
Korinra
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Everything posted by Korinra
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Or if you want a slip-proof cleaner, visit Chem and get a bit of ammonia added to your cleaning solution... alternatively a Chaplain can bless your water by pulling it off the janicart and hitting it with his/her bible, which makes it no-slip (and harmful to cultists). When I play Chaplain, one of the first things I do is run over to the janitor closet to bless all of their water supplies and cleaning equipment.
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I don't know much about Xenoflora as I've never tried it, but as a possible solution, what about making it a database, and the disks just serve as temporary storage. That way you could feasibly use one disk to do the entire job, as long as you keep uploading the data to a database, which saves it on a console and resets the disk to empty. Then if you want to, you can retrieve the data from the console back on to the disk for reuse later. I don't know how feasible that is or how it would impact the job, so I'll leave that as just a possibility to consider.
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This is still not going to change that a Detective/FC is not going to OOCly want to be the guy with a big gun 90% of the time. They can EASILY find an IC excuse, "My heavy weapons licence expired", "I have a history of misfire on my records and am not allowed to hold that kind of weapon". The reason someone picks a non-combat role is usually because shockingly enough, they don't want to get involved with combat unless it's to defend themselves. If the requirement changes to force all FTs and Detectives to have a cadet status, I'm putting a side-note on my Employment records that my heavy weapons licence expired, and then nothing but the reason is going to change. This is a moot suggestion, as it will literally change nothing. Also spoiler, a cadet is probably only "trained" to use standard equipment. I'm guessing someone doesn't need to know how to use energy rifles to complete their cadet training, so it could also be argued that having completed that cadet training didn't include heavy weapons. "I completed my cadet training about ten years ago, we didn't even have access to those guns." When making a suggestion like this, you have to consider a few things: 1) How does this make the game more/less fun for the non-Detective/FT roles? 2) How does this make the game more/less fun for the Detective/FT roles? 3) How does this fit into the lore? Sure 3 is easy to argue, but really, changing a requirement on a role to include cadet-level combat training isn't about to change if they OOCly will or won't use armory weapons. Hell I could easily come up with 10 reasons that fit in just fine and don't break anything for a Detective/FT to refuse this; PTSD, Security restriction in Employment records, Expired HW licence, Only trained in basic weapons, Registered pacifist, bound to wheelchair, missing a limb, redacted employment/security/medical file with an instruction that the Detective/FT is not to use any weapon more potent than a side-arm .357 or taser, mechanical organs that react poorly to that much stress, would sooner quit the Security force than deal with something his/her job shouldn't deal with. So go ahead and make this change if you feel you must, just keep in mind that unless you change the lore to require a Detective/FT to use heavy weapons, they won't use heavy weapons unless they want to. And if you do change the lore to require it, there will be people who just pick a different role.
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Let's not be hasty, my vote was to keep the .45's locked up. Tasers should be the norm. The difference between a .,45 and a taser with regard to SS13, is that a taser is non-lethal and a .45 with rubber munitions is "less-lethal". The .45 isn't really designed with stunning in mind, it's designed to be used as stopping power from assault. A taser is the right choice for bringing down someone who is trying to flee though. I think the .45 should be pulled out in code blue, and the bigger arms in code red when situation calls for them.
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Oh I forgot one; ERT Janitor is the most vital ERT, always.
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Why is the server end directly after the end game room?
Korinra replied to CashDash123's topic in General
Also sometimes during events, the admin/mods need to use specific rooms. Keeping in mind that you can't see through walls/doors on the Odin, you can put someone in a room on the Odin and tell them they're anywhere for the purpose of the event. Some of the stuff is used, like the ERT equipment room is used if ERT is called during the round. That's where ERT spawns and loads up on equipment. -
-=Security=- If you are a Security Officer, your word is law and anyone who disagrees with you is required to pay the gut-check-with-a-baton tax. As the Warden, you have equal authority as the HoS. Feel free to order people around at all times. As a Detective/Forensics, you need as many weapons as possible, load up boys. -=Engineering=- Someone working on the engines? Great! Time for you to go build a rest area in departures. Someone barricaded themselves into an office? Better flush them out by venting it. Every round should begin with you learning how to hack doors and load up on ALL the metal. -=Science=- The crew is filled with wimps who can't handle an unannounced bomb test. Let them panic a bit. If you are an RD, you have the power to read PDA messages that have been sent, and you have a newscaster in your office, time to start your own feed! Xeno aliens get bored when in their cells. It is best to let them out and feed them gratuitously so they can breed into a personal army that will always love and trust it's maker. -=Medical=- You're required by company policy to be rude and uncaring when crew members are in pain and scared. Kill the Psychiatrist ASAP, they do nothing anyway and if they're an antag you've saved half the crew. Start the round by deleting all medical data in the computer. No one reads it anyway (god I wish that wasn't true). -=Cargo=- All will bow to the great nation of Cargonia. You have the authority and means to order tons of stuff, so don't waste that privilege on the heathen crew, order all the things and deny everyone for unexplained reasons. Security ordered ballistics? Better give them all the guns. Medical ordered Virus crate? Those traitorous BASTARDS! -=Civilian=- It's unclear why everyone in the universe is an Engineer but only a few are stationed as one, but you should demonstrate your abilities by hacking all the things. Welder bombs are an Assistant's preferred method of demonstrating unfavorable reactions to anything from legal instructions to being not permitted to enter an area. You're not assigned to a job as an Assistant, which means you're absolutely not expected to assist anyone for any reason. -=Command=- Security will never arrest you for anything, so it is wise to often break the law and order others to do so as well. Just because you have people assigned to a job is no excuse for letting them do it. Step over their weak and pointless heads to do their job for your own benefit, they can wait. Rank dictates specialization, HOS knows absolutely everything about Security, RD about Science, CE about Engineering, CMO about medical, and of course Captain about everything and anything. -=General=- Know everything, I mean come on it's not hard to know everything right? Find a corpse with unexplained blood loss? Must be lesbian vampire doctors. Order garlic and spread holy water. Found a weapon? Congratulations you've completed your specialist degree in using it. Click a wire, click "Make noose", drag Pun Pun onto the noose. Hang in there buddy, we still love you. Mice are friends, not food. -=Mouse=- Time to screw with the chef, climb into the pipes below him and spam Loud Squeak. You're invincible down there , so torturing him for two hours is definitely the most appropriate thing. It is imperative to escape the station. Find a friendly soul and ride the escape vehicle of their choosing to safety at the Odin. ERT Janitors don't kill mice. Find a vent with a mousetrap? Better convince another mouse to go "see if it's clear" before using that one again. -=OOC=- Not sure what kind of round it is? Let people know you've seen someone in all black with a weird skull face and ask what that "typically means". Spam all the things, makes it so others will notice what you've said. Ahelp often to let them know things you've already done, that way they know too. They can't check stuff like that. -=Staff=- Someone joined as an assistant? Banhammer that bastard back to TG. Someone did a thing to a thing? Banhammer that bastard back to TG. Someone didn't like your joke? Banhammer that bastard back to TG.
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Cloning should just go away if you ask me. I know that's not a popular opinion but as is, it's a haven for issues. Makes death not relevant, since we could always just clone the person. Makes the caskets in the chapel pointless, why have a funeral when we're going to clone them anyway? Here's a thought, take away cloning of non-staff heads. ONLY heads of staff can be cloned legally and only under the situation that their death was deemed murder or an unfortunate accident. Try this for a week, and see how people change their play. I bet the biggest impact is people do less stupid stuff that gets them killed (or as a benefit, removes stupid people from the round as contributors for people who WILL contribute).
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A few things to tweak with Forensics that would just be a quality of life benefit: ++Forensics Belt++ A belt, similar to an officer's belt, that holds forensics tools. Carrying around a case is cool and all, but having to put it down just to get forensics bags out of boxes is dumb. Every job that has a lot of tools has a belt, except forensics. Doctors have the medical belt, engineers have the engineering belt, cops have the security belt, forensics should get a Forensics belt. A full belt should be able to hold: All tools in the forensics kit (minus the boxes of one-use items) Detective Camera Recorder Flash Flask (cause... playa's gotta play). ++Doors++ Oh I hate how scanning for prints/fibers treats you as opening a door. I've never once had a fiber bag from a door that didn't say "Hardworn Suit, black gloves". Make it so when holding the forensic tools, items aren't activated on touch. So that way, if I click a fire alarm to see who activated it, I don't in turn activate it myself. Please? ++Casings++ I wish they gave more information. Maybe if you swab a casing you could identify WHEN it was fired, and collecting a casing could be compared to a gun to identify which gun fired it. Just saying, it's a thing in forensics, it would be nice if I had that power. ++Departments++ Yes, I know Forensics Technician is a derivative from Detectives, that it used to be one singular role. Now it's not though, Forensics is a thing. Why do they share an office? Honestly Forensics should just be it's own office, with Forensics/HoS authorization, and the Detective should have an office with Detective/HoS authorization. The two offices could have a window with a table for them to pass things to one another and communicate information, but should really be two different offices. The Detective's office could have shutters for interviews with witnesses, and the Forensics office could just be as it is now. Then restrict both to have 1 active of each role so there's never a situation where you have two Forensics or two Detectives working the same shift. ++Database++ When working, it would be nice if there was a database where you could click a button that says, "New Case", it generates a random number for a case file, then allows you to scan forensics reports, transcripts, pictures, and add them all to one case file. You could even have a thing where it says who added what information, and require an ID inserted into the machine when adding information. When the report is complete, all people who added stuff will automatically have signed it digitally, so a Forensics Tech or a Detective can submit it, which adds a link to it from the Security Records computer, so anyone can read a completed report. Teamwork makes the dream work. Maybe I'm dreaming too big here, but that would make the job of making sure the right information is available to the right people SOOOOOO much better than HOPING a Warden or HoS is available to personally hand a document to that they MIGHT lose (and trust me, I've seen them legitimately lose them enough times that CCIA would want this digital system implemented). Plus, as an added bonus, if power goes out, forcing Detectives/Forensics to "go back to the old way of doing things" adds RP. "What is this the stone age? Didn't we get better engines and databases to avoid all this stupid paperwork?" This would function much like that Medical's Virus Database except that instead of just having access to the database itself, the completed files would be tacked on to Security records so officers wouldn't need to be briefed on things, they could just read the notes Forensics and Detectives have already included for them. Please mom and dad? Please make this a thing?
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[2 Dismissals: Archived] Add TG Style Penal Mining Station
Korinra replied to Surrealistik's topic in Archive
If it means anything, making prisoners work for their freedom DOES make sense. It gives a certain weight to committing crimes. Instead of sentencing minutes for them to take bathroom/soda breaks, make them work for their freedom for the betterment of the station makes more sense. Don't want to work? Cool, stay in there then. Willing to work for your freedom? Cool, earn that freedom, don't come back, meanwhile the station benefits even if they don't have a miner. I'm going to give a +1 and hope the Devs meeting is a go for this one. -
Honestly, a .45 AND a taser seems excessive to me as well. The idea that the Detective/Forensics tech gets one but is denied a much safer taser makes little sense other than the gumshoe aesthetic. Yeah I support the idea of removing .45 as general arms and even one up it to say change the Detective/Forensics to get a taser instead of a .45. +1 from me. ================================ As for the other two suggestions, no to the armory thing, it eliminates the need of a Warden/HoS if the whole thing is automated. Armory access is supposed to be a judgement call that could end in repercussions if misused. If the entire Security team grabs arms in a code red, how would they be held accountable to put them back when the thread is lifted if no one knows just what was grabbed? -1 from me. ================================ I don't like the changes to the .45 you recommend. It's a .45, it will have casings. That's a mechanic to help identify when a round was fired for Forensics. The size of the clip is for balancing issues since it could be lethal. The sound is intended to grab attention, it shouldn't be a weapon you often hear so when you do you should be worried. -1 from me.
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Showing borgs and AI on the manifest for ghosts and lobbyers.
Korinra replied to TrickingTrapster's topic in Archive
It would really help people decide which character to play. Consider that you are planning to go Engineering because you only see two Engineers and four Sec. Then when you load in, you find out three borgs also went Engineering. Now you're in for a shift where you're over-crowded in a department. The manifest doesn't need to show the borgs/AI when you look at it IC, but OOCly when you're in lobby, it would be helpful. Or when you go to click a role if it said something like: Engineer: 2 (4 Active including Synths), so you would know if the role was being handled enough already. +1 from me -
I'm sorry but that is demonstrably false. Many Detectives in the real world were never cops. Private Investigators have an option to go into Detective work without ever donning a badge/gun and most if not all Forensics Technicians were never cops. Forensics is a degree in college that puts you directly into the field, and Detectives are just PI's with more jurisdiction. So no, in the real world, there are plenty who were never cops. Sure becoming a Detective is EASIER if you've been a cop, so there is the case that SOME Detectives were once cops, but not all, and almost no Forensics Tech were cops, that's just the way it is. A fingerprint specialist is not a cop, my grandmother did that kind of work and she was never a cop. It's an office job with a 9-5 and a few days of training. She didn't even have a gun or a badge, she went to work, did finger print analysis among dozens of other paperwork things, then went home. She was never a cop and in fact hated guns, so I can say with all certainty she had no training with them nor intent to use them in an emergency situation. If a riot broke out, they would barricade their office and escape out the back. Working in a police station does not make you an officer. In fact, most people who work in a jail specifically (which the brig is) are not nor ever been cops. Here's a list of people who almost NEVER touch weapons as part of their job in a real jail: Janitors, Warden, Head of Security, Finance Analysis, Legal Department, Clerical Staff, Medical Staff, Groundskeepers, Forensics, IA, Door/Camera specialists. Sorry but more than half of a jail is run on paperwork, and not by cops. Now comparing Sec team on SS13 to real police doesn't even really work, as it functions more like a sea vessel (even adopting the idea that it's a brig, not a jail). In a real brig, there is no warden, no weapons armory, and no Detective/Forensics. They arrest on the authority of the military and do so to prevent risk, not because someone is proven guilty. There is nothing really perfect to compare SS13 to, but if you're trying to stand the point that Detectives/Forensics are/were cops in the real world, I'm sorry but that is patently not how it really works.
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It's a space station, not a rave. I mean honestly the mechanics to make it legal isn't the problem. Why even have it in the game if it's legal? It doesn't serve much purpose, the idea is that it's an RP catalyst. Yeah, you can get high through a number of different methods on SS13, all of them to varying degrees of success. However, the cheapest easiest high is Ambrosia. It's readily available, widely accepted, and you can simply eat it as it's harvested to get the effect, no equipment required. If you eliminate it as a drug though, you eliminate it as an RP catalyst. Now you're not a drug-user who the police are looking for, your nametag #13. You're not trying to hide your addiction on the D/L, or smuggling it to people, you're opening a shop front outside of the garden. The IC reasoning behind it being illegal isn't "because it's harmful", though that's part of it. Consider, as a botanist, your MAIN objective would be to provide food staples for the chef to cook for the crew. Sure mechanically speaking you can do both, but the idea that you're using station resources to produce personal drugs is ICly inappropriate. Now here's an idea that might make it acceptable, but it's a much bigger long shot. If CCIA decided that the drug was harmless enough in small doses that all crew members would be permitted a ration of it to take at their own discretion, it would become the botanist's job to see to it there is enough for everyone to have their legally permitted amount. However, this brings about a HUGE host of IC nightmares. For everyone who doesn't take their ration, they will likely give it away or flush it. Now we have overly addicted cargo techs and no way to identify that problem without due cause to search them. Sorry but the idea is to add RP to RP servers, and this removes RP. -1 from me.
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As someone who mains a Forensics Tech I feel I have a good platform to comment on this topic. As it stands, Detectives and Forensics Technicians are not officers, which you're proposing they become specialist officers that focus on investigation. It's fine to consider something like this, but as is, I've been constantly yelled at by HoS's and Wardens to "go arrest people" as is. Making them specialist officers simply reinforces the idea that they should be on a beat with a gun and a badge arresting everyone they encounter. From an OOC standpoint, having a non-officer role works well, you have some people who are the robust officers who go out and attack the bad guy, and you have the Detective/Forensics department to FIND the bad guy. Forensics and Detective work is slow and methodical. You have to find information from relatively nothing. I have a baggy of fibers which links to five people and two cops, because a lot of roles have maintenance access, and I have to figure out which of those people did the bad stuff. So now I have to go interview five people, then write up a report showing conclusively why four of them couldn't be the naughty one. That kind of thing will be CONSTANTLY overlooked if HoS's and Wardens have a foot to stand on in the idea that a Forensics Tech or a Detective is ALSO a cop. How many officers have time to also be a Forensics Technician or a Detective? Answer, none of the good ones will have that kind of time. From an IC stand point, there's no reason a Detective or Forensics Tech would need to be a cop either. Becoming an officer requires training, while Detectives and Forensics are a science. Detectives are basically psychologists that specialize in finding criminal behavior, and Forensic Technicians are basically scientists that research DNA, Fingerprint analysis, and data theory. This kind of thing requires lots of schooling, which would definitely get in the way of police academy style training. Not everyone in Security has authority or training with the big guns for a reason. Everyone has a role, and if you need more people with big guns, maybe ERT could help. Remember, the game wasn't designed to always be successful, it was designed to give you a chance at success. If you find you're going to fail, and ERT is for some reason also not an option, there's always the emergency shuttle (which also won't always help). Sorry but I'll have to respectfully give a -1 to this idea.
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BYOND key: Korinra Character names: Alvin Wood How long have you been playing on Aurora?: 52 Days Why do you wish to be on the whitelist?: As a long time SS13 player, I find that playing more RP heavy roles, like staff heads, can really add to both my enjoyment, and those who have more options to RP along with. Why did you come to Aurora?: The heavy RP, but I stayed for the cookies. Have you read the Aurora wiki on the head roles and qualifications you plan on playing?: I have, primarily the IA Agent, the one I'm most interested in. Please provide well articulated answers to the following questions in a paragraph each. Give a definition of what you think roleplay is, and should be about: Roleplaying is the action of taking on a character's role in a situation, and playing as if you were that person. This can mean anything from being a crew member on a space station, to a warrior in a medieval villa. Additionally, part of roleplaying is determining things from the view of the character despite your own knowledge and experience, which is likely vastly different. This allows you, as the player, to experience alternate, albeit simplified, experiences to enjoy in a fun way. What do you think the OOC purpose of a Head of Staff is, ingame?: Staff heads generally act as a checks/balances system, which both limits their department from acting out of line, while simultaneously adding a new form of order. Staff heads are OOCly responsible for making sure that their department members are enjoying the department they're in, and adding more flexibility to what the department overall is doing. What do you think the OOC responsibilities of Whitelisted players are to other players, and how would you strive to uphold them?: Whitelisted players, like any regular player, should be role models and beacons to the common feelings and actions that people should strive to act like. In short, the whitelist not only should, but are expected to demonstrate the rules and expectations in motion, to encourage the community as a whole to come together cohesively. As with all regulars though, the whitelisted are also expected to stay in character, and roleplay properly, an expectation the server puts quite openly. Please pick one of your characters for this section, and provide well articulated responses to the following questions. Character name: Alvin Wood Character age: 32 Please provide a short biography of this character (approx 2 paragraphs): Alvin was born to a heavy military family, with both parents being from militaristic backgrounds. As they both learned respect and honor the hard way, they pushed this lesson to their sons, Alvin and Kevin, Alvin's younger brother. As the older brother, Alvin was raised with the ideal that everyone should be respected in a personal way, and their actions should only add or retract from that. As he matured, Alvin decided to go to university for criminal investigation, though during his first semester, he began taking classes toward a business degree instead. As a student, he held a job as a Security Guard for a local shipping company, but later transferred to NanoTrasen, where he took classes to act as a Forensics specialist on the station. During his employment, he finished his degree, but maintained his position, hoping to advance through the company and work directly for NanoTrasen in their Internal Affairs department. What do you like about this character?: I like the Alvin is generally not considered "friendly", but subsequently he isn't considered rude. Often he is treated more as difficult to speak with, though necessary at times. He can often be overbearing in some regard, not backing down from his stance when he knows he's right, which adds a lot of fun to certain RPs. What do you dislike about this character?: The character is a bit TOO rules oriented at times, trying to apply them even when they're not fully relevant. I'm trying to improve this by backing off a bit from his slightly over-care in considering every mishap a problem. People make mistakes, but that doesn't mean they're malicious. What do you think makes this character fit to be a head of staff?: In a sense, he's got the right attitude. He is loyal to NT, understands the law, and expects it to be followed at all times. For this reason, he fits the IA perfectly, where he would be able to add an outlet for people to tell him what happened to them, and feel like it's being looked into. Please provide well articulated answers to the following questions. How would you rate your own roleplaying?: I have years experience with roleplaying in general, but like all things no one is perfect. If I were to try to put a number to it, I'd say eight out of ten. Sometimes I question things rather than just enjoy the moment, and that is something I'm working on stopping, but my biggest problem is the occasional typo because I just try to type too quickly. Extra notes: While I am applying for the IA role, pass or fail I would like any feedback as well. Any explanations or suggestions to improve game play would always be appreciated.