
MO_oNyMan
Members-
Posts
290 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Gallery
Everything posted by MO_oNyMan
-
[1 dismissal] Corporate punishment system reworked
MO_oNyMan replied to MO_oNyMan's topic in Rejected Policy
Literally the entire point of suggestion is to reduce the time people spend in brig by replacing the timed sentences with fines and demotions in the existing system. If you're worried about someone brigging some guy for no reason because of power fantasy, the solution would be to remove brig entirely along with security. P. S. I don't see how spending 15 minutes in a glass room would help a thief who stole captain's spare rehabilitate -
[1 dismissal] Corporate punishment system reworked
MO_oNyMan replied to MO_oNyMan's topic in Rejected Policy
Clarification: holding until transfer is when you grab a criminal and brig him until the end of the round. Note: warden has a lot of shit to do besides staring down convicts in brig Note: the escalation of punishment remains unchanged. As in you will only be hutted if you would be hutted according to a previous system -
So recently we had a lengthy discussion with security players about how current system of punishment on Aurora doesn't make any sense whatsoever. People get brigged for a 2-20 minutes for various infractions and then get released like it never happened. It is also closely connected with the legal representation issue (as the punishment is applied without any trial). So a great idea I feel is worthy of suggesting was voiced by Sue. The suggestion The new system of punishment for breaching corporate regulations would look like this: Optional warning (for minor infractions) -> fine -> demotion -> termination of contract -> holding until transfer Optional warning - is already a thing, it remains unchanged Fine - minor infractions of corporate regulations would realistically result in a fine/reduction of pay Demotion - more serious infractions or repeated offense would require administrative action such as demotion Termination of contract - a person that commits a serious enough offense or straight out refuses to follow company's standards will have their contract terminated and be demoted to a visitor for the rest of the shift Holding until transfer - if a person poses a threat to the crew or the station private security are entitled to take them into custody to prevent further damage and pass them over to law enforcement later on. As you might notice, all brig time sentences that are not holding until transfer are removed. People being processed for demotion/fine/contract termination would still have to be brought to brig, searched and registered at the crime sentencing console How would the change benefit the game? It is a more realistic way of punishment It would shut down discussions about lawyers (since we're not sentencing people, we're restraining their freedom on private property and they will get a lawyer when they are handed over to Biesel police) It fixes the brig problem (timed sentence automatically opens the cell door after the sentence is over, granting anyone with communal rights a free get out of jail card) It allows people to roleplay more (unless you fucked up badly, why would you spend 5 minutes sitting in the brig when you can interact with a crew or continue antagging. Brigging people for minor infractions just takes them out of the round for a set amount of time, serving no purpose. Antags will still antag until they get HuT, normal crewmembers are just missing out on roleplay. You can argue that timed sentence give antags less time to do their dirty deeds, but it's really a bad thing to lock antag out of the round unless they fucked badly enough to get hutted)
-
I like the idea, but would suggest the applying pressure action would require using help intent with reinforced grab, as it makes more sense and disarm intent during a reinforced grab is already reserved for pinning.
-
I agree, flavour text kills the identity loss feature of husking. +1 If all physical characteristics remained the same, the body would be recognisable (and it's not or at least not intended to be). It's either remove the identity loss feature altogether, or make it consistent by removing flavour text after husking.
-
I'd say use common sense if you decide to job hop. If the scenario is beliavable, i don't see why would it be generally disallowed. I can see people moving down (officers to cadets, medics to residents CMOs to medics), as there are things like CED to maintain the license, demotions because of whatever, occasional requalification. I can see people moving up the ladder, because promotion exist (this includes moving from med to science, as science requires higher clearence and is better paid). I can see people job hopping between approximately same level jobs (part time job if a character needs money. An example being sec officer/paramedic. If he needs money, he can work double shifts as a paramedic if he has a required qualification, why not, although something meaningless would suit better of course. Like a bartender). It's hard for me to see why would a head of staff take a lower position for money, since they are paid very well. Basically make it so that it would make sense, not just "i work this job today because the other was taken". Make it mean something. Financial problems for your character, conflict with your superiors, promotion etc. If you can't justify your job hop, it might be better to make another character for the desired slot
-
There's no designated slot for a coroner on Aurora station and coroner's duties are frequently neglected. This guide is meant to show how to properly deal with body processing. Almost any medical personnel (including residents) can take on a role of coroner, apart from maybe chemists. However, do not take this role lightly. Getting geared What you're going to need is: - a labcoat (yeah, it's medbay, keep it clean) - a pair of nitrile/latex gloves (touching a cadaver with your bare hands is not adviced) - a surgical mask (same as gloves. Health issue) - a pen - a folder (to conveniently store your papers) - a universal recorder (optional. available in loadout menu. To document your autopsies verbally) - access to morgue and autopsy lab (the most important thing. Use a request console to print out an additional access form, get it filled out and head to HoP to get your additional access) Note: i don't consider cloning to be a part of coroner's job, but if you can use it - good for you. It will help with IDC (identity confirmation) and generally speed up the cloning process. Areas of your concern are: Temporary morgue - a smaller version of morgue where bodies are initially stored, awaiting processing Autopsy lab - where most of your work will go down. Stocked with scalpel, autopsy camera, autopsy scanner, as well as a request console (aka your best friend) Permanent morgue - we all eventually end up there. Here you'll store the bodies you finished processing Keep your workplace clean, don't let the bodies pile up. Another day - another death So, you've got your gear and got your access sorted. What should you do now? Why wait for someone to die. You can stick around at medical office or do whatever, a death or critical injury will most likely be announced via medical frequency. Avoid being around living patient. There's nothing more unsettling than a guy with a coroner's id breathing down your neck as you get your food poisoning treated. Eventually, your time will come and someone will haul a dead body to medbay lobby. When death occurs - your job begins. Usually you'll be recieving a body in medbay. Here's how you should act: - Note where the body was found, who brought it in as well as the approximate time of when the body was found (examining your pda will tell you the station time), you're going to need it later - Get the body to temporary morgue, put it into a body bag and label it with the name of the deceased (first letter of the name followed by a surname) - Go to the request console and print out a coroner's report form. It is a list of shit you have to do, so start moving down it. It looks something like this: - Get the body into a medical scanner and print out the results. - If the body can not be identified, put it into a cloner and scan it (but do not clone!) the identity of the deceased should pop up on a screen. Alternatively you can ask CSI to perform identity confirmation or ask a surgeon to perform a facial reconstruction. Print out the identity confirmation form from a request console and fill it out. It looks like this: When an identity is confirmed go to the medical records console, print out the cadaver's record, look for a DNC order and update the body bag label with a status (clone/DNC). Skip the identity confirmation part if the body can be identified visually. - If there was no DNC order on the patient's records, attempt cloning. If it was unsuccessful, print an "unrecoverable personnel" form from a request console and fill it out. Update the bodybag label status according to the cloning result (Cloned/MIF). Note that you'll be unable to fill some lines such as time and cause of death. You'll have to come back to it later. The "unrecoverable personnel" form looks like this - Strip the body of ALL of its gear. Turn off the cadaver's pda messenger, get his id to HoP, get any department specific gear to the respective department, notify security of any suspicious stuff. - Get the body to the autopsy lab, take a photo of it (set the photo focus to 1 via verbs tab -> object -> set photo focus). Write down or use the recorder to note the visible injuries. Perform an autopsy (the process is pretty much covered on the wiki page https://wiki.aurorastation.org/index.php?title=Guide_to_Cadavers). Avoid trying to make incisions on prosthetic limbs, you'll just end up damaging them. - After getting your autopsy report, get a space cleaner, spray the body to clear it of possible blood. - Fill in the missing parts of the "unrecoverable personnel" - The information covered in bloodwork can also be found in full bodyscan and in autopsy report. If you have spare time, if you want to highlight the problem with cadaver's blood or if full scan/autopsy is unavailable, get a "bloodwork" form from the request console and fill it out. It looks like this: - If your cadaver has embedded objects in it, get it to surgery and remove the embedded objects either yourself or with the help of a surgeon. Print out a "foreign body removal" form from the request console and fill it out. Note that foreign body removal damages the body, fucking up the body scan as well as autopsy report, so it should be done in the very end. - Fill in the coroner report, using information from the forms. Patient ID can be found in their medical records. - Notify security if the circumstances of death seem questionable to you. - Use the folder and hand labeler to relabel everything accordingly. Make sure there's no papers labeled (unknown) - Get the report to CMO and get everything stamped. - Make a copy of the report using the photocopier in the medical office. - Put a copy of the report into the filler cabinet in the medical office. - Put the original report into the cadaver's body bag. - Haul the body down to permanent morgue. - Label the tray you put the body bag in by the name of the cadaver stored in there, using the hand labeler. Security and You Role playing opportunities
-
Heavy-duty flashlight. It's a very useful thing for certain jobs and yet it can't be manufactured or ordered
-
Sure, i can get behind this. All cuts sound reasonable enough. The only somewhat questionable thing here is a head not getting EVA access +1
-
Yeah, i like that. IDs, PDAs, holobadges with attached paper showing mechanic would definitely make disguises work better and prevent stupid situations where witnesses make out names and occupations of criminals in near-darkness across the room. As i see it, you examine John Smith. >He is wearing a green id (look closer). If you click on "look closer" while too far away, you'll get the message "you're too far away, get closer if you want to read it". If you're 1-2 tiles away it will say "ID (John Smith, assistant)" or whatever the id actually says. Same with holobadges and pdas. Definitely +1 P.S. The voices will still be the same, although, you'll not get the obvious "John Smith (as Bob Simpkins)" text. Face recognition would work the same way, unless the guy is wearing a mask, in which case he is "That's Unknown, he's wearing a green id (look closer)"
-
Reporting Personnel: Alan Grimm Rank of Reporting Personnel: Crime Scene Investigator Game ID: bSj-cZYw Personnel Involved: (Name, Rank: Offender/Witness/Other (Ckey)) - Amelie Baillieu-Marais (research director) - ofender - E.V.E (medical android) - witness - Embrace of the Rain (medical doctor) - witness - Caleb Green (head of security) - witness - Raymond Hawkins (captain) - witness Time of Incident: Real time: ~2100gmt 08/01/18 Location of Incident: Robotics operating theatre; Medbay Nature of Incident: []Workplace Hazard []Accident/Injury []Destruction of Property []Neglect of Duty []Harassment []Assault [x]Misconduct []Other _____ Overview of the Incident: At some point during the shift a report of an injured cadet was recieved by medbay. The said cadet (David Palmer) was located in maintanance in critical condition and promptly hauled to medbay, where he passed. A successful cloning attempt was made and an order to investigate this incident was issued by HoS to the investigators. Upon arriving to medbay to retrieve the body for examination, i was informed by medical personnel (listed as witnesses) that the RD has already took the body away to "check what was the cause of death". It is essential to note that at that time no post-mortem procedures were done. The person was not scanned, autopsied, the blood sample was not taken for bloodwork, etc. The only thing that was done by medical professionals was cloning. Further inquiring revealed that both captain and HoS authorised this for a reason yet to be discovered. Using the robotics operating theatre, the RD proceeded to extract the brain of the victim. The reasoning behind this action is unknown as the RD was uncooperative when invited down to security for questioning later on the shift. The body bag was then marked and left in robotics unattended. The investigators were forced to seek help from science personnel to retrieve the body and proceed with investigation as no data was provided to security after RD's "examination". Attached to the report you can find copies of the coroner's report, made by security investigators after the body was retrieved from robotics. Note that there's no post-mortem instructions in the victim's medical records that would suggest they wanted their organs being donated to science. Note that the full body scan shows that the brain is indeed missing. Note that the autopsy report shows that the victim indeed died under questionable circumstances and therefore the body was connected to an ongoing investigation. Note the visible scar on the head on the cadaver's photo, confirming surgical manipulation took place. Actions taken: Based on recieved evidence a request for an arest warrant for disrespect to the dead and exceeding official powers was made to HoS Green (who was suspended in the process of myself explaining the issue), an attempt to get the matter to the captain was made after that, he however was too busy to look into it.
-
bulletin board for forensics office please
-
The problem here is the fact that security management roles have too much shit on their plates to deal with and are easily overwhelmed. Managing ISD icludes more than several activities: 1) Supervising and managing 4 officers and 2 cadets (HoS) 2) Communication with the rest of the chain of command (HoS) 3) Processing convicts (warden) 4) Managing convicts (warden) 5) Writing up warrants (HoS and warden) 6) Reviewing cases (HoS) 7) Managing armoury (HoS and warden) 8) Dealing with internal conflicts (HoS) 9) Updating security records (warden) 10) Talking to people that come directly to security with whatever they want It might not seem like much but when 2+ duties stack up on you, it all goes downhill very fast. What was discussed a couple of times is adding a managing role that would take some of the responsibilities from HoS and warden to ease their life just a notch. Now i don't think that sergeant that would have authority over officer is the way to adress the problem but an additional helper is definitely needed and i don't really care how it's going to be called. Dispatcher (that would take over managing officer and helping them with communication and updating records) Brig assistant/correctional officer (that would take over processing and managing convicts, updating records and talking to people at the lobby) Sergeant (that would take over the armoury and reviewing cases) To clarify, none of these roles would be having authority over their collegues. In conclusion i would agree with Armory about the fact that we would have to increase the number of officer to implement something like staff sergeant (who would review cases and be actually supervising officers in the field), but that would require the server population increasing a bit
-
I like the direction of the idea, but i feel like the prolonged healing time was suggested not to create inconvinience and slow the pace of the game (as people above implied and rejected the project subsequently). The reason for a prolonged healing time is to make treatment process more immersive, create RP opportunities between patients and medics, give more job to medbay and make use of the gorgeous patient ward that is currently being used as a graveyard/kois garden. Ideally instead of getting to the lobby, being stuck with some needles, rushed through surgery and thrown out to get shot again there should be some meaningful process with opportunities for interaction.
-
I'm all for increasing healing time. My vision of this situation is to make it considerably less efficient unless a person is lying down in bed. Old bandages inducing infenction if not change can also promote prolonged downtime and health care. However if this is to be implemented i would very much like for patients' ward be moved to somewhat more accessible area to prevent it from turning into a graveyard (medics are busy treating patients on main level while at the remote and quiet sub-level a couple of mostly helpless people are just asking to be succ'd)
-
Well, we already have a fair amount of sol military characters with customized gear, so i don't see why not +1
-
Well, look. There are several different types of people hanging around medbay and different ways to approach the situation. Chucklefucks are just wandering around aimlessly (or with malicious intent). Cheerleaders are there to look over their buddies, Hermits are seeking medical attention and are abandoned by their medics. Dealing with Chuckelfucks: 1) Sir, your vital signs are normal, please vacate the area or i will be forced to call security 2) Call security/PDA an officer, specifying the name of the Chucklefuck, asking to remove them from medbay. Give a statement if needed to ensure the punishment was dispensed. 3) Repeat if Chucklefuck returns. Might be a good idea to specify to the responding officer it's a repeated offense Dealing with Cheerleaders: 1) Sir you're crowding the area. Can you please vacate the area while your friend here recieves treatment? Wait in the lobby, i'll pda you as soon as your friend is cleared to go. 2) Sir, i understand, but you're impeding the movement of medical professionals. Leave, or i'll be forced to call security to remove you 3) Call security, proceed as if dealing with a Chucklefuck (Note: sometimes officers are accompanying patients in case of them being VIP or convicts. Deal with their presence, they're doing their job. Worst case scenario you can try to ask if their presence is entirely necessary and ask them to wait in the lobby) Dealing with Hermits: That's actually a problem of medics' competence. Don't leave your patients, always have someone to keep an eye on the lobby to recieve new patients. Maybe implement some sort of systemsso that medics wouldn't quiet literally "fix what they see". One patient - one medic. Finish yours (or hand him to someone else) - switch to the other. I don't see this problem as a lack of dedicated directive problem. It's more related to the general competence of security/medbay and maybe to some flaws in medbay layout. As noted previously, trespassing is a valid charge, make use of it
-
The issue with consoles now is that whenever you print a record or extract an id from it, the item lands under the console instead of on it, which makes a simple pick-up of the desired document by clicking it impossible. Those filthy consoles need to learn their place. Making them respectively present the requested document on top of them would make using them not frustrating and also would make sense.
-
Sounds neat. Visualising the life path of a character would help generating records immensely
-
The easiest solutiob would be turning armor into accessories. Wearing overcoats over armor makes sense
-
Idea to enforce this problem mechanically: at the roundstart EVERYONE's voices show up as unknown (or something like male, female, etc.). You can change the descriptor of any person's voice yourself, maybe via a button near their name (i.e. Unknown says: "hi, i'd like to get me some donuts"; >Shift click to examine; >Look at the id "John Donger (Assistant)"; >Click the rename button near his message in the chat; >Rename them to John Donger; >Now their voice shows up as John Donger)
-
One sided-window instead of cameras is a great thing. comms that block theidentity of the interrogator are more of a situational thing but could also work
-
Light switch click sound is a nice tweak
-
And if almost forgot cigarettes description
-
Current neck items (referring to holobadges and scarves specifically) do not make sense flavour-wise. You can wear them on your face slot (which results in a description "he has a holobadge on his face" and prevents you from smoking and wearing gas masks and such for some reason) Or you can attach them to your uniform (that results in a flavorless "he has a holobadge attached to it". Having the badge attached to your suit also prevents you from accessing it easily) My suggestion is to fix this issue one of the following ways: 1) Make a special neck slot for such items Pros: the most immersive way to deal with that. You want to wear scarf around your neck, not on your face or on your suit Cons: Somewhat excessive 2) Change their dedicated slot from face to o_clothing Pros: it somewhat makes sense, it makes holobadges easy to access (which is kind of the point of wearing it around your neck) and the description "he is wearing a holobadge" fits Cons: Inability to wear jackets and any other outer clothing while wearing a scarf or a badge, which doesn't makes any sense 3) Changing description of neck items upon examining from "he has x on his face" to "he is wearing x around his neck" Pros: immersive description Cons: Leaves the inability to smoke or wear masks with a badge/scarf on, which doesn't make sense Any alternative suggestions are welcomed