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MattTheFicus

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Everything posted by MattTheFicus

  1. As a note, Admins can force the SecBorg Module if it seems needed at the moment, though it takes some VV fuckery.
  2. I fill a box with Legion Cores, grab a brute kit from the vendor, two survival pens, and thats pretty much all I need to go ham with a KC. KA can probably go with much less.
  3. You don't need one, per se, and Botany really can take the 20 seconds it takes to walk to Science and get one. As with any Department you should only start with the basics and any upgrades require cooperation with other Departments. That and Science can look you in the eyes and say "yeah you get this but make sure you get us our damn plants."
  4. SoP is not Security's job. That's the Head's job to deal with. Minor crimes are also REALLY easy to just NOT do? So I dunno, not Security's issue if someone wants to break Laws that are written out for everyone to see. This may be because a majority of Antags can and do murderize officers for not getting someone into cuffs. If youre going to be loud/geared/known antag, this is what you are signing up for. Play stealthy and use disguises/tools or suffer the consequences of your actions. Considering a large majority of your hours are not in Security, I would suggest seeing things from their perspective before making judgements or claims to the Department as a whole. Security is there to enforce Space Law, period. You sign up to play Security to enforce the IC Laws on the players in the round. Given that most people who are baton + cuffed instantly are set for a violent reason (armed, Vampire, Changeling, etc) this is perfectly acceptable in my opinion. As said above, if you don't want to be instantly arrested when you go loud, go stealthy or accept the consequences. That's the name of the game. When you antag, if you don't succeed, you're either going to Perma or getting Executed. There's no reason to HAVE a disincentive as that's Security's SoP-based goal for dealing with Antagonists. EoC are not to be paroled barring extenuating circumstance, Perma Inmates who break Perma get shot. You have on average two hours to antag away and if you fail, you try again next time you roll it. I do want to note that this comment alone has zero context applied to it nor shows at all what Admins are dealing with on our side of the veil. 9/10 if we Freeze someone they're doing something MASSIVELY against the Rules. Someone who's following the Rules as a non-Antag has no reason to fear a bwoink. Worst case, if you are afraid of such, simply send in an ahelp and it can be discussed. The fact that you think Security's sole purpose is to "redtext antags" also shows that you haven't been an Officer nearly at all. Security has plenty of opportunities to RP and deal with things without needing to baton someone to death. I would suggest actually playing some Security before painting them all with a wide brush. Many of the things that non-Security-yet-plays-antag players tend to complain about is how Security is quick to jump to GUN. This goes both ways. Frankly, the moment you go loud/armed/start killing, you waived your right to RP until youre disarmed and in cuffs. Security has zero reason to risk their life and round for an antag's.
  5. Renaming it to "Contact Mentors/Staff" might be a decent readability fix.
  6. As per SoP: Botanists are not permitted to hand out (spatially) unstable Botanical Supplies to non-Hydroponics personnel; Just fire them if theyre being dumb. As per Space Law: You can argue that using a BS Banana on someone is Battery up to Assault. If there are any harmful chems in their fruit, it can also in theory fall under Possession of a Restricted Weapon (Any item carried by an unauthorized person, including chemicals, that can cause severe bodily harm.). Botanists are permitted some narcotics but are restricted by their SoP for toxins (Botanists are not permitted to harvest Amanitin or other such plant/fungi-derived poisons, unless specifically requested by the Head of Security and/or Captain.). Personally I'd charge a Botanist with Workplace Hazard up to Assault depending on where/what/how the Bluespace plant was used and tack on Restricted Weapon if its got something harmful in it.
  7. IMO technically they are. I personally wouldn't see an issue lethaling them but that would be a Head Admin question.
  8. There doesnt need to be a Security Comms Key Vendor for antags to break into and steal from. Departments have spare headsets anyway. Strongly dislike the HoP, who as an antag basically gets free AA already having this too.
  9. I always find it really interesting to see how people go through the many jobs you can play on-Station. So, I wanna know how you got to playing your current favorite role(s). Ill bold roles that have stuck as my favorites and underline stuff that I'd consider a "main" role for my character(s) specifically! For me, its a LONG journey... "Old" Malvor: Cargo Tech > Bartender > QM > Medical Doctor > Security Officer > CMO > HoP > Warden > HoS > Captain [I pretty much only played these roles for my first 6ish years of SS13, i was a gameplay nerd with minimal care for RP. This was my path WAY back when I played Bay and Para ages ago] "New" Malvor: Security Officer > Warden > HoS > Blueshield > Captain > Magistrate > Shaft Miner > Barkeep/Chef > Coroner [This "path" would be the one I've taken since coming back in 2019. Its a LOT more varied and RP-oriented compared to my old path.] In the past 2+ years I gained a new path for a new character too, and they had their own journey! MAL VR: Engineer > Atmospherics Tech > Scientist > RD > CE And of course, my one-off Characters. Atichiki: Chaplain > QM > Janitor
  10. 1. It’s non-addictive unlike morphine. While this is a small thing it is thematically nice in my opinion. You also want to avoid using morphine so that Chem can use it to make the Hydrocodone. 2. This is an immensely minimal bit in my opinion and not that big a thing for Ether. 3. It’s main use in my opinion is sedating obnoxious tiders via Syringe Gun. It’s not used too often but it’s absolutely a use that ether fits niche-wise. On top of that, it’s a component in some other incapacitating chemicals which antagonists can use. 4. There’s way better chems to use for this to be honest. All in all I don’t see a reason to remove it. It’s got it’s uses and has its niche.
  11. Luckily Blueshield is one of those roles where you can absolutely tell if someone's being a shitter in it. These people would have a fun adventure in HammerLand. It would be nice to have some Security requirements to play it, however. Nothing's worse than a Blueshield who can barely handle the tools theyre given.
  12. At the moment, the only reason Security doesnt lethal all armed threats (mind you, this means everything from stunbatons to disablers to sniper rifles) is because there's a group of Security players who self-restrict themselves from doing so. Space Law allows you to lethal all fo these as any Security member (this includes the Detective). This is intended as per Head Admin ruling, so at the moment a Det can kinda just blast away at any threat that falls under the Use of Deadly Force SoP. Do I agree with this? Absolutely not. I think its monumentally unhealthy for the game. But, unless the Heads want to change anything about it, I'm not going to be bwoinking anyone over using lethals unless its used for zero reason or if theyre doing it indiscriminately (ie lethaling a trespasser) with zero regard toward (the absolutely insanely open-ended) Deadly Force clause. At the end of the day, we're never going to get an answer that fixes all the issues regarding Antag/Sec interaction. Trying to balance a game that SHOULD be about RP is a headache and a half. The only way the issue is dealt with is if it becomes widespread (ie Security saying "fuck it" and using the Deadly Force clause to maximum effectiveness) or if the Community makes enough of a stink about it AND can convince Leadership that its an issue. That being said, as much as I'd love to go with Option 1 and go full Iron Fist of Justice and lethal all Antags that possess weapons, I'm personally unwilling to ruin the game for a multitude of people just to prove a point that its mega mega mega unhealthy for the game as a whole.
  13. Pretty much what's been said above. Shotguns were a (for all intents) free end-game weapon that out DPS'd anything you could get through RND. They were the one and only choice for high damage at all points of the round. "Reloading" and "pumping the shotgun" are all jokes of a damage bottleneck when you can just click-z-click-z-click someone to death in a few moments. There was no nuance to shotgun combat it was quite literally land one slug and fish for bone-breaks or IB. Shotguns are gone and I honestly hope they never come back. Rifles are just a better thing for game health overall. This statement alone shows that you dont have much of a grasp on WHY things are being removed and screams "I dont like my XYZ getting removed ahHHHHHHH". Game health overall is more important than making funny spaceman go horizontal via shotguns.
  14. This appears to be a skill issue. Should be easy enough, just need to add it to the list of vendor options. Might have to wait till after the freeze or if someone's got a surplus of GBP.
  15. The sad truth is there are a LOT of people who take every opportunity to get ahead when antagging. This means they can and will abuse/rob/kill/etc new players to complete their goals. This just makes getting targeted easier. Egos and thoughts of "Ive been here long, therefor I'm better" have occurred enough to the point where we have people banned for it. Adding more ways to ego-pump seems ehhhhhh in my opinion. All in all, at the end of the day, the HoP exists for a reason. All these solutions are fixable by a mechanic that already exists (getting your title changed) and just requires a quick chat with the HoP if you so desire.
  16. This is the main issue I see with it. As much as I wish people wouldnt, it would end up like this often enough to be a pain.
  17. 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.
  18. Renamed to Correctional/Detention Officer because i want to avoid medical connotation as well as psychiatric stuff.
  19. 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.
  20. 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.
  21. 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!
  22. 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.
  23. 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.
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