
AmoryBlaine
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Everything posted by AmoryBlaine
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The involvement of a literal doorman, in an area which currently they are free to insert themselves into because we all have access. Again, this is just surface level 'interaction' on a mechanical level which adds nothing but a minor barrier for everyone else. This is made clear in the "Well just ask for access." and "We'll lift the restrictions when you need to go in." responses so far.
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So these replace the RD's suit, but keep the current XenoArch's suit?
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I fail to see how any of that relates to any changes brought about by this suggestion, or why you support it. What you seem to be implying is that the rest of us against this are the contrast to you, and are in this for the "running and gunning part".
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These are the old ones. Bottom left is the Z8 Bullpup carbine. The green laser rifle is the xr1 x-ray rifle.
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There's also a large contrast between this being a chance for more interdepartmental interaction by making doormen of engineers, and also telling us to just get our IDs granted access, or ask the HoS for guest cards, cutting the supposed addition of interaction out of the equation.
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This addition is designed to give specific antags a large head start and a massive safe area to operate from for most of the round unless they blow their own cover. Currently we already suffer from enough silent raider and merc rounds- this only makes it more prevalent as they strike even less chances of running into the odd janitor or cargo tech.
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Yes, so make doormen of them? Make a doorman of one of the engineers as you walk around in maintenance during an emergency, likely up against Mercenaries, a Traitor, Raiders or a Ninja. You yourself said there's little canon regular reasons to be in there, so these are the instances we'll be dragging whatever engineer is available into. This is not guaranteed to be a possibility. This is not a viable option in most scenarios wherein you are entering maintenance as they are typically time-sensitive emergencies. This is not guaranteed to be a possibility. This is not a viable option in most scenarios wherein you are entering maintenance as they are typically time-sensitive emergencies. This is not guaranteed to be a possibility. This is not a viable option in most scenarios wherein you are entering maintenance as they are typically time-sensitive emergencies. Who does this even benefit other than antag roles that are already well off? Why do they need more leeway, and what was the initial circumstance that had you spawn this idea?
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Are the CSI, Detective, HoS, Warden, and 2 cadets combing Maintenance? Why are any of them doing that- maybe the cadets, if they've got nothing else to do, or are with Officers. Maybe the detective if they're not doing their job. Departmental Security is not unrelated, as this all falls into the same category of change, as far as I'm concerned. It's being pressed by the same people, with the same flimsy pretense of increasing interdepartmental interaction. @Arrow768 I'm still wondering why contraband is spawning in maintenance, or why Security taking it is being brought up as a great reason for this change when no one but traitors, mercs, raiders, and ninjas will have ease of access to these areas- all of whom have weapons and gear already.
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There are four officers, and three decks of maintenance, no camera cover, no proper lighting and little incentive to remain in maintenance past a preliminary sweep near the start of the round or cutting corners on patrols. The implication that it's not already easy to hide within maintenance and more so that it's a likelihood that security is the constant in this locale is false. Janitors, engineers and technicians are the most likely to rat out antagonists as they make use of the area much more frequently than security. Security responds to the location, rather than Security having a constant presence there. These should be removed, this is not an argument to remove Security's access to maintenance when these items do nothing to further antagonist play or RP. They serve the function of enabling non-antag, non-security characters/players to acquire basic combat gear, and nothing more. Some might say it enables 'small crime RP', I'd call that justifying mild powergaming. Wearing a stab vest, tactical mask and having a tactical knife aren't generating any interesting RP.
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That's being fixed, don't worry.
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The third isn't a Mk58, it's just another pistol I was working with. The top two are what this is about. I was thinking the bottom could be used by some other group- freelancers, raiders, merchants, ect- I dunno.
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There are four officers, and three decks of maintenance, no camera cover, no proper lighting and little incentive to remain in maintenance past a preliminary sweep near the start of the round or cutting corners on patrols. The implication that it's not already easy to hide within maintenance and more so that it's a likelihood that security is the constant in this locale is false. Janitors, engineers and technicians are the most likely to rat out antagonists as they make use of the area much more frequently than security. Security responds to the location, rather than Security having a constant presence there.
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If the basis for giving Paramedics access is Why does this not apply to Security who too regularly need to access airlocks in the maint tunnels. Ask yourself why Paramedics are entering there, ask yourself why Security are entering there. If Paramedics are entering for the purpose of responding to emergencies, there's likely concern for for Security to be present as well. If they're entering to use better routes, this same tactic is used by security. There are four officers, and three decks of maintenance, no camera cover, no proper lighting and little incentive to remain in maintenance past a preliminary sweep near the start of the round or cutting corners on patrols. The implication that it's not already easy to hide within maintenance and more so that it's a likelihood that security is the constant in this locale is false. Given you have no evidence to back up the claim that security is a constant in that area, I feel I can in return say that janitors, engineers and technicians are the most likely to rat out antagonists as they make use of the area much more frequently than security. Security responds to the location, rather than Security having a constant presence there. These should be removed, this is not an argument to remove Security's access to maintenance when these items do nothing to further antagonist play or RP. They serve the function of enabling non-antag, non-security characters/players to acquire basic combat gear, and nothing more. Some might say it enables 'small crime RP', I'd call that justifying mild powergaming. Wearing a stab vest, tactical mask and having a tactical knife aren't generating any interesting RP. The implication that by requiring Security to ask people to open doors for them, effectively making them subservient to Security, is somehow inclusive and can serve to generate meaningful RP interactions is laughable. If Security is entering maintenance it's for a sweep or security situation, likely involving an antagonist. Why then would they require the addition of more people with them if this were to benefit antagonists? Why would Security want more people with them if they were attempting to handle a security situation, making the addition of engineers, paramedics, janitors a safety concern? If Security is responding, it's likely an immediate threat, meaning little talking is going to be done with the doorman who can follow security and watch them handle security things- now is subservient to Security's requests.
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The third one is just a touched up version of something that was on Cat server. Thoughts on the top two?
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Bumping because we added the new TCFL stuff.
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bump
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Bump
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Ok so basicaly im cooming I like it, a lot.
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Yes, and that's more a you problem than a problem at large. If you're creating explosives that are taking out multiple z levels, you really shouldn't be doing that. Unless, of course, you have an intent in hitting those z levels?
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People already bomb Security- more so than anywhere else. So the implication that they're being denied their target is false. I'm hesitant to support moving arrivals to the main deck, because it's better that the departures area be away from the main deck where most antag situations will take place. Honestly, just up the shield strength, add a new type of wall and window for exteriors- make them reasonably strong.