
K0NFL1QT
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Everything posted by K0NFL1QT
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For those who aren't familiar, consume this trailer and weep in its glory; For those who do play, drop your character names, ranks, factions and servers here. Maybe we can do some Aurora Spec Ops sometime. K0NFL1QT - 91 - TR - Miller A1RK0N - 71 - NC - Miller
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Cybernetics would fall into the Roboticists jurisdiction, not the Geneticists. I'm all down for expanding on the Roboticists repertoire, but this thread seems geared toward tweaking Geneticists. For the Geneticist, you just need to remove the abusive powers, like Hulk and Telekinesis, and instead allow you to tweak pretty much every other statistic associated with a character on an individual scale, but make each change balanced. Genetics shouldn't be about creating Superpowers, but rather about creating 'freaks of nature' that would either be better or worse than a baseline human depending on the situation. I've not been able to figure out Genetics myself yet, so I don't actually know how the mechanics could be adapted. Maybe there's already a game version with an appropriate Genetics system we can, ah... merge? I mean things like increased resistance to heat/cold, at the cost of being much slower, or on the flip side increased speed at the cost of being more vulnerable. Heightened regeneration, but with the dionae weakness of requiring light sources and a heightened metabolism requiring you to chuff more food more often. X-Ray vision might still be acceptable, but it should add a disorientating filter similar to the new Mesons. Things like that.
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The coats USED to glitch, and like you I avoided them completely. Since the latest code merge though, they don't seem to have that problem.
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Ditches the inventory expansion items already provided. Complains about lack of storage. What?
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Please cease putting "cute" as a descriptive in flavour text
K0NFL1QT replied to Baka's topic in Off Topic Discussion
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Having played CSI a lot lately, I think there are some glaringly obvious things missing that you only realize after a few shifts with the job. - No Mass Spectrometer/Beakers. You can steal an MS from the Morgue, but Medical won't be happy if they need it. You can beg Science for one, but that hinges on having friends in the department. Without one, you have no way to dispose of blood taken in a syringe without spilling it all over the floor. Which you then step in and walk all over the lab, with no way to clean up unless you're friends with the janitor. I've had to grab cans from the nearby soda dispenser to squirt the blood into, but this is just weird and unprofessional. Either more syringes or some beakers would be great, but then that's another piece of evidence that will end up strewn about the lab. - No Forensic Storage. Fingerprint, fiber analysis, dna and autopsy reports can all go in the filing cabinet, which is great. But you have a single empty locker in which to store ALL the fingerprint cards, swab kits and bags of evidence from every case. This is... ugly and inefficient, but acceptable. What would be appreciated is something akin to the Chemists Chemical Storage, which will accept the fingerprint cards, evidence bags, swab kits and beakers (if given), and then dispense them on request. There's a space next to the High Powered Electron Microscope that would be perfect for this. - Space Cleaner The CSI is usually the one who states when the investigation of a crime scene is concluded and the taped off area okay to open up to foot traffic again, and the janitor usually doesn't have access to the area or is too busy trying to slip people to care. A bottle of Space Cleaner would be amazing if it was provided at round start in the lab, but I'm aware you can go bug medical for one of their spares. - Contaminating Evidence This is the absolute most pressing shortcoming of the current setup. No matter how careful you are, you will inevitably get your prints, or fibers from your gloves and clothes, on a vital piece of evidence. Forensic Technicians need gloves that never leave prints, and an oversuit that will never leave fibers from anything you're wearing, if you have both the helmet and suit worn. A renamed BioSuit, with helmet and suit combo, with the variables that leave forensic evidence disabled, would be perfect. It should be obvious at a glance and instantly recognizable, and be a 'bulky item' to prevent covert storage and portability, and thus draw immense suspicion if you see someone walking around in it outside of a messy crime-scene.
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I like it, but there should be -something- in that lobby all characters will be hanging around in after getting off the shuttle. Honestly, when you get to the Odin, most characters would be going to another shuttle to transfer back to their homeworlds, right? Maybe more options for food and drinks than a lone food vendor? Maybe somewhere for characters to take a rest until waiting for their shuttle? Something like an airport lobby.
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What are EmPrESS' views on their subordinate borgs? I've played a couple rounds as NG-X with you as AI and EmPrESS seems very uncommunicative, not only with the crew but the borgs aswell.
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This is why my CSI rushes for a Heavy Duty Flashlight. I'm not allowed a security belt, and the flashlight fits perfectly in its place. Some actual ear accessories that make sense would be amazing though, I'm sick of seeing people who have 'some watch on their right ear'.
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Player Complaint: Metagaming Detective
K0NFL1QT replied to mirkoloio's topic in Complaints Boards Archive
I was the Borg that round. As far as Nuke rounds go, I enjoy the 'subtle infiltration' method the best. You have to make your arrivals announcement appear completely genuine though, and not get caught breaking in through airlocks. A better place to hide your stuff is probably advised too. I noticed there were errors in your announcement, but I let them slide because I saw what you were trying to achieve. You have to be prepared for the myriad of responses you may get if someone realizes you're not on the manifest, though. You might be able to convince the Captain/HoP it was an error and get yourself added. More likely you will end up detained while someone contacts Centcom. A borg/AI may just robust you because you aren't defined as 'crew', which is technically completely acceptable. While some items are outright cause for detainment, like weapons, and some are heavily suspicious, like the EMAG, SWAT gloves and a Military Belt shouldn't be what gets you caught. Nobody knows enough about the Syndicate to be yelling 'he has syndie items'. as LeEbinSpessman was doing. -
I hope you brought your body bag, because this where it gets messy! Pull the open bodybag under the victim and close it up, then relocate the victim to the operating table provided in your office. Before touching the corpse directly, ensure you have your sterile mask and latex gloves on, otherwise you may find yourself catching an infectious disease from the body, if it is still hosting a viral pathogen. When removing the victim grab the body and place it on the surface. Remember, even when a victim has died, pulling them directly instead of grabbing them will result in a bloody mess all over your lab. And you don't want that. Place them on the table, like so. Aside from your viral protection gear, the tools you will need for this task are as follows, and are provided in the autopsy area of every CSIs office. - The Scalpel and the Autopsy Scanner To use these, first ensure that the victim is laid out on the operating table. Carefully perform a single incision on every bodily area, then analyze each area in turn with the Autopsy Scanner Print the results after you have scanned every possible area. Tada. You can tell exactly where, and how many times a victim was assaulted, and the precise time of death. As always, be sure to communicate your findings and be ready to assemble all relevent evidence and information into a report. You never know when your your superiors may request it. And a criminal that's returned to CentCom without any accompanying evidence is far more likely to not recieve the full punishment for their alleged offenses. But now you have a body in your lab, and probably other work to do. Your last task is to see the body to its next destination. For most this will be to the medical Morgue. You inform the geneticist, or Chief Medical Officer, of the corpse and it becomes their responsibility to see the person cloned. Remember, do your best not to reveal the death to the crew member if they are cloned. Others may be in posession of the appropriate paperwork for them to be rendered into indentured servitude after their death, in which case you take the body to the Roboticist, where they will perform the operation to transfer the brain into an unstoppable Durand a helpful cyborg. In the worst case scenario, the body will neither accept cloning nor are they eligible for cyborgisation. In this case the cadaver goes to the Chaplain, whose duty it is to perform last rites, perhaps hold a ceremony, and then grant the body a dignified Space Funeral.
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For the purpose of this document, a protohuman was requisitioned. Most criminals are not stupid enough to discard the incriminating weapon at the scene of a crime, but it will do to show the tools and processes available to you. First, cordon off the area with the supplied police tape to ensure the crime scene isn't further contaminated by passerby's. Rest assured that many of the crew will try to involve themselves if the crime scene is in a public area. Some may even disregard the presence of your tape and walk right through a crime-scene, so if it's in a populated area try calling for an Officer to assist you in keeping the crime-scene from interference. Remember to wear your gloves so you don't contaminate evidence yourself. As you can see here, we have a corpse, a bloody weapon, and a bloodstain. We should be able to identify a culprit from this. Take a swab kit and sample the blood on the weapon, and the blood on the floor. You can load one sample into the DNA analyzer at a time, and it will take a minute to perform its analysis. Remember to close the lid after a sample is loaded, and open it again after ejecting it so you can load your next sample. With the lid closed, begin your scan! Once it is complete, the analyzer will print a report for you. Remove the sample, set it aside, and load the next sample. When that's done you will have two reports. As you can see, the blood on the weapon matches the one on the floor. Make a note of the DNA string. Go over to the medical records terminal in your office, log in and go through 'Search Records'. Here you can input a DNA string and return a list of any matching crewmembers. In this case, the protohuman is not listed on the crew manifest and thus the console will return no results. But if it were, then the console would instantly show you the medical record of the crewmember with that DNA string on their file. We have successfully identified the victim and the murder weapon! Now to begin narrowing down the suspects to determine the culprit. Return to the weapon and search it for fibers and fingerprints. If you're lucky enough to find anything the corresponding fingerprint card and fiber bag will come pre-labeled. First, insert the fingerprint card into the electron microscope at the rear of the office and begin your analysis. You'll have a couple settings to choose from to help refine your analysis, and all three will not be applicable to the same item. In this case, we want to identify the fingerprint string found on the crowbar. Select that option and wait for the machine to finish its' work and print you a report. As you can see, we have determined a unique string. However it is very incomplete. The culprit must have been cunning enough to wear gloves. Unfortunately, it's not much to go on this time. The completeness of a fingerprint string depends on whether or not the culprit was wearing gloves, and how frequently the weapon was handled. Had the culprit handled the weapon without gloves, you would be lucky enough to return a complete string such as this. Depending on your findings the next part might be quick and easy as it locates a precise match. However, if you only have a partial string to go on you will likely return multiple results. In which case you will at least have narrowed your suspects to a more manageable list. In the case of the most incomplete of strings, you will have to manually look for any possible matches and apply a little investigative intuition. Fortunately we have other evidence to analyze now! Return to your microscope with the fiber bag you collected earlier. Unlike fingerprint cards, you need to first carefully transfer fibers from the collection bag to a microscope slide before you can insert it. You are provided several of these each shift, and each one is reusable. With the sample loaded, this time you analyze the fibers. Read the report it prints for you to taker a look at the findings. In this case, the only fibers found were those that match black gloves. You will more often find the fibers from a particular jumpsuit that is unique to a job, or department, or from a piece of clothing that you have seen a member of the crew wearing. Be sure to inform the rest of the Security team of your findings, or your absence of findings. Just letting them know that the criminal wears black gloves can sometimes help guide officers to watch over certain crew members under suspicion and alert them that they are cunning enough to purposely foil investigative attempts. BUT WAIT, THERE'S MORE! In part three we will address the final responsibility that falls to the Crime Scene Investigator; performing autopsies. Most Medical Doctors have the access and medical training to perform these themselves in the medical Morgue, however it may be required to perform them yourself in case the medical team themselves are under suspicion.
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Because a lot of people want to know how to play with the fancy tools and Sue doesn't want to explain it. Step one. ALWAYS WEAR YOUR GLOVES. Acquire waistcoat and sunglasses. You are not an officer, so you do not need to adhere to their uniform expectations. Find a lighter and a pack of smokes and have them at the ready, to add extra cool during panic situations. Outclass everyone on the station that isn't equipped with a top hat and cane. BONUS TIP: Grab one of the Heavy Duty Flashlights before the Red Tide does. You can put it on your belt slot. Now that you look like the distinguished nerd you are, get acquainted with your lab. You will spend half your time here, when you aren't running from break in to murder to poisoning to autopsy. This is where the magic happens. See all the things on the tables around you? Grab all the things. Put them into your free CSI kit. It's the gray box on the rack. It has two layers of storage and can fit everything you need to fulfill your investigations. Do NOT lose it. If anyone steals it, you become useless and should space yourself in shame. If you arrive and your lab is already empty, find the Detective or Head of Security and find out where your stuff is. Now that you have all the things, your CSI Kit should look like this. Note that you can put boxes inside it, so you can carry around boxes of evidence bags and swab kits with you. I tend to take the microscope slides out of the box and repurpose the box for storing field evidence for whatever active case you're running. Makes it easier to keep track of what evidence is relevant to which investigation. You also have Morgue access, so feel free to run on down and grab a body bag. You'll probably need it. Let's break down that menagerie of equipment and explain what each piece does and why it's important. Some of it we will need to return to later. - Fingerprint Powder & Fingerprint Card One of your primary tools. Use the powder on doors, weapons, clothes, or generally anything you suspect that has been touched by a criminal. If anyone has touched what you powder, you'll get a fingerprint card. - Fiber Collection Kit One of your primary tools, but secondary to finding prints due to the interchangeability of clothing. Mostly used as supporting evidence in the case of partial prints that incriminate multiple people. Use it on doors, weapons, clothes, anything you suspect that has been touched by a criminal. If anyone has touched what you use it on, you'll get a bag of fibers. - UV Goggles & Luminol The goggles currently do nothing, but I suspect they should/will do one day. The Luminol spray will reveal any blood that may have been sprayed away. You only get so much of it though, and I'm not currently sure if there's a Chemistry recipe to make any more. - Reagent Scanner & Syringe Use the reagent scanner on any food or drink that's offered to you, before consuming it. Scan EVERYTHING that comes out of Chemistry, the Kitchen and the Bar. You'll analyze the chemical components of whatever applicable item you scan and each present chemical will be listed. Science can make Advanced Reagent Scanners that will show you the exact concentrations of each chemical in the mix, but the standard version does not provide this information. You can use the Syringe to take a blood sample from someone you suspect to have consumed either drugs or poison, and then analyze it for confirmation. - Police Tape When you arrive at a crime scene you should use this to tape off every possible entryway and prevent contamination of potential evidence. Throw out anyone who cuts the tape. Try not to completely block off a main hallway, unless it's absolutely necessary, and even then try to do your investigation and call in a janitor quickly. - Camera Useful to carry around with you. Considering you are not equipped with the offensive and defensive tools that an Officer has, you take an incriminating picture if the opportunity presents itself and then swiftly run the hell away. - Recorder Useful in case you need to perform an interview, or turn it on in secret and try to goad someone into incriminating themself with their own words. - Box of Swab Kits When there's a blood trail on the floor, and no body in sight, whap the blood with one of these to take a DNA sample. You can also swab bloody weapons, bloody clothes, or people mouths. - Box of Evidence Bags Anything with blood on, or that looks out of place at a crime scene, needs to be bagged before anyone else can touch it. - Labeler Slap labels on those nameless evidence bags unless you want to forget which bloody weapon was from what crime scene in relevance to what investigation. I usually harass cargo for some empty boxes, label them accordingly and stash anything relevant in there. Stay tuned for part two, where we discover a crime scene and investigate!
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CKey: K0NFL1QT Character Name(s)/Position: Sarah Scott/Head of Security, Hope Whytestar/Chief Engineer Extra Notes:
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PS, Erik, I love your new avatar.
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Asking works, unless they're unconscious. It's something that should probably be noticeable when you examine someone, depending on clothing, but should really should up with a scan.
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Like the title says. There's been a few rounds as a roboticist where you have to make emergency repairs on IPCs and humans prosthetic limbs, but you generally have no way of knowing which limb needs work, either looking or using a scanner, unless you tear their clothes off. You should be able to tell what limbs are prosthetic with a basic health scanner.
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Two of them. Smelting their loads at about the same time.
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Here's one I just used, for someone who wanted to go exploring a nearby abandoned spaceship. I presume NT command doesn't take kindly to a Captain losing people who wander off the station. This form should absolve them of any fallback incase something happens to them. [center][large][b]Space exploration waiver of responsibility[/b][/large][/center] [center][field][/center] [hr] Date:[field]-2546[br] Time:[field][br] [hr][br] Applicant name:[field][br] [br] By signing this document you hereby release command staff of responsibility should you suffer an accident while exporing off the station and are unable to be recovered alive. Upon your return the Captain may, [i]even with no reason given[/i], put on hold subsequent research, issue a search on your workplace or personal belongings, commit you to quarantine and any other procedures deemed necessary. [br][br] Failure to comply may result in voiding of this contract, fines, termination of employment contract, arrest, sedation, or any other means NT commanding staff finds appropriate to enforce their executive decision. [br][hr] Applicant Signature:[field][br] [br][hr] Captain's signature: [field][br] [hr] [center][small]Stamp:[/small][/center] [hr]
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What's your favorite race? Probably the Space Marines. I just get a huge nerdboner over genetic enhanced, power armor clad super soldiers. What's your favorite Legion of Spess Mehreens? Ravenguard, or Iron Hands.
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Tony Adams's HoS Whitelist application
K0NFL1QT replied to a topic in Whitelist Applications Archives
You get every Head position unlocked with your Whitelist. That's not an excuse to insert yourself at the top of every depertment unless you actually know every facet of that department, though. And that's not a dig at you, I went RD a few days ago on a quiet shift and was promptly questioned on my competence. Just advising; show some self control So, in regards to Tony. You've always played a decent, dependable and respectable Warden - at least I thought you did, until I found it out was you who got clown-busted. I know, relationship RP can be fun, but I don't think Aurora is the place for it. It's a serious research station and as such anytime spend flirting and cavorting with crew is time spend by two people not doing the damn thing they were sent on the station to do. This is doubly important for Head positions, and quadruply important for Captains, who often have entire departments waiting on their word. I think he gets his sense of offended triggered pretty easily, which might result in some spur of the moment briggings for some of the abrasive crew. However, in my experience, Tony seems to opt for the lesser of applicable charges so a stay under his watch likely wouldn't be very long. This could be due to the Wardens often isolated position and a lack of communication/evidence when perps are dropped in, though. Does Tony actually have ambitions of moving up in the Security heirarchy? Is he formally trained in command procedures and, if not, what notable Heads has he learned from in his time as their right hand man? -
You could take it one step further and give the IAA essentially a copy of the Captains headset, giving them access to all department channels. Better fits the theme of them being, essentially, CentCom spies there to ensure smooth running and strict adherance to CentCom procedures, alerting them to any potential misdeeds that require investigation in the event that a Head doesn't feel like reporting them through the Command Channel. A break of protocol unreported is still a break in protocol. Taking it further would be to grant them access to PDA messaging, but that might be a little too invasive.
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Problem is, by the time you type 'You are charged with...' that's ten seconds the suspect has used either to run away or shoot you, as ninety percent of Security-Criminal interactions go. With Sarah, if I have to chase, I spam the hailer a few times to let them know they should stop. If they don't, then it's baton/taser time and move in to secure them with cuffs. I try to announce charges at the earliest convenience. But that could be back at the brig if they have help. Of course, those who do stop or don't run in the first place get a much nicer Security response. They also get shorter brig times for not resisting, and don't run the risk of having to assault the officer to get away and thus add another infraction to their list.
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Alright, that is actually something I like. Giving IAAs access to the command channel, Y/N? Arguments? Moom's IAA was always super useful to me when playing HoS (they can already advise you about law on the sec channel), and having them work as kind of secretaries/advisers to heads in addition to their regular duties does sound like a very attractive idea. I support the idea, but it will make some rounds excellent and some rounds terrible. Some IAA's already act like they are secondary Captains, and some completely ignore the fact they have Loyalty Implants. Granting a non-whitelist role access to Command channels will confuse IAA's into thinking they actually are command.