Calecute

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Calecute last won the day on February 2 2019

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  1. As I said, Space law talks only about items being contraband, not knowledge. You seem to be only assuming you are right here. But to answer the point about knowing sleeping carp implying you had contraband, I thought about that, but it depends on external (to space law) facts about sleeping carp that I do not know. Is there any other way of learning sleeping carp in universe? Do only syndies know sleeping carp? The analogy to implants is interesting, but presumably the implant is inside you and it could still be considered an item, and there's really no other way to have a implant other than being implanted.
  2. But they are only EoC because they are charged with Possession of Class S Contraband, no? Is the only possible way to know sleeping carp in universe through syndies and the scroll?
  3. I don't think space law right now as written includes knowing sleeping carp as a crime. Recently I came across a prisoner put in perma for knowing sleeping carp, it had committed no other crimes. Security permaed it, but I was unsure if it was legal. I faxed CC and they told me knowing sleeping carp was class S contraband, so it was legal. I think that was the right call, and sleeping carp users should be permaed, but you can't arrive in that conclusion from the text of Space Law. Crime 306 - Possession of Contraband text is: The clarification texts reads in part: Going to the linked "Contraband" we find: (bold added by me in all cases) In the list of Dangerous Contraband Items (S) we find "Mysterious Scroll (Sleeping Carp)". The "Sleeping Carp" in parenthesis arguably could be referring to the fact that knowing sleeping carp is Class S Contraband, but given that all references to Contraband explicitly say "items", and the text of the crime itself list the possession of "items" as constituting the crime I don't think this is nearly clear enough. Wish I had a very clean solution, but the best thing I could come up with is putting an asterisk on the Scroll saying that knowing Sleeping Carp is incontrovertible evidence of having been in possession of the scroll.
  4. I think building things is kinda strange from an IC perspective, but it makes lots of sense from OOC. I guess everything is a balance between how much it makes sense from both perspectives. The only powergame that really piss me off is when eng does R&D to print themselves some loot.
  5. This is pretty much insane from an IC perspective. Like saying civs in an embassy where they have some terrorist attack chance walk around with makeshift guns in case something goes wrong.
  6. Can't choose one, will say what better me the most in each department. Science don't man R&D often enough; Robotics half the time can't fix anything if their life depended on it. Can’t count how many times I’ve seen dead IPCs and borgs forever forgotten on robotics floor while they build their mechs. Sec can be shitters, abuse people, arrest without reason, give unreasonable or illegal sentences, kill people illegally, and don't usually enforce the law against their own. Service has the greatest concentration of inexperienced players and is unusually affected by people dropping off. Bar and kitchen are frequently unmanned. Botany some rounds can't do shit. Janitors use water instead of space cleaner. I feel cargo has the same problems as service, but because of 3 people there, they more frequently can man cargo. Could never get them to mail something for me when I have no access to a request console or want to send a bigger package. QM do not take care of his miners nearly well enough. Engies are lazy fucks, atmos even lazier. Lot of rounds all hardsuits are taken and there's no one working. Atmos never clear their alarms. But at least it's a big department, and 1-2 people can do the job. If there's something really big happening sometimes people who fucked off start working again, so that helps too. Command is frequently highly incompetent. My impression is that Cap and RD are the most incompetent on average. Guess It make sense for Cap to be the most incompetent guy on station since he does nothing, but sometimes he must take pretty consequential decisions that fuck the station over. Also, command communicate way less often than they should, and sometimes is difficult to fire cap simply because people are not listening to radio. In like 10% of the rounds not the AI or CE turn on the fucking solars in tcomms. CEs don't know tcomms enough to repair it if something happens most of the time, and frequently never even check on tcomms problems. RD's frequently can't deal with AI problems and other heads must do it for them. Medbay is fine enough in my experience.
  7. I agree the decade was on balance worse than 00s, probably due to the aftermath of the 2009 recession. But on the bright side global poverty kept on falling. (mainly due to china thou). Think space is going on a good pace, probably better than the decade preceding the 10s. We'll finally get Bannerlord before the end of the decade. Also i think people are too pessimist on gaming. The conversation is completly dominated by monetization problems and such, but we have more options than ever, we have tons of indie games filling a lot of niches, we still have a lot of things launched in the preceding decades, even thou people complain that big companies just make cash cows now, they still launch some great games, like BOTW, God of War, etc. I honestly have more games I want to play than time to play them. I'm clearly happier about my gaming experiences now than I ever was. I'd guess the 20s will be better than the 10s due to regression to the mean. Probably not as good as the 90s, but something like the 00s with less china growth and side effects from china growth.
  8. So since there's something of an agreament on the dual nature of the IAA role right now, i guess we could just split the role. Give one IAA slot for general SoP enforcement under the NT rep, and one lawyer slot under magi to defende crews right and enforce SoP in sec.
  9. Races: - Mostly Human, because I can unmind the race aspect. - IPCs, so I can complain about organics - BORGS, because playing laws are interesting Jobs: - Atmos because you can interact with some interesting systems, also eng to a lesser extent. - Robo because you very often make a massive contribution to people's rounds, as they usually couldn't fix an IPC if their life depend on it, frequently not even a borg. - IAA because a more people interaction job is a nice change of pace compared to hiding in atmos control room the whole round - Botanist for the very interesting systems and shenanigans.
  10. IAA already have basic access to all departments. Also I've played quite a bit and no antag ever stole my shit, so the loot aspect is being a bit overplayed i guess. I quite like playing IAA going from department to department, checking on how they're doing, seeing if they need something. I think the role has some problems but is not that bad. It works well for that and heads (if not crew) usually listen to me well enough on the weight of my title and because I usually try to help them too. Like if I see eng is skimping on the project, I don't just shit on CE, I let him know, and ask if they need some help. Maybe they are understaffed, and I could try to talk to HoP, maybe cargo or science are not delivering, and I can go talk to them, and save the CE the trouble, as he's frequently quite busy. I find that when playing this way, the role is quite satisfactory, as you can make meaningful improvements to the station, and RP focused, as you basically are just running around talking to people and heads to solve problems. Being under NT Rep would really suit my playstyle better. I guess IAA is in a strange place being both a SoP and Space Law supervisor.
  11. Both of these are restricted, so i don't think it will really change much. Think oil wouldn't be too out of place in one of the arrivals storages.
  12. Can you thou? You'll need a crowbar or wrench too won't you?
  13. I've heard of antags using the chat laptop app to coordinate
  14. You don't really need dock permission to dock with a ship. A mobile ship could easily do some maneuvers to prevent docking if they wanted, but it doesn’t look like cyberiad has any forms of attitude control so I don’t think it could prevent docking. They can however keep the docking port closed and bolted.