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Hints about Security


Malkaz

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-Listen/ talk with the magistrate or IAA agents about criminals with crimes over ten minutes. They have the power to communicate with CentComm, it may be in your best interest.

 

-Aim your taser before actually firing it, first. And tell them to get down before hand. You'd be surprised how often people will actually do so. If they manage to run, then pursue and detain.

-On a side note, make sure you stand more than one or two tiles away from them, otherwise they can walk one step up to you, disarm you, and fire at you.

 

-Don't beat up criminals once they're detained. Seriously.

 

-If you're trying to make someone stop what they're doing in the brig that isn't in a cell, it's better to use pepper spray, as it won't permanently blind the criminal if used too much. Tasing works, too, but looks a lot more violent to those observing you.

 

-If someone tries killing themselves in a cell, and continues to do it repeatedly after you tell them to stop, maybe flash them a few times, throw cuffs on them and bucklecuff them. If they actually manage to kill themselves, lock them into the morgue.

 

-For goodness sake, unbuckle and uncuff the damn prisoner after placing the timer up.

 

-Weld the vent of the cell that a slime person is going to be occupying. Always.

 

-Following your superiors orders is always a good idea. Usually. If you don't, you will usually end up with a lynch mob of your security officer buddies running after you. Though, if the Head of Security is an idiot, try to talk about it to the the captain, NT rep, Magistrate, or IAA agent. Don't try to detain them yourself, unless the other officers agree with you/ the Head of Security is actively doing something dangerous.

 

-For goodness sake, don't throw flashbangs at blobs with others around. This is more of a general thing to all jobs, but still.

-Speaking of flashbangs, they should only really be used with huge crowds.

-Make sure you wear earmuffs when using flashbangs, unless you are one hundred percent sure you can escape from the radius.

 

-Don't take the entire fucking armoury with you when code red is announced. If you can't kill it with one energy gun, you probably can't kill it alone at all.

-Same goes for Gamma armoury, obviously.

 

-Obey the ERT, and allow them to assist you. They can be pretty damn handy sometimes. But, uh, if they try to arrest you because of a broken window, then feel free to detain them.

 

-If you're a custom's officer, you're going to have a horrible time. If you actually decide to do the damn duty, then make sure there is always a second officer (Preferably a security cyborg) guarding the exit at all times. That way, you lower the chances of someone escaping.

-Also, make sure those idiots at Cargo don't make a secret underground passage into the station through their door from arrivals into Cargo. Seriously.

 

-The detective, while not security, can act in the place of security in a few situations, such as:

-Little to no security officers.

-Self defense.

-Detaining criminals when an officer is not nearby and it's serious/ obvious.

-Don't go overboard with this, however.

 

-The captain is NOT security. However, they have all rights to be in the brig at any point in time.

-The captain can bring in criminals, but it's best not to. The captain doesn't have the final say on all sentences, either, unless it was a capital crime. Leave the rest to the warden, Head of Security.

 

-Knowing when to spare a life can be detrimental between keeping the delicate balance of total anarchy, or just normal chaos. That, and if it's possible to keep a player in the round by ANY means, then do it (So, perma can be better than, say, firing squad... unless they've committed multiple capitol crimes.

-Even on code red, you shouldn't be killing if you don't have to. Just because that civilian ran from you doesn't mean you can gun them down on sight. Gamma alert, yes, perhaps, but slightly stretched. Epsilon alert? It's anarchy at that point. Do what you must to survive, and nothing more.

 

-If you don't like an officer's attitude as the Head of Security, deal with it. If they obey orders and don't harm anyone, you can't demote them. Even if they do mess around a little bit on the side.

 

-ALWAYS ATTEMPT TO GET THE FULL STORY OF WHAT HAPPENED DURING ANY SERIOUS SITUATION.

-Though, if they've been sitting around for three hours, don't have the records updated, and nobody will tell you the full details, release any detainees. Seriously, no need to waste their time.

-Obviously don't do this for serious, serious crimes.

 

-Security pod pilots are security officers with an EVA suit and a fancy pod. Treat them as such. HOWEVER, they should pretty much be in the pod nearly the entire damn round. They're more or less meant for making arrests in space and scouting.

-If you really have to, though, you should always have two specific loadouts as a security pod pilot:

-An EVA loadout, which should consist of your EVA suit, your jumpsuit, your breath mask, your backpack, your oxygen tank on your exosuit slot, your security belt, your magboots, a pair of cuffs in your pocket, and perhaps an emergency oxygen tank in the other pocket as well.

-And a normal station loadout, which consists of your armour, bag, jumpsuit, helmet/ beret/ cap, maybe a breath mask, maybe your magboots, your taser/ whatever main weapon in your exosuit slot, cuffs in one pocket and emergency oxygen tank in the other. Basically, you want to look like a normal officer.

 

-Don't fucking arrest the clown for graffiti. Fuck, don't arrest ANYONE for graffiti. Burning down flags can be considered vandalism, however.

 

-Don't try to reenact robocop. Don't run into each department every three seconds and look it over for evidence. This detracts from the round and the fun. The main, original I suppose would be a better term, purpose of security is to give antagonists an enemy to work around, an obstacle to avoid. Don't valid hunt.

-And no, knowing what a fucking cult paper is isn't powergaming/ metagaming. Especially if your character has been in a round with cults/ whatever it is before.

-Also, if you can, again, TRY TO KEEP THEM IN THE DAMN ROUND IF YOU CAN. Cult? Get some holy water. Revs? Loyalty implants (Obviously not for Rev heads... but you can borg them/ ship them off to the gulag.). Nuke Ops? Loyalty implants (If even possible, meaning you have to stun them into pain crit and manage to keep them there. Don't do it if you can't.), etc..

 

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Note about the gulag, if you're going to use it, make sure you don't go there alone, because prisoners can beat your brains in with a pickaxe.

I thought we had safety pickaxes on the Gulag.

 

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Nope, regular 15 brute damage pickaxes.

 

EDIT: Ironically enough, it would've been safer if they were given drills instead.

We really need to port safety pickaxes from /tg/code, then.

 

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