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MattTheFicus

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  • Birthday January 26

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  1. Warden/BrigDoc can already theoretically do this and I don’t see it happen that much. On top of that, it IS Permanent Containment. It may be designed to be escapable, but you should have to be either sneaky as hell or have outside help. Both of these situations usually get either caught in highpop or end in a massive fuckoff firefight between some SuperAntag who’s bored and all of Security in a 100 tile distance from the Brig.
  2. Renamed to Correctional/Detention Officer because i want to avoid medical connotation as well as psychiatric stuff.
  3. This is already a viable strategy as any antag for any target. If youre that worried of getting picked off, bring a partner (frankly this is the solution to about 90% of deaths as Security). Medbay is also filled with people ripe and willing to disarm your ass over and slap you till Officers arrive. Escaping Perma rarely happens due to implants. Its usually one mega-chad veteran Antag with AA who walks in and fights the whole Sec team in an attempt to save their fellow baddies. If you have evidence they have an implant, go get them checked in Medbay. Otherwise, send em to the Brig. An Orderly would also actually help prevent Perma Breakouts as there's another body to assist with guarding the Brig. This is already a thing. If you want implants, however, go to Robotics. Theyre bored enough as-is with nothing to do .SoP changes will not fix this issue. As said above, see: Wormhole Generators, Mech Creation, Chemical SoP (yes the new ones, ignored a LOT). As said in Discord by @Sirryan2002: "Brig phys violated a major game design mechanic. Departments are split up based on their speciality. Going to those departments incurs a risk as well as some effort. By adding brig phys you can nullify security needing to go to medbay." That's the overarching issue with BrigDoc. It breaks fundamental game design that we have nearly everywhere else on Station.
  4. SoP changes do very little. See: Wormhole Generators, Mech Creation, Chemical SoP (yes the new ones, ignored a LOT). If a role requires constant OOC intervention, its an issue with the role's fundamentals. I added SoP. You have no arrest powers and can only restrain Prisoners in the Brig. You still provide basic care to Prisoners and ensure they are taken to Medbay if need-be. IAAs are the Prisoner's advocates. Incompetent IAAs dont mean this isnt true. If a competent IAA wants to advocate with a prisoner and Security ignores them I promise you that if they fax/deal with it properly, CC will smite them from the sky via fax/demotions/announces/etc. The best thing BrigDoc gives to the Brig is a nice RP role that has less stress than Warden. Mechanically, for Sec, the best thing they offered was implants (either removal or installing). Sure, it might be anecdotal, but its an opinion formed over 2+ years of playing ParaSecurity. This will now be part of your duties. Running IDs to get terminated, making sure trackers are kept in stock, making sure IAAs and Engis are escorted about the Brig, etc etc. You've only lost the surgical portion of your job here. Such is Medical, nothing can be done to fix it, aye. But its out of scope of this idea so its not something I'm going to worry about.
  5. Removing the "veneer" of being a Doctor should help curb this a bit in my opinion. Added a Tox and Oxy Kit to the list!
  6. What This Would Do? The overarching idea with this would be to shift the current Brig Physician "slot" from a Medical-focused role to a "Brig Assistant" role. This would shift them from being a Brig Physician (a doctor) to a Correctional/Detention Officer (formerly Brig Orderly). To pull directly from Wikipedia, orderlies are utilized in various hospital departments. Their duties can range in scope depending on the area of the health care facility they are employed. For that reason, duties can range from assisting in the physical restraint of combative patients, assisting physicians with the application of casts, transporting patients, shaving patients and providing other similar routine personal care to setting up specialized hospital equipment such as bed traction arrays. In this case, the ideals of a "hospital" would be swapped for the ideals of a Brig. What Would Their Duties Be? Dealing with minor injuries of Prisoners (scrapes, bleeding, etc.) Preparing and facilitating the transfer of seriously wounded Prisoners to Medbay. Ensuring that the Brig/Cells remain clean and in working condition. Assisting the Warden with their duties of Prisoner Management. Ensuring Prisoners with special needs have said needs met (vampires get monkey cubes, Solitary Prisoners are still fed, etc). Assist the Warden with Brig Control (sometimes Officers are bogged down in work, giving the Warden a helping hand in the Brig would be wonderful QoL) Assisting the Warden with properly getting IDs Terminated, DNR'ing executionees, and keeping processing/evidence clean and ordered. Overseeing and facilitating IAA/Prisoner interactions. Aka, doing anything for the warden that they need that they’re too busy to do, or involves leaving the brig Why Bother? Why Replace the Brig Doc? Honestly, a lot of this work could just be done by the Brig Doc. The issue I personally see (and one that was brought up in the Community Meeting and one that gets brought up every time anyone utters the words "BrigBay") is that Security has been given an insanely safe place to get treated or implanted without the paranoia of a Doctor messing with you/robbing you/etc. SS13 thrives off of chaos and paranoia. Removing a possible vector of Antagonist/Security interaction is something I personally dislike a LOT. A Doctor, if they're slick enough, should be able to take advantage of their "trust" as a Doctor to do antagonistic behavior: hell, its part of the reason they're a Traitor to begin with. The counterpoint I see to this would be "well I don't want to get round-ended by some Doc just decapping me". To that, I say the same thing I say to any Officer who's scared of getting antag'd: get a partner and stop doing stuff by yourself. It is 10000% your fault if you die or get antag'd while on your own. Another issue with Brig Doc at the moment is they become an implant factory. They either remove every implant that comes in from a Traitor therefore removing any possibility of an antagonist sneaking in a storage implant or the like OR the give Security a free and safe place to get Combat Implants. If you want Combat Implants, go to Robotics (its not like they're doing anything better). If you want surgery done on an inmate, bring them to Medbay. Another reason I personally would want an Correctional/Detention Officer for is to make life for the Warden much easier. With a population getting up to 150 on bad days, an extra body in the Brig to deal with and RP with Prisoners would be a massive helping hand. This would free up Officers to continue patrols while the Warden and Correctional/Detention Officer hold down the fort that is the Brig. This does NOT mean that the Correctional/Detention Officerwould be able to arrest Antagonists. They would be the same as the Warden: their "power" ends at the doors to the Brig barring VERY extenuating circumstance. What Gear Would They Have? Currently my thoughts would be to replace the Brig Doc's office with an Correctional/Detention Officer' Office. This would include: A small desk setup, much like the Warden's An Implant Monitoring Console A locker with Detention Officer's Supplies (see further down) A MediVend (the small one with bandages and ointment) One (1) Toolbox One (1) Bar of Soap/Cleaner Spray One (1) Medical Gurney (the roller-bed-thingies) Correctional/Detention Officer Supplies One (1) Telescopic Baton (maybe a wooden baton? wood fit the theme) One (1) Detention Officer's Jacket (reskin/repurpose the BrigDoc one?) One (1) SecGasmask (for teargas in Perma if needed) One (1) spare headset One (1) SecHUD Sunglasses (the IAA variant, to prevent setting status) One (1) flash One (1) SecLight One (1) Pepper Spray Standard Operating Procedure (WIP) GREEN The Detention Officer may not perform arrests or searches outside of the Brig unless given specific permission by the Head of Security or Warden. Exception is made if there are no active Officers or Warden; The Detention Officer may assist the Warden in their duties regarding prisoner management, movement, and care. This extends to Temporary Prisoners, Permanent Prisoners, Prisoners on the Work Camp, Solitary Prisoners, and inmates on Death Row The Detention Officer is permitted to carry a flash, their baton, and a can of pepper spray; The Detention Officer must maintain the cleanliness, order, and basic functions of the Brig, Processing, and Evidence. If major repairs are needed, Engineering may be contacted and escorted around the Brig for repairs; The Detention Officer may escort prisoners requiring surgery to Medbay personally, and make sure that they are returned to the Brig before being released. This must be authorised by the Warden. The Detention Officer must wait until someone is brigged and their timer starts before bringing them to the Medbay. Exception is made if the Head of Security or Warden permits it, or there immediate medical aid is required to prevent death; The Detention Officer may not stop a timer if a prisoner is being treated. The timer is to continue while they are treated. If the timer runs out during medical treatment, the prisoner is to be released after treatment; The Detention Officer is not obliged to treat any injuries prisoners sustain from self-harm. If they die from self-inflicted injuries, they are to be placed in a body bag labelled with their name and "suicide", and delivered to medical for storage in the morgue. BLUE All Guidelines carry over from Code Green; Additional equipment may be provided by the Warden for self-defence. RED All guidelines carry over from Code Green; All guidelines carry over from Code Blue.
  7. All that you really need to do is extend Wanted Notice-able Newscasters to the Magi/Warden instead of just being a HoS/Captain thing. Hell you can add one to the HoP too. The one issue is that this is a map edit, and there's already a pretty sizable map queue. Though it wouldnt be hard to do honestly.
  8. So, here I am becoming an "I ded plz nerf" idiot about Umbrae, something I didnt think was an issue the first few times I ran across it. Well, now that people have gotten some time to play the new Vamp, theyre learning how to combine its abilities with other skills. Hemo is very combat focused, so you dont NEED to steal weapons/arm up/etc etc. You can zap someone with glare, blood claws, and youre done. Worst case they step once and you catch up to them because theyre the same speed as you. Gargan still doesnt get used that much from what I can see. Maybe its the lack of people wanting to grug smash? No idea. I literally havent seen this one work yet to be honest. Umbral seems to be the best "synthesis" class for Vampires. Your powers arent great for direct combat, but its all buffs. Very good buffs at that. Ones you get passively for free too. If anything, your "skill" at being a basic antag is compounded exponentially as Umbral compared to a multiplier as Hemo/Gargan. I am a big hater of feeling the need to lethal the hell out of antags for using their basic kit. Umbral Vampires have now fallen into the "Im going to laser you to death the second I catch you" category now. If you cuff them, they shadowstep then sprint off invisible. If you tase them, they rejuv, step, and sprint off. If step is down, they have a point-and-click teleport. So that leaves lethaling. And thats not a particularly healthy place to be in my personal opinion. And as much as I dont want to suggest to literally every officer to grab a laser and blast all invisible bloodsuckers, it seems that the "balance" for this vamp is just that: shoot them with burn-y things. If that's the intended gameplay loop (lethal them and revive after), then I suppose you can ignore this. Im unsure of wha to do to dissuade this method of dealing with vamps, but honestly arming up with an immolator and shooting to kill is really going to be the go-to for dealing with the headache until some better way is shown.
  9. Agree with @Charliminator. Bulky AEGs will be good, allows the Armor Slot to be used still, and prevents a bag filled with AEGs to be the norm outside of BoH (which is its own issue honestly). In regards to Teleshield + AEG, late game Security really is meant to be stronger than at the start, so I dont see this as a massive issue any more than Teleshield + Disabler is. The real curbing of AEGs/Teleshields/BoHs/etc will be once TechWebs is done eventually and you cant have all the gamer gear at once in as short of a time.
  10. Anything to do with Asclepius should have enforced pacifism IMO. That being said, and instant-heal is kinda nuts and EXTREMELY hard to balance around, so I doubt that would survive the approval process.
  11. Orbital Nuclear Deletion of mobs/shrooms/etc shall continue until morale (and performance) improves. Jokes aside, a hard cap on either would be nice. Spam is bad, and 100 xenomobs isnt useful for literally anyone.
  12. Taking some inspiration from https://github.com/ParadiseSS13/Paradise/pull/15336 (with permission from @CornMyCob since its their PR) and doing a Heiro-only PR might be a good start. Seeing Heiro re-added would actually be pretty nice IMO.
  13. High blood-requirement for Full Power means that Holy Items are VERY useful. Did some testing with @Vallidian last night after discussing some issues with Hemo's Blood Bringer's Rite (or w/e its called). One Red-Level Inquis ERT member with a Null Rod can absolutely dunk on a non-Full Powered Vampire fairly easy. Hell, I'd bet the Chaplain would be a decent threat with a Null Rod, though I'm unsure if we want to foster Battle Chaplains. I would consider looking into Medbeam code to see if the Hemo's Rite can be prevented through windows, cause that IS kinda silly. So far, my experience watching Vamps do Vamp things hasnt been too wild. Nothing seems majorly broken and the only time Vamps dunk on people with nearly zero counters is 1v1 (which honestly is a Security problem and NOT a Vampire problem).
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