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Radman2307

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    radman2307

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  1. I don't understand just how overhaul stunning will have much of an impact on the implementation of a Security Buggy.
  2. Maybe. I think having a vehicle that Sec could use would improve how they operate from an RP perspective aswell. Net gain is secure prisoner transport.
  3. Implementation of a Security Buggy Introduction So earlier on today I was playing as a Paramedic carrying out duties, bobbing about on the Ambulance when I got wondering... Why don't security have access to something similar in the form of a buggy that could be used to transport officers, equipment and prisoners from A to B? The design should mimick what we see in US malls, a security type buggy. So here I am asking the question. Method Pretty simple, implement a vehicle in game similar to size as an ambulance but have it linked to the Security team, I would suggest there would need to be capacity for: 1x Driver 2x Passengers (either 1 Sec Officer, 1 Prisoner or 2 Sec Officers etc.) The vehicle would require the use of a key just as the Ambulance currently does but could also be used to carry additional equipment around aswell. The vehicle would also serve as assisting in cordoning off areas of the station where danger or crime scenes are taking place. Fundamentally if you're HoS you could have a 'mobile responder' team out with immediate access to additional equipment without having to return to Sec that can more readily deal with antags or threats to the station, the officers would also have immediate back up in the form of one another - out in the real world double crewed cars are far better than single crewed cops showing up to calls for fairly obvious reasons. Conclusion I've run the concept on the discord, seems to have gotten a pretty warm reception and I think it is something that could be implemented given existing code for the Ambo exists alongside other vehicles. I do think this would fundamentally change how Sec operates aswell given that you could 'crew up' vehicles in a rapid response/mobile patrol fashion and have additional equipment on board to better counter threats that may be encountered. Let me know what you think. Cheers, Radish Gamma
  4. The point is those docs could be doing other things.
  5. Agreed. Seems like a solid role to play.
  6. I like the idea of a dispatcher- gateway to security role and I wouldnt see it as unnecessary bloat either. I think its a good idea.
  7. How about a subset job role within various departments like Security only not, more on hand muscle to keep basic trespassers out, break up the odd fight etc. Sorta like a departmental guard - separate to security and reports direct to the department head of whatever department they work in with access to basic security equipment with a power to detain. Sounds like a good idea.
  8. As Chief Medical Doctor at the time, Radish Gamma I second this commendation request, he did absolutely sterling work that round.
  9. I like the new sprites, alot more detailed.
  10. Greetings all, I was browsing through my steam library when I came across 'NeoTokyo' I downloaded it last year when it was finally released on Steam although I had played the game during its initial release in 2009. What can I say about NeoTokyo? Only that it is an amazing achievement in modding, somehow pulling off a slick, cohesive and stylish multiplayer shooter that in my opinion out-does the likes of Counter-Strike. I'm a madman for all things Cyberpunk and NeoTokyo fits this bill to a tea, the soundtrack is stunning and frankly comes across as something made for a triple A title rather than a lowly Half Life 2 Mod! The servers are pretty dead but if anyone is interested in setting a game up one day on steam let us know, the soundtrack by the way is available for free YouTube to listen to (I often have it playing in the background during a round of SS13.)
  11. Talked it out on OOC some people liked it others not so much, the ones that didn't seemed to ignore the RP aspects of the game - I personally believe there needs to be some kind of 'guide' to get the crew motivated to work towards something - there should be orders from Cent-Comm dictating objectives for the station. Even if it's conducting research or exporting plasma... You could have more complex problems arise in the form of events hosted by the admins (wounded players for medical to fix up/Autopsies to be conducted on corpses off world/Prisoners to escort/Arrest Warrant to fulfill/Corporate meeting to cater for etc) It could be anything... But there needs to be more for people to do.
  12. I like the wording of 'Company Goal' it makes sense that nanotransen would have some kind of set objective for a round.
  13. You should have written that we're talking offtopic, instead. This thread wasn't originally about RP basis for Nations, but about Nations and its quirks in practice. If it were otherwise, I would have told you that your post contributes nothing to the discussion and actually goes against the idea that we can talk and discuss various hypothetical points freely, even for the sake of mental gymnastics. To be honest, I think Radman accidentally hijacked this thread. Yeah I really didnt want to get into a debate about it if I'm being totally honest, some people like nations - others dont... I dont like it as a game mode, I find it jarring...
  14. Fair enough on the Karma point. To me it makes sense to have objectives that will motivate the crew, get the command staff actually directing people to get things done and also ensuring that key positions are filled. There is also the added benefit that people will learn the game faster by undertaking these roles.
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