as ensuring a certain level of competence and understanding of not only the game itself but space law, I think time does a generally good job at managing that. I also think that Kyet's right that the culture around security is terrible and generally you can see that as a thing across many severs made worse by a lot of popular players propagating it. So it's not that just OUR server has a toxic attitude towards sec but MOST servers have a toxic attitude towards security.

    A lot of this has to be mended more or less by the Security team presenting itself in a better light to begin with. Frequently getting laws wrong, frequently harming people, frequently keeping people in processing for far too long with inadequate evidence. Cracking down and punishing actual shitcurity to at least a minor extent can help with this matter with the intent of the punishments being "corrective action" rather then trying to make them want to quit all together.

    On the flip side, giving security more freedoms to actually handle said toxic people would likely go over better as a community thing then having admin intervention for it. It's already in General SOP that creating a hostile work environment can get you demoted. Either way there needs to be a written, well understood, and easy bar to measure what is considered acceptable verses unacceptable when it comes to calling out security as it would be wrong to silence players all together when security is legitimately acting up.

    • Like 3
  8. 4 hours ago, Fursamie said:

    The stranded hermit, who I believe either has one medkit or no medkits has the opportunity to evade ashwalkers and hold themselves off for a good while against the mobs and megafauna on lavaland, if one side kills the other, by default they'll be better off because of the fact they are in numbers & they would presumably have more medical supplies.

    Take this with a grain of salt however, as its 4 in the morning right now and I may not be remembering events correctly.

    You're assuming either of them have a lot of medical supplies to begin with.

  9. I WILL BE THE BAD GUY AND JUST PUT IT OUT THERE:

     

    We really need to up the time it takes to play Security even at a basic level. Very often, I am seeing extremely new people get excited about being in security but by the end of the shift they're so blown out that they're either quitting earlier or not coming back if they somehow managed to survive that nonsense. With that in mind, it's also extremely frustrating to the rest of security who are contesting with antagonists that require a high level of cooperation from security to effectively handle the threat without becoming food / additional access for the bad guy in the process.

    Now I am not trying to say that security should only be for elitists nor am I implying in the least bit that I have a perfect track-record of being a security officer despite many hours in the roles and roles around it. Now, given that, why do we think its a good idea if people who are super new are being hip tossed into a role that they are not mechanically ready for in anyway shape or form?

    Few ways to potentially handle this:
     

    • Require several hours in all job fields (except silicon, command, and special for obvious reasons) OR a total number of hours slightly higher then the sum of those hours in the various fields. Example: +3-+5 hrs per field OR +20hrs total.
    • Require an increased number of overall hours of general playtime (non-ghost) that will hopefully have players get exposed to enough outside of security to allow them to go into it more experienced.

     

    Due to this sorta move you kinda need to compensate security for the increased requirements. This is due to the fact that as you raise the requirements, people will likely be less inclined to want to reach those requirements.

    • Consider adding new cosmetic options for security.
    • Consider giving sec Combat Gloves rather then Black Gloves.
    • Consider giving sec Additional Access at round start.

    Small additions that feel like they're enough  of a perk to want to strive to that degree without being gamebreaking.


     

    • Like 4
  10. One Sentence Description: NT and Syndicate operatives wake up in an extremely hostile area after their ships crash. They can choose to work together or against one another to accomplish their goals.

     

    Map Changes: No

    Can utilize abandoned outposts / stations / other sections of the map to negate the need to switch maps.

    Code Changes: Unlikely

    All assets should be otherwise available at this time.

    Suggested Number of Players: Any number provided it is even.

     

    Full Description of Event:

    This event is to allow ghosts or other persons who are not actively playing a means of potentially enjoying a RP/Action based event.

    The Premise is that two groups of individuals (NT and Syndicate) crash land on a planet or area for what should have been a routine mission. Due to their now stranded state the two groups can either choose to fight or work together to survive against the fauna and flora around them while they attempt to accomplish their own goals. 

    The goals are usually as follows:
    - Find X object.
    - Build Y object.
    - Obtain Z from the other faction. (Where Z is some high-tech or very useful item)
    - Survive.

    While the groups are ABLE to kill one another, the situation should be set up in such a way that doing so would likely lead to one group having a lot harder time attempting to survive / accomplish their objectives on their own. This creates an ongoing amount of tension as cooperation is not required but advised. Simply shooting each other is an option as well but doing so will deplete ammunition, injure your team, and generally be a questionable move.

    • Like 2
  11. 7 hours ago, DoctorDrugs said:

    let's think of it this way to make it simple, if that person has breached space law and it's a low level crime and still under green, you can always ask them to come to the brig for questioning or tell them they're wanted to come with you to the brig. If they don't start running or call their holopara out to attack you then you can safely assume at that moment they're more than willing to comply and shouldn't be treated the same as a syndicate holopara.

    If that person breaks a major space law, let's say for example they are sabotaging parts of the station via cutting electrical wires in maintance and try to get their holopara to attack others especially officers it's best to assume that person will make every attempt to stay alive and free from custody and will be extremely difficult to contain, if even possible. In that event that this happens and they need to be killed in order to stop the attacks from the holopara during the attempted arrest of the person responsible for the crimes then it's best to have them cloned or revived if possible due to the nature that when the host dies the holopara also dies but unlike when the host is revived the holopara is still dead.

    If it gets to the point the holopara master is using the holopara to actively kill or attempt to kill another member of the crew feel free to count them as EoC and uncontainable on the spot as they will do everything in their power at that point to prevent being taken into custody with their holopara.

    i'm also assume that in each of the two last situations the player with the holopara is an antag and isn't just being a dick to others, cause if they're just out to self-antag it's best to ahelp that.

    also off topic comment since it was brought up if you take a look at Abuse of Confiscated Equipment under the notes section is this line: Evidence is not to be used for anything but evidence with the exception of the Syndicate Encryption Key. Anything used in a crime is considered evidence, this includes everything from tools, to guns, to emags.

    this leads people like myself to interpret it to mean tools in general like mulitools, welders, screwdrivers etc if they were the way they broke into an area of the station they shouldn't be in or if they used said tools to smash their way in or cut walls down to let themselves into an area

     

    29068bb08af0793d3d1a87ad2f02974d.png - Dats here.

  12. Hallo, just making a few quick requests for updates on the wiki for the following items:

    1. Confirm our current year in lore. I've been getting this question asked a few times and I am pretty sure we're suppose to be one year further ahead of the current posted year.
    2. Please update the station maps and locations.

  13. In the past, when I used to work with a different server on a different game for development and administration, we had means of dealing with this that was what we referred to as "semi-transparency" followed by development that we pushed out in waves. The general concept behind this is that, unfortunately, a lot of players have great intentions and believe that they know what they feel is best for the server (sometimes they're even right) but they may be incorrect or missing facts. They do have the unique perspective of being the people that are going to be directly effected by this without the ability to really change anything in a rapid way. 

    If the administration really does want to see what the players think or feel about developments it's possible to tease / discuss the bare minimum about a possible update or development and its intentions and keep the polling completely and exclusively private to only the development/head administration to see the results of. This does two things, it does show the preference of the playerbase and helps them feel like they do have some amount of say and impact about what's going on without removing the oversight and ultimate decisions of the administration all the while avoiding the drama that comes with it. The private polls aren't a place for discussing, they aren't a place for arguments, you go to the page and make your decision then come what may based on a lot of factors that the players cant see. 

    The beauty of this system is that it can be easily utilized for small things, like deciding cosmetic or otherwise very inconsequential things while not even putting big changes (like the crit system) under the review light in the first place. Community feels like it gets some say in the action going on, administration retains the ability to make big decisions. 

    • Like 1
    • toolbox 1
  14. Suggestion: 

    Have bones break based on an increasing percentile based on that specific bone damage. Torso, head, arms, and legs should be fairly robust while hands, feet, and abdomen should be relatively soft.

    Every damage basically raises the "chance" of a bone breaking once it reaches a base threshold. This percentile just needs to be balanced enough to be not-frequent but it won't save unlucky souls implicitly.

    IRL the issue with long-bone fractures such as the femur is blood loss that pools in the cavity. With those bigger bones that are more robust, add internal bleeding and remove it for the "softer" bones.

    • Like 1
  15. As a reminder as well, you do need a few hours in Synthetics (playing as a cyborg) as well to unlock this field. When you look on the Occupation Preferences menu it should let you know what requirements, if any, that you're missing.

    So here's something to also note for the whole "crew harm" law. Part of Legal SOP is to declare someone who is being exiled or executed as "TERMINATED" via their ID. As such, no crew harm is occurring because the person being executed is not a member of the crew. Thus, you attempting to prevent an execution might get you carded or destroyed so please be careful.

    I highly recommend that you spend some time reading through and understanding the surrounding SOPs for various reasons as it will ultimately intertwine itself with your job. As previously stated, however the chain of command for your law set is: Server Rules > Your laws (and their hierarchy) > Space Law (considerations, you aren't held to space law in the same way as anyone else would be due to your station status as  being the AI. That being said, you need to know what is Space Law to otherwise inform others OR to assist with security matters).

  16. 18 minutes ago, Fox McCloud said:

    I was actually there for this shift.

     

    The slaughter demon wasn't actually adminspawned as far as I know; it was a random event----a very very very rare one.

    That's some serious bad luck.

     

    Lich is kinda the king of Bad luck. He's the only one I know who can, as witnessed by Sulfur, have a blue space portal open next to him, the immovable rod go flying through the bridge and vanish on the other side the MOMENT he steps unto a certain tile and ONLY takes him out. Smacked him in the face so hard it ripped off his foot and caused brain damage.

    EDIT: His player isn't too far behind.

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