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DocSocrates

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Posts posted by DocSocrates

  1. I'm all for more RP, but as a Medium RP server, the best thing to do is create an interesting character and create fun moments that people can join in on. 

    The best RP comes from playing to your abilities and disabilities: A great scientist who's a coward in the face of the danger, a doctor who sometimes fumbles and makes mistakes, and a drunk janitor who slips out the trash disposal chute. These can lead to interesting situations as long as you go with the flow and stick with your character, even when they're dying. Once you can accept flaws, RP opens up. 

    However, if you see the game as a win or lose scenario, there's no reason to limit yourself via character flaws or not knowing how to do certain jobs. Anyone can set up a Tesla/Singularity engine if you read the wiki, so why pretend like you don't know, even if you're just the janitor. 

    It's possible for the community to shift in a more heavier RP rule-set, but it would be hard, and paradise would suffer depending on how it's done. I'll reiterate what I said at the beginning: by creating an interesting and fun character for RP, you'll find great moments with people looking for that kind of time. When push comes to shove and a character shouts, "TRAITOR!" ruining a chance at some RP, then shrug your shoulders and do what has to be done. 500 or so hours of this mindset and I've had a fine time.

  2. In a conversation in Discord, I asked the general chat, if given five max-cap bombs, what would you bomb, or threaten to bomb? This started a discussion in chat, which led to users talking about what/how they would bomb the station in order to get what they want.  I was inspired to ask the forums what they would bomb in different situations. The purpose of this is to see what people think is important and what would cripple a station as a result of a department's destruction. Here are the rules:

    Spoiler

     

    1. Assume you are on a different Z-level. The general station's crew will have a hard time reaching you.

    2. You are given Five Max-Cap bombs.

    3. You have the ability to Teleport them ANYWHERE on the station.

    4. You may use less if you think you can achieve the desired result with less.

     

     

     

    Here are the different situations, which will be updated upon suggestion.

    (These are not ordered in any particular fashion)

    Spoiler

     

    1. What locations would you bomb in order to prompt the Command team to call the shuttle?

    2. What locations would you bomb in order to ensure the station falls into chaos?

    3. What locations would you bomb in order for Command to "Surrender to your will?" (Or at least give up the items you request as per your Traitor Objectives)

     

    This post will be updated as per suggestion from the community.

  3. Mechanics aside, it's a team based antagonist role, and while there are methods to playing it solo, working together is your best bet to winning the round.

    On 7/17/2018 at 4:06 PM, Biffthegreat said:

    Communication is key.

    Elaborating on what Biff already said, communication can make or break the cult. The last two cult rounds I played had failed because of a lack of communication. 

  4. 4 hours ago, Trubus said:

    I am against this if it surely for that reason. Janitors or cargo techs are to refil the vending machines if it is empty. That is why there is an ability to order more stock at cargo. 

     

    Tsk. Lazy.

    I mean, as EvadableMoxie said, it's just quality of life. This isn't a pack of cigarettes or bread tubes. It's cosmetic.

  5. 5 hours ago, Zciwomad said:

    I always though that things in loadout menu must be "fair". Mad Scientist Labcoat gives you two additional "small" slots, while other external wear like military jackets do not. Powergamers would first jump onto those in loadout, now they have to pick it up ingame.

    The loadout menu wouldn't have to include ALL of the slotted clothing, then. Anything deemed purely cosmetic. 

  6. JimmyRogers.png.5df3a41d3457b9cf354a502ad70c538f.png

    ( I originally posted this in the wrong area, and the format is completely off. I'm sure this still works, though)

    Born to a Mr. and Mrs. Rogers on the Sol Augustus trading platform in 2519, Jimmy enjoyed a career of piracy and a brief spite of renown following the plundering of the NTV Lockhart. His downfall came at the hands of Nanotrasen after an event known throughout the pirate world as the "Raids." Jimmy was forced to give up the location of his treasures or face execution. After his booty was seized, Jimmy was mind shielded and hired by Centcom due to his past experience.

     

    Life aboard the Augustus was dull, except for a child. Within every maintenance tunnel was an adventure, and Jimmy and the other kids led expeditions into the dark unknown, inspired by their child-like wonder. This was fun for the time, but as the children grew to be teenagers, the imagination was lost, and work for their parents begun. The quiet nights brought Jimmy into the company of books; Treasure Island in particular was his favorite. In the station's mess hall (or the Galley as Jimmy often referred to it as), the crews of the trading vessels would gather around and share stories of their time traveling the cosmos. The Augustus was a hunk of metal to Jimmy, but the stars were a wealth of adventure he sought to plunder.

    When Jimmy grew to be a man, he signed onto the Tiberius, a cargo vessel that docked at the Augustus from time to time. What was a milestone for Jimmy soon turned to disappointment as he learned that the Tiberius was on the forth year of a ten year shipping contract between two separate ports, with the Augustus being in the middle. Adventure was tedious, as the same two ports grew familiar to Jimmy, so he decided to embrace the pirate life. He began talking to the crew, sharing the story of Treasure Island, and romanticizing the idea of space piracy. The crew didn't take his words well, seeing as Jimmy sported a pirate hat. They thought he was crazy, but Jimmy's words grew on them. After a dispute between the Captain of the Tiberius and the crew, a fight broke out, which evolved into a full scale mutiny. Afterwards, a quarter of the crew were killed, and the only lad willing enough to take the control was Jimmy.

    The Tiberius was then renamed to the Walrus, due to it's bulky size. Jimmy and his crew managed to arm themselves by looting a wrecked patrol vessel that had malfunctioned in an asteroid belt. From this point on, Jimmy and the Walrus went on to piracy. Rather then go into detail about every encounter, here are a few highlights.

    Alliance with the McClain Twins

    Being a cargo ship, the Walrus was slow and bulky, which made for a good weapons platform, but couldn't outrun authorities in a pinch. So Jimmy had to pick his battles carefully; any ship outside of the safe Nanotrasen patrol routes and government borders was fair game, but there wasn't much to be earned. 

    At a free port on the outskirts of the Tau Ceti system, Jimmy ran into the McClain twins, Ethan and Owen. Their family mining station had been bought out by Nanotrasen, or stolen by, depending on who you asked. The McClain twins took one of their small drill ships and outfitted it with cannons, now fit for a fight.

    Over rum, the McClain twins and Jimmy agreed to work together. The McClains ship, the Nessie, was just small enough to fit within the Walrus' cargo bay. The Nessie could harass the prey, disabling their engines and allowing for the Walrus to engage at long range. Overall, this had a huge impact on Jimmy's efficiency, allowing him to reap riches along with the McClain twins, who became the first captains of Jimmy's fleet.

    Establishment of New Clew Bay

    As Nanotrasen's dominance over the Plasma trade grew, new innovations for FTL engines came about, effectively making Trade Platform pit stops obsolete. The Augustus shared a similar fate, and went derelict as the last employees left for work at Nanotrasen. Discovering this left Jimmy in a depressed state, but over a drunken night at sail, Jimmy realized the potential of his old home.

    The Augustus orbited outside of a nebula, which disrupts scanners. With engines mounted on the sides, the Augustus could be drifted into the nebula and thus hide the station from anyone looking for Jimmy. Navigation would be difficult within the nebula, any ship willing to dock at the Augustus had to either wait for the station to come out of the nebula, or attempt docking without their computers.

    Jimmy used most of his treasure at the time to fund the revival of the Augustus, later to be renamed to New Clew Bay. With the hideout complete and operational, word got out among the pirates at the free ports, who flocked to New Clew Bay in hopes of a free haven. Pirate lords far greater than Jimmy soon made the station their home, effectively making the bay a headquarters for pirate activity. More hideouts would be built within the area that Nanotrasen soon referred to as PS17, a no-go zone ruled by independent pirate station-states. 

    Plundering of the NTV Lockheart

    Years after New Clew Bay was established, there was a shortage of plasma to fuel the ships. Despite Jimmy's wealth, Nanotrasen had barred the sale of plasma to anyone identified as a pirate, and the black markets run by the Syndicate would raise the price unless the pirates signed on with their contracts. Jimmy and his fleet (now encompassing about ten vessels altogether and referred to as 'The Rogers') devised a scheme regarding a shipment of Plasma heading towards Mars. After gathering support at the taverns within New Clew Bay, Jimmy rustled up an estimated fifty ships to help him raid the NTV Lockheart.

    The plan was simple. The NTV Lockheart was a huge cargo ship sent to deliver an emergency ration of plasma to mars. They would be accompanied by two patrol vessels and maintain a route closely guarded by the Nanotrasen Epsilon Eridani fleet. In order to steer the Lockheart off course, a diversion would be sent to send up alert signals, essentially cutting a path for the Lockheart to be ambushed if she avoided the alert zones. 

    Jimmy, The Rogers, and the rest of the accompany fleet awaited the Lockheart, which arrived with her two patrol ship, but the Lockheart was also joined by the NCV Neptune, one of the battleships of the Epsilon Eridani fleet. An intense fight broke out as both sides jammed each other's FTL capabilities. The pirates sported light craft which could maneuver, but couldn't take a full impact of the Neptune's cannons. The Walrus was the largest ship within the pirate fleet, and kept range with the battle, but was a primary target of the Neptune. The Nessie was harassing the Neptune as it dealt a critical blow to the Walrus, breaching the cargo bay and cutting the power. With the Walrus now a sitting duck, the crew began abandoning the ship until they saw the Nessie speed into the Neptune, crashing into her starboard side and flipping the vessel altogether. The patrol ships scattered, leaving the Lockheart and the Neptune at the mercy of the pirates. 

    At the cost of the McClain twins' lives, the day was won for the Rogers. The Neptune recovered, but sped out of the scene before the pirates could board. The Lockheart held enough plasma to last New Clew Bay a lifetime. Jimmy was received back at the station as a hero, and half the galaxy learned his name as his face appeared on the evening news along with a major bounty. Most of his crew had been killed, and the Walrus had to be retired since she was now an engine and a ruined hull. She was docked at New Clew Bay one last time, and was built into the station, reconverting her interior into a tavern, and the home of Jimmy Rogers. His fleet split up, and Jimmy became the renowned Mayor of New Clew Bay, but this era of pirates was coming to a close.

    The Raids and the Capture of Jimmy Rogers

    Pirates had always been a concern of Nanotrasen, but the pirates of PS17 weren't a major threat relative to the Syndicate, who waged a war with Nanotrasen on a daily basis. PS17 was on the outskirts of anything important, and trying to maintain any sort of defense base would've been a waste of resources. Most of what the pirates stole was negligible in regards the grand scale of the corporation, but the plundering of the NTV Lockheart was a wake up call, however. It was the largest attack by PS17 in the longest time, and it couldn't happen again. 

    Raids had always taken place against the pirates, and their decentralized style of governance was thought to be their weakness, but the pirate captains maintained a communications channel that made aware of any Nanotrasen or government activity. If a station were to be raided, a signal to hide would go out, and a once bustling zone of pirates would go quiet. This contributed to the general success of New Clew Bay and the surrounding areas, but Nanotrasen discovered this, and planned accordingly.

    Operation Blackbeard took place 2560, and is commonly referred to as "The Raids" by the pirate and Syndicate community. Nanotrasen's plan was simple, but massive in scale. 

    Three artillery strikes rocked New Clew Bay: the engines, defense deck, and docks were all wiped out in one move. Panic ensued, followed by the pirate lords trying to evacuate or gather their crew for a defense. Screams over the comms were followed by explosions all across PS17. No one could hide if they were all attacked at once. Jimmy and the Rogers had become a security force for New Clew Bay over the past few years, and had prepared for this kind of reality for some time now. However, the shear scale of the attack couldn't be bested. Once the boarding by Nanotrasen began, all Jimmy could do was hold off within the Walrus, which eventually fell after Mechs breached the airlocks. Jimmy and his crew surrendered after a firefight wasted all of their remaining ammunition. 

    Aftermath and Jimmy in the Modern Day

    Jimmy and his crew were interrogated in a hidden Nanotrasen base. Not much is known about what went on within those metal walls, but a tortured Jimmy was given a choice, reveal the locations of his treasures, or face execution. In the face of death, Jimmy chose life, and told the officials about his treasures. Cutting another deal for himself, Jimmy was given a contract at Nanotrasen, along with a mindshield to ensure his loyalty. His old experience as a captain would prove useful as his assignments range from Captain to Blueshield. He walks now around NSS Cyberaid, fit for duty but a shell of his formal self. He's kept his eccentric attitudes as a memory of his fallen crew, and the spirit that drove him towards a life of adventure.

    Rumor has it that one last treasure remains hidden, and Jimmy lives to one day leave Nanotrasen and retire to an island to live out his days in a paradise he read about in a book once.

     

    • Like 1
  7. I originally posted a Biography here instead of an introduction, which I have moved here 

    Now I feel silly having a post here because Jimmy has been around for so long, but anyway...

    Arrr!

     

  8. 5 hours ago, LittleBigKid2000 said:

    Wasn't solving this issue the reason the loadout was added in the first place?

    I don't remember the talk before it was added, but the loadout menu has plenty of flair, but not the specific flair in the AutoDrobe. For instance, I always rush the drobe for a pirate hat, which isn't in the loadout menu.

  9. During high-pop round starts, I've noticed a crowd always rushes the AutoDrobe in order to get their flair items (myself included). There is also only one stock per item listed, which I don't know is intentional or not. I'm not sure how hard it would be to add this to the game, but I believe it would be useful to avoid that round start rush and allow for everyone to have their flair items without the fear of someone taking it before them.

    • Like 2
  10. 18 hours ago, EpicWinNoob said:

    I've seen it happen enough while having admin duties on a previous server I was a part of 

    I'm glad it worked on another server, but that doesn't necessarily mean it will work on this server. Implantation would require an understanding from all participants, which doesn't always come easy considering the fact that it's common to find officers who don't know how to process a criminal. Sure, the Magistrate being a karma role that it is would ensure the magistrate knows what's going on, but any other non-karma role's competency is up to whomever is on. 

    18 hours ago, EpicWinNoob said:

    (Takes about 30 seconds, given people aren't helpful intent dancing trying to get by eachother.)

    (Both parties are supposed to type and present their arguments simultaneously. In one message each. To separate their messages to reduce confusion in trying to read multiple lines from different people.)

    (30 seconds. again, typed and given at the same time, in one message per person to avoid confusion when trying to read it)

    Some crew can barely communicate as it is. Yes, this is a more RP oriented system and requires more communication (which I am a fan of), but this idea of simultaneous messages is idealistic. There will be lawyers who stop at the "Present Argument" phase, wait for the other side to present their argument, and then proceed to cross examine without an argument. That's improper procedure on the lawyer's part, and sure the defendant is now facing brig time because the trial fell apart, but now the IAA/Lawyer is claiming that Security is unlawfully sentencing crew, which in turn starts a riot. Yes, the lawyer is in the wrong, but that's not what he will tell the crew.

    18 hours ago, EpicWinNoob said:

    As a side-note Lawyers should be held in the same regard and requirements of responsibility to play, given that.

     As Magistrate? Certainly not at the same karma cost, but I doubt we would have and lawyers then, all things considered.

    18 hours ago, EpicWinNoob said:

    (Enemies of the corporation are not entitled to a trial. Proof of EoC status such as high class contraband should be presented as evidence, and an immediate sentence be prescribed)

    So the current system? 

    If evidence can be presented which negates the trial in the first place (because the defendant is an EoC), then wouldn't evidence in a lesser crime justify not having a trial for that defendant? This is the reason we don't have trials for time sentences right now.  

     

    Lastly, I don't know what the situation on that other server was in terms of lore, but I assume it might be the same. Regardless, it's worth remembering that Nanotrasen has a poor record with ethic violations. They've employed and maintained an elite death squad ready to wipe out a station's crew at the snap of a finger. The only reason the intergalactic governments haven't stepped in is because Nanotrasen has a monopoly on the plasma trade, along with the fact that NT's navy rivals Sol's. Intervention would lead to a plasma shortage and an all out war.

    Why does this matter? Well, Nanotrasen aren't necessarily the good guys. I can't exactly argue that there's an evil bald super villain sporting a fluffy white cat sending his enemies to some elaborate death, there's evidence that Nanotrasen has landed in a grey area. What you are arguing as a trial system feels a lot like something that would take place on a Sol station, or another government sponsored station. Giving a trial to anyone who asks for it is a mighty fine right that I don't believe Nanotrasen would be willing to grant. There are no unions as it is. 

     

  11. On 6/26/2018 at 6:05 AM, EpicWinNoob said:

    -snip-

    I like the aspects of evidence gathering, but the parts about trials are a bit idealistic, in my opinion. People will try and throw a wrench into the system for their own benefit. Trials will last longer than ten-fifteen minutes, I can guarantee this. And while a trial is happening for this long, other prisoners will be stuck in the system, effectively serving their time while waiting to go on trial to see whether or not they will be serving time. If there is a trial time limit until Habeas corpus can be called, there will be IAA/Lawyers who stall until then.  

    On 6/26/2018 at 6:05 AM, EpicWinNoob said:

    Not to mention in all of this that extra time of security having at least one or two officers busy with a situation would give more of a chance for lone antags to actually do something rather than avoid doing objectives until an automatic crew transfer starts and makes everyone else to go escape because they run into a sec guard every 2 seconds as guards have absolutely nothing to do 99% of the time and wander EVERYWHERE at any given time.

    Backlogging will have the crew resorting to vigilantism after they realize the security team is too busy to respond.

  12. It would be nice if you provided some antag plans and projects to supplement this idea. The run of the mill syndicate agent has three objectives (two if you discount escaping), which is certainly doable within two hours. As for projects, I can only imagine massive construction/redesigning of the station taking longer than two hours.

    I've been a part of some rounds which voted to continue on, and those shifts were fun for the most part. If you want the round to go, perhaps you need to convince the crew with some fun activity to give them a reason to stay.

    On 7/5/2018 at 11:14 PM, dapocalypse said:

    Keep in mind half the people don't even vote.

    This is not a valid argument. 

    • Thanks 1
  13. 28 minutes ago, froz-t said:

    Considering Captain is a decorative role that is more often than not just about communication, it's not that hard to find a balance.

    This pretty much sums up a fault of mine. I've made it a habit to stick my nose in the departments' business when I should just sit back a bit more.  

  14. I'm glad to have someone who was there weigh in on this issue.

    12 minutes ago, Germ Man said:

    It's just that command members, especially mindshielded ones, look a bit weird when they're too eccentric.
    Personally, I expect mindshielded personnel to have a no bullshit attitude and be the very few reliable, sane people aboard the station.

    This is really the crux of the issue, I believe. Jimmy as a character could be placed anywhere in terms of a job, really, though I've essentially based him as a captain for the "Pirate Captain" feel. His accent is eccentric, as well as the station-wide messages. Some players take this well, while others don't. While I don't care much about opinions since I'm playing for those that enjoy the character, there are some players who will completely disregard him. As a result, the heads act without regards to the captain. While this happens regularly with heads preferring an autonomous department, it still begs the question that it could be avoided with a different kind of character.

    This then boils down to what the expectations of a Captain are, as the heads of each department essentially can ignore the captain and continue working without much penalty (as long as no major SoP breaches occur). From this, I've developed a philosophy that the Captain's powers are quite limited in the end (besides having access to most computers and making big decisions such as calling an ERT, shuttle, and changing alerts). Therefore, while keeping Jimmy serious in his decisions, his eccentric attitude was developed to entertain the crew and myself. Ultimately my call about throwing the detective in a drunk tank was both invalid, and completely unnecessary, as the HoS could control the situation well enough. 

    Certainly this is a learning issue on my part as well, as trying to find a happy balance between the two schools of thoughts on captaincy. I don't intend to meme, but there's room for RP. I may make a Captain character in the future as an IPC called "A.B.S.O.L.U.T.E" or something to that ilk. This character would take on the no bullshit personality and be there to preform his job and ensure the station's success. This would be an ideal captain, and maybe there I could preform without worrying about RP, and generally improve my captaincy as a result.

      

     

  15. Thanks for the responses, everyone.

    I took a few weeks off due to the fact that I didn't have a stable internet connection. I've been slowly getting back into the game, and I've felt like my last few rounds have been rockier than usual. I used to take the game/IC too seriously, and then I started focusing on the 'RP' elements about making an interesting character and seeing where they go, for better or worse. 

    I guess it's just the atmosphere that gets me sometimes. I can't expect everyone to apply this ideology of character vs game since this is a high-pop med-RP server. Regardless, I think I'll stick with Jimmy for awhile longer, and maybe hop on some of my other characters like Squikibiki or make a new one. 

  16. Hey friendos,

    Whenever I make a character, there's generally a gimmick or a quirk associated with them. Each typically stick with a certain department, such as scientist or engineer. My main character, Jimmy Rogers, is a pirate captain. I enjoy putting on a bad pirate accent and mismatching terms to fit the persona. Frequently, people are annoyed with this either due to the fact that they hate pirates or they rather have a 'serious' captain. While maintaining my character, I try and remain serious. I'm not the best captain, and I make mistakes, but I've seen far worse. 

    Recently I made a bad call regarding a security situation. The detective was drunk, so I said to throw them in a cell. What resulted was half the bar getting arrested for trying to defend the detective and half the security team calling me incompetent for making an illegal order. Hindsight is 20/20, and I thought it was a fine call. Regardless, the rest of the round left a bad taste in my mouth, and the security crew wasn't a fan of me. Regardless, times like that make me think if I should throw Jimmy away in favor of someone who will do their job, well, that's it.

    I'm curious what you all think about this, and while I'll take your thoughts into consideration, I will probably not make any decisions on Jimmy as a result.

  17. I'm going to go discuss each reply chronologically, but I wanted to start with Jovaniph's for clarification. 

    7 hours ago, Jovaniph said:

    I don't care if action is not is taken, I just want to know that if I send the fax, I get a fax back that it is received. It's a confirmation that there is a GA paying attention and I'm happy with just that alone.

    This is essentially what I'm asking for in a nutshell when it comes to faxes. I don't need a response for every single fax, but receiving the first fax from Centcom is crucial for the Representative, as personally, it let's me know that a GA is watching. 

     

    11 hours ago, lizardzsi said:

    What stops you from making a meme out of anything in this game?

    I wanted to use this bit first to apologize for my comment about making a meme of subjective objectives, as I was starting to get tired after writing that first reply, and it was rude of me to to reply in such a way.

    11 hours ago, lizardzsi said:

    Although the wiki implies and encourages that you should send many fax to CC, I think it's a bit 'too much' as is. As in, basically every round, 90% of the time, the letter will be pretty much the same, with the same replies. Imho: the report will be compiled/written/etc 'after the round' so to say, and the Faxing System is more like a tool to be used in extreme circumstances, when CC's intervention is the only solution to a problem.

    In most of my experiences, I fax Centcom whenever a development occurs, whether it is being dealt with locally, or something that needs Centcom intervention. I consider the prior to be a status update that generally doesn't warrant a response, as it's known IC that the NSS Cyberaid is a rather expensive station. Every round has antagonists, and so Centcom intervention isn't needed every single round, but it's only logical that Nanotrasen and Centcom alike should be informed when a group of covert Syndicate agents have infiltrated one of their stations.

    As for faxing being a tool to use in extreme conditions, you didn't say it should ONLY be used in extreme cases, so I agree that is should be used in said circumstances, but I disagree that it should ONLY be a last resort.

     

    10 hours ago, tzo said:

    The first fax practically screams "no response needed".

    I'll concede that the faxes I used in my example are rather poor faxes all together, as I was probably just throwing words onto the paper without thinking about flow or structure in any way. Requesting a Centcom officer will probably be the first item on my starting fax, however I still hold that the information I had on the fax itself was relevant to the situation as it was a status update for the NSS Cyberaid.

    10 hours ago, tzo said:

    The second fax concerns unauthorized distribution of genetic powers, which is against SOP, but again, something that should be handled by CMO/RD/Sec.

    I tried to fluff up my faxes recently in an attempt to get more attention, but as you indicate in your reply, you, as an admin especially, would rather see concise faxes. I agree, and I'll also agree that the information I provided within the fax itself wasn't particularly useful, as you go onto say that it acts as a minefield for admins when trying to deal with the situation.

    10 hours ago, tzo said:

    Replying to a fax like this would take several minutes of dedicated investigation to even determine if we should reply. The more work you ask admins to do in order to respond to your fax, the less likely it is that you will get a response.

    Here's where we hit a problem, however. I understand that the admins shouldn't have to investigate, as that's the Representative's job. A fax including concise information, testimonies, pictures, and the like allows for an admin to judge the situation a whole lot easier.

    Yet, a Representative's incompetence shouldn't be met with an absolute cold shoulder.  It's illogical for a Centcom officer (admin technically) to look over a fax, understand there is a problem, but outright ignore it due to the lack of proper evidence. If the officer deems the fax unsuitable as a means to take action, then a simple reply to the Representative could easily say, "Please provide a more thorough investigation before expecting Centcom assistance," or alternatively for poorly written faxes, "Please fax a more precise account of the situation to allow our officers to better understand the situation." 

    It's not a matter of always getting Centcom intervention because of a fax, but rather a response from Centcom so we can either do our job better or focus on another aspect of the station. 

    10 hours ago, tzo said:

    The third fax is good. It is short, and to the point. Just bear in mind that it is essentially an invitation to online admins to run some sort of mini-event involving the documents

    Thank you, and as mentioned, I sort of considered it to be a status update with room for Centcom to do something. This was the first time I ever managed to grab onto antag documents as a protag, so I wanted to make sure I wasn't goofing up all of Nanotrasen by taking the actions I did.

    11 hours ago, tzo said:

    Prayer and LOOC are bad ways to ask for an answer to a fax

    I generally use prayer as a way for a joke because Ahelp seemed annoying, but I can switch back if it's not the right way to go. I wasn't asking in LOOC, and as I explained, I was showing it to some people in game. It was also an easier way to take a screenshot, as once the prayer itself is sent, it's replaced with, "Your prayers have been recieved," or something alike. 

    11 hours ago, tzo said:

    You can never reach 100% odds of a reply, since 50% of the chance is down to admin presence/availability.

    I understand that admins can't always be available, as they are handling running the station. However, with admins online, Representatives shouldn't have to play a percentage game when it comes to a simple response. Communication is key, and when a "We're busy," "Denied," "Fix your fax," "Intervention granted," or any response from Centcom is warranted by the Representative, then it shouldn't be met with a cold shoulder unless the admins are THAT busy.

    You gave me examples of what you would do in my situation when I sent those three faxes. I appreciate that, and will be using it in future rounds. I assume that's what you personally look for when you respond to faxes. The problem is that I have to take into account the admins that are online, and that while you have your criteria, other admins may be different. I shouldn't have to roll the dice with faxes when the answer is rather apparent, but not communicated.

  18. 1 hour ago, Malphystoh said:

    I feel the faxes are a bit baited. Passive aggressively demanding interaction. Just my opinion though. Also that is not a Prayer its LOOC.

    I'm sorry if the faxes feel that way, as I don't know what else to do at this point other than directly asking. It's probably passive as hell, but if I had not been ignored, I wouldn't be so resentful.

    The prayer was originally sent through the prayer feature under the IC tab, but as the textbox would cut off the text, as well losing the text itself after sending it, I copied and pasted it into LOOC where I was talking with some folk.

  19. In order to provide an example, I played a round not too long ago where my faxes were ignored. I sent a total of three faxes, which are included here arranged from left to right from first fax to last. I sent a prayer after my first fax, and it was responded to, so I believe there were admins on duty at the time.

    In my first fax, you'll notice that I asked if there was an officer on duty. As mentioned in my first post here, I typically do that in order to see if an admin was online. Although I never received a response, I sent the second fax as a result of an SoP violation. Please note that I didn't request any heavy action, such as demotion or death-squads, but rather a pay cut. The final fax regarded a set of blue "Top Secret" documents, which are antagonist items. I believe each of these three faxes were at least somewhat tangible compared to an un-formatted letter. The admins were online, as I originally received spaghetti after my first prayer. 

    Again, this further proves the redundancy of the NT Rep.

    (Bonus Second Prayer

    • stunbaton 1
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