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K0NFL1QT

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Everything posted by K0NFL1QT

  1. Hory shet. I know Singularity. I know Thermoelectric. I know just enough about Supermatter to set it up, but anything beyond that is liable to induce panic and then an explosion.
  2. As ERT is the stations last line of defense, and their deployment has to be authorized by Heads of Staff in the first place, I don't want them forced to obey a potentially traitorous/culted head of staff/Captain. I like that they are above the established Chain of Command. It means they can actually get shit done, but they shouldn't be hijacking departmental control unless -absolutely- necessary. Ideally, an ERT wants as little 'control' over a department as possible, freeing them to go hunting for cultists, nukies, breaches, combating rampant viruses or whatever other threat was deemed too much for the stations crew to deal with. If some ERT are being shit, report them.
  3. K0NFL1QT

    Two Detectives

    I was just thinking about this and the fact that Detectives have CSI access again, and vice versa. The Detective is still a very undefined role. Their primary purpose is to be part of Sec, but without the responsibility of an Officer so that they are free to wander around and investigate, which is a necessary function of Security. That's pretty much the exact purpose of the Forensic Tech too. The difference is that a Detective has the only standard lethal weapon on the station. 90% of all Detectives I've seen act as if they're just a 'Forensic Technician with a Gun', fully competent in law enforcement, interrogation techniques, forensic analysis and cadaver exploration. Quoting myself for relevance; My recommendations; Re-remove Detective/CSI access to emphasize the distinctive difference in the roles. Get rid of the Detective completely and add a second CSI slot instead. Give the Detectives office over to the IAA and have the interrogations handled either by the arresting officer, the Warden or IAA if necessary.
  4. Balaclava. Tacticool with suit sensors.
  5. They do. I just walked in and claimed the ashtray.
  6. So apparently this happened and Detectives have CSI access again. I need to test if the CSI got Detective access back too.
  7. Chief Engineer gets... left on the floor in medbay But yeah, I just dislike the prevalence of suicide-bombing Nuke Ops. Yes it's an effective tactic, but if the bomb was strapped onto your back would you hit the button?
  8. Yeah, I feel like this could have been avoided with a little more communication between us before hand, of which I am equally guilty. I didn't give Jawdat a full rundown of what I knew and what my intentions were when he joined, and I don't remember him asking before cat-rushing Sec, though that could be due to the fight that happened immediately before his arrival that I was busy with. Likewise Sarah was never given a chance to explain herself fairly.
  9. I was Head of Security in that round but I was actually willing to let the matter go as an involved conflict between two players who both believe they were in the right. Seeing as someone else has opened the topic I'm going to present my view because I feel that Jackboot has misrepresented his position and attempted to turn it into a debate on a HoPs duty, and minimized his shockingly terrible conduct in this round. Allow me to lay the situation out from my perspective. As always, I will try to present it as factually accurate as memory allows and with minimal bias. A miner reports a strange ship on the asteroid. Chief Engineer wants to send a man to check it out, with security escort. Two Security officers are dispatched to investigate. Vox are discovered. Chief Engineer opts to elect Sarah as Acting Captain. Sarah asks the officers to essentially shoo the Vox off Nanotrasen property, but the officers disobey because they think it'd be better to invite them aboard for a cultural exchange study. Sarah disagrees, multiple times, and plans to have at least one of the officers demoted for their disobedience when they return. Somebody, I think it was a miner, is brought onto the station having been vox-harpooned through the chest and killed The officers, having realized that a member of the crew has been killed by these aliens, suddenly decide that yes it's okay to detain them. Tasers are applied and two Vox who were admittedly not violent up to that point are brought into processing. There's a brief moment of panic when the Warden strips off a Vox space suit, but it's quickly replaced. The Vox aren't even handcuffed, so that one of them who proclaims to be a doctor can check the others vitals and perform treatment for the brief exposure. The only thing that's taken off them are obvious weapons. What follows now is a lengthy private discussion between the Head of Security and the two Vox, essentially boiling down to 'Nanotrasen owns this station, this crew, the asteroid and all the things on it'. Sarah plans to let these two go right from the start because she knows they aren't personally responsible for the crew murder, she just wants them to acknowledge their claim of ownership and then leave. The Vox disagree. Eventually they decide to try and break free and two-vs-one attack Sarah in processing. They are unarmed and are non-lethally subdued as the fighting spread out into the main area of Security, but not without a certain amount of Vox-leap to prove how dangerous they can be even without weapons. Now Sarah separates them and is more stringent on removing their equipment, taking away their headsets, any vision equipment that might have prevented previous attempts at flashing and is not so keen to leave them with free movement. One is cuffed to a chair in processing and the other cuffed in solitary. There was a few minutes where Sarah checked up on the status of the Security crew after the attempted breakout, and as this is going on the Vox in processing has unbuckled themselves and broken free of their cuffs. They've proven themselves dangerous by attacking, and are now refusing to co-operate. Sarah wanted to continue her stern talking, but was not going to walk into a small room where that particular uncuffed vox would just leap on her. She opened the door to tase it. The Vox sidestepped and Sarah shut the door to prevent escape. Sarah notices the bolt lights of the solitary door are on, the door is sparking and the panel is screwdrivered open. This is where Jawdat wanders in. He goes straight up to the one in solitary to talk to them. Sarah doesn't ask him to leave because he does have a right, as HoP, to take a look around Security if he wants to. Sarah returns her attention to the vox in processing, picking up exactly where she left off a moment ago, attempting to subdue it so she can cuff it to a chair and continue interrogation. She primes a flashbang, opens the door and throws it. Jawdat has interjected himself into the action and placed himself right in the doorway, such that Jawdat and Sarah do a help-intent shuffle in the doorway and prevent the door being closed. End result is the vox throws the flashbang back and we both get flashbanged. The vox escapes, picking up up a taser I dropped. Jawdat tells the crew that Sarah threw a flashbang at his head. I retreated around the corner after taking a few taser shots, to recover and get another weapon. The Warden, who had decided they were going to carry an Energy Carbine, opens lethal fire on the vox, shooting both the vox and Jawdat in the corridor from within processing. Yes, undeniably wrong. This was completely unauthorized, unnecessary and uncalled for. From then on Jawdat holds Sarah responsible for the reckless fire of the Warden and tells the crew that she personally shot him, when I can say with total certainty that she did not and her weapons were always on stun. As far as I know, the Warden was never held personally responsible. This is the point where Jawdat decides he's going to completely take over Security affairs from under a Head of Security who had kept things in as much control as she could, and that he was going to completely disregard the fact that she was actually Acting Captain. I get a little fuzzy on the exact sequence of events at this point. But essentially, Jawdat takes the vox out of processing and leads them to departures where they escape. Sarah captures another Vox at medbay, but Jawdat immediately takes that one out of Security. Sarah essentially doesn't stop him because she was planning to let them go anyway, but she orders a Security borg to arrest Jawdat for his conduct and the borg doesn't obey. What actually happens is a Janitorborg slips Sarah while she tries to leave, Jawdat arrests her while she's down, strips her rank and field-promotes some other officer who was standing right there. Sarah got 'Terminated', not demoted, straight out terminated for 'excessive force'. She was stripped of gear in a manner that's completely against Security protocol, that is to say, everything down to the jumpsuit. Headset, PDA, bag, ID, everything. You don't take headsets unless you have an immediate replacement, which I didn't get at all. You don't promote on a whim without paperwork. You don't become Acting Captain as HoP by wrongfully accusing, arresting and locking up the current Acting Captain. What Jawdat did that was wrong, that Jackboot as a player knows is wrong and so should Jawdat the character if he was deemed fit for Head of Personnel duty; Undue interference in matters of another department. Complete disregard for Sarahs authority as voted Acting Captain. Acting with total contempt of arrest protocol, aswell as thoroughly neglecting proper promotion procedure. Blatant misrepresentation of events to garner sympathy among the crew and frame Sarah as out of control. Now, why did it happen? I believe Jawdat inserted himself too much into Security matters at exactly the wrong moment. And by too much, I mean literally one step too far. Had he not tried to rush into processing at the exact moment Sarah was trying to subdue the occupant, there would have been no help-intent shuffle in the doorway and the breakout during which he is flashbanged and shot with a laser would not have happened. Literally, that one step took him from overseeing another department in the capacity that a HoP is right to do, to interference that severely hinders the department and causes a general calamity.
  10. A nuke op rushed for the disk, stole the Spare ID and blew up the Captains Office as they fled. Crew efforts were focused on not being caught in depressurized areas and performing repairs. I wasn't able to spare the time to monitor Sec activity, but I don't think Sec and the Ops ever really crossed paths. Stein decides to say hello and do his taunting over comms. Meanwhile Reaper blows his way into the prison and detonates the nuke. It wasn't a bad nuke round, in that the Ops COULD have controlled the station a LOT more aggressively, making ridiculous demands, killing innocents and non-combatants, etc. But it wasn't really a good nuke either, because they had relatively no opposition on the station and instead of actually playing with a station at their mercy they just rushed for the disk and detonated. The Nukies seemed disorganized and lacked an actually creative plan for the antag role they were filling. EDIT: Sorry killerhurtz. The Research Director never responded again, on any channels, after screaming 'HELP'.
  11. A few things of note; There was no Command Staff alive. The Research Director had been missing presumed dead for a while, with no communication. As it turned out, they were killed by a rogue drone. It was not a 'Code Red' situation. Code Red was never initiated. There was residual damage from the bombing of the Captains Office, but it was largely repaired and not a danger to crew. Neither was the exploded Prison Wing, nor was that unfixable with even the small team of engineering staff. No demands were made, that I was aware of. The only real communication was about halfway through the round when Stein told the crew that he had the nuke and might choose to not detonate it if they can guess his name, from a Godswood related clue. After that was periods of silence and the crew trying to barter for their lives. The Nuke Op who set and detonated the Nuclear Device was not Stein, it was Reaper, who made no communication with the crew, no demands, and seemed to be working without Steins guidance or approval. Here's how the events played out, from my perspective. I scanned around the armory and caught sight of a nuke op outside the prison window. As he jumped off into space, he left a tank transfer bomb at the window. I informed both Sec and Engineering of the explosion in the hope of it having a long timer. It was about twenty seconds. The prison wing is largely destroyed, but nothing else is really affected. I bolt the access doors to prevent any officers running into the breached room. I look back into the prison wing and see the nuke op setting up the nuclear device. I inform the crew, multiple times, of its presence and location. The Nuke op leaves again but I can see now that the deployed nuke is flashing, and it wasn't before, so I assumed the countdown had begun. This is the point where I called the shuttle, after the nuke had already been deployed and activated. As far as I was aware, the nuke ops had not issued a threat regarding the shuttle. The countdown was already active. Destruction was immediately imminent. It was naive to think the nuke had a timer that would allow the crew to evacuate first, but one of the AI laws is to protect the crew. In that situation, making an attempt to get them OFF the station is about the only thing I could do to satisfy that. And yes, I received an order from one Security Officer and one Medical Doctor to recall the shuttle and knowingly ignored them, because to recall the shuttle and make NO attempt at evacuating would be a direct violation of the law to protect crew. Not that it ultimately mattered, because there wasn't time for the shuttle to even arrive. To put it simply, the thought process was this; Activated nuke will destroy the station and all crew aboard. Crew protection law demands initiating whatever form of evacuation is possible. Two non-command staff order the evacuation cancelled which would ensure that the nuke destroys everything and kills everyone. Attached is a transcript of the last twenty-ish minutes of the round.
  12. Hello, Rechkalov. I didn't see another thread for making suggestions to a spriter, so I'm going to put this here. Updating the consoles is an extensive project that will make Aurora at least 110% cooler... but I also have a small spriting request. Can we get a couple IPC heads that aren't box screens?
  13. It's hard to criticize Luna as a character, because she's one of those characters who are seemingly defined by their relationship and takes every chance to abandon their department to be with their partner. Or worse, gets assigned to their partners department at an entry position just to be with them the whole time. A person alone does not act the same as when their love interest is present, so any chance at getting to know Luna ordinarily goes out the window. And her presence makes Roy extra volatile, prone to irrational violence and interference in matters that shouldn't ordinarily involve an engineer. Anyway, I understand you do it because you enjoy each others roleplay and it causes 'drama' which drags in other players for roleplay sometimes, it just bugs me. Basically, Luna's not a character. She's an attachment to Roy.
  14. The only problem I have with transformation sting is, as mentioned, the inability to reverse it if you don't have a backup. I try to get people in for backups as standard practise, but so few actually turn up. It's one of the reasons that spurred me to suggest alterations to genetics instead; namely giving them a PDA DNA scanner cartridge so you can collect backups quickly, easily, and without making someone come all the way to Medbay.
  15. If altering the DNA Modifier Console screens is too much, and it probably is, you could combine these two ideas. Create a cartridge that has two Scanner Modes you can turn on/off, one for sending a record of enzymes to the Cloning Console and another to check the target for any active mutations/disabilities. Then, suddenly, the need for self-testing is gone.
  16. There are many threads like this. But this one is mine. I'd just like to open a discussion on the matter of Genetics that's not about Hulk and Griefers*. This job has an immense potential for fun and interesting roleplay, but right now is severely hindered by an outdated system. Keep this thread solely to pointing out problems with the current setup and then proposing a fix. Nothing else. Try and keep posts concise, with a problem > solution format, and not a three page essay on the implications of genetic engineering in the future. (Erik) Here are the problems I have identified with the current mechanics of Genetics; Self testing. It should not only be legal for a Geneticist to self test for the purpose of advancing understanding of their work, but it should be considered part of their job. Obviously with the caveat of responsibility and not leaving their lab with unauthorized powers, similar to the dangerous things Toxins and RnD can do. You might give a protohuman lazer eyes, but they're still just going to stand there and drool. You NEED a sentient human to recognize most of the changes and then to use the powers and record their various effects. The inability to use the features of the job leads to problem two. Poor roleplay: Considering the rarity of visible 'superpowers', there's rarely any actual scientific roleplay where you hypothesize, test and conclude your findings. You just radiate monkeys until someone needs cloning. If you get a partner, you sit there asking each other if you've found anything useful/interesting and the answer is usually no. This is a symptom of the expectation that a Geneticist will not self test, and hence be unaware of most actual hits, which is problem three. Relatively no feedback: You can't tell 90% of the things you do to a protohuman, except for the few visible superpowers. Those powers with visible effects do not even need them, with Hulk as the possible only exception. Whether or not a character is a trained Geneticist they will know you have telekinesis by the blue glow around your head, or cold resistance by the unnecessary yellow aura. Backups: Nobody comes in for genetic backups, and then screams at you when you can't fix whatever they need fixing. Solution; More variety in powers and disabilities. I believe there are some powers in the code that are disabled, and this has lead to blocks that do nothing good or bad when activated. We could also make our own, like pressure resistance now we have really deadly pressure effects. Remove the visual effects for all powers except Hulk. Add to the DNA scanner User Interface a gene-reader that can identify mutations/disabilities when they're active. A little box above the eject patients button that shows either 'none', 'disability X' or 'mutation X'. This could be tacked onto the UI screen aswell, where it could output the hairstyle, color, gender, all of that stuff that's decided there. A cartridge for the geneticists PDA that will forward a genetic backup to the cloning computer remotely when a character is scanned with it. *Yes, Hulk and Griefers ARE a problem, but I think they're largely a symptom of the current Genetic mechanics setup that can be minimized by fixing the system as a whole. All departments, to one extent or another, has the potential for grief. This thread is not for discussing this matter.
  17. Uplifts are, in essence, 'smart animals' raised to sentience by advancements in genetics, nanotech and artifical intellgence. A full breakdown of what an uplift is can be found here; https://eclipse-phase.wikispaces.com/Uplifts?responseToken=017185c1f042dec027f336b614504efb3 These are creatures lifted from the Creative Commons setting of Eclipse Phase, which I highly recommend you nerds reading into if you like getting nerdy with futuristic spessmen lore. It's a Sci-Fi RPG, and the sourcebooks can be found here for free if anyone fancies reading a little more; https://robboyle.wordpress.com/eclipse-phase-pdfs/
  18. Anybody play this? It got popular several months back, but the community seems to have dwindled extremely since I first played. Seems like the sorta thing you guys might enjoy. The trailer looks like this; https://www.youtube.com/watch?v=SU9TVA1AVso. To sum it up; sci-fi setting - gun toting marines versus a heap of virally mutated lifeforms including zombies, bugs, dogs, etc isometric view style - top down, with variable zoom, ala Diablo realtime action - similar to League of Legends, your character will level up during the course of the round but overall you earn experience that increases your player level and a specialist level for each class that each earn you bonuses to your characters attributes co-op tactical survival - you and whoever sticks around in your lobby get shuttled or podded into the dropzone, until you die or call for evac multiple classes - various options and abilities to tweak or specialize a character to a certain playstyle Would you like to know more? EDIT:- I forget to mention, I have a free copy on Steam to give away.
  19. I am fine with that. I might start doing that as CE.
  20. I've seen Random McAssistant go through the inflatable doors, rip off Engineering Tape, crowbar a firelock and go through an airlock in a breached area. You cannot stop them. They have no self preservation.
  21. I like this idea. Realistically, a stun rod would be easy as hell to use. I'm thinking those stun sticks the cops in Demolition Man use would be a good portrayal; you only have to make contact and the shock is applied. However, that can be used against you aswell in the case of two people wrestling for control of the weapon. The wielder probably has the better grip. How about a 75% chance to stun the disarmer and 25% to stun the wielder?
  22. Jax Dwayne Jon Jackson Casey
  23. Jax Dwayne is stroking a shotgun... again. Jon Jackson is installing a translator and pissing off both the AI and the non-humans... again. Jack Morgan is sitting in the morgue, writing jokes... again.
  24. The Vault, Armory and AI core should be the most secure areas on the station, not some of the most vulnerable.
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