
MO_oNyMan
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Everything posted by MO_oNyMan
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Phoron research is virtually non-existant on Aurora. And keep in mind that Aurora is supposed to be primarily a phoron research station. The entire research on station is not specialised nearly enough for Aurora to be called a research facility. It's a bunch of very basic research setups on several scientific disciplines mashed together. On the other hand if Aurora was a trading hub and people actually lived on station, research would get an actual purpose of improving the lives of Aurora's citizens and producing technology for sell (as opposed to secretly inventing tech noone can use anyways). That would allow research to get more practical uses than it currently has, interact with other departments (since it becomes their job to provide them with technology to improve their quality of life), it can get new directions and features (talk of manufacture department would get some solid ground, maybe even allowing cargo and science work together, which would be a great thing since they are the two least played departments), research would become less secluded from the rest of the station with the removal of "secret research" gimmick making it more appealing to players and breathing a life into the department. The benefits are countless.
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Curtail ERT Authority [Implemented]
MO_oNyMan replied to Kaed's topic in Accepted/Implemented Policy
Agreed. I can't think of a single reason why a bunch of mercs with guns would be trusted to rule the station they don't even know over the loyalty-implanted captain. At least make them implanted. I don't think they should be able to just kick away the captain unless specifically instructed by the CCIA. They were send to help with the emergency, not implement dictatorship -
Yeah, i've been looking in this direction a lot. The problem with a secure research facility gimmick is that it stops a lot of potential growth and improvement dead in its tracks. Any more or less radical suggestion gets shot down by a "why do we need this on a closed research station?". Even existing features like detective and CSI slot sometimes get bashed on because they shouldn't be on a research station. I really like moving to a more open, public and civilian concept (like trading outpost, colony station or phoron mining town) as it removes the glass ceiling of a "research station" and allows for growth and improvement. Not only in the sense of features but also in the sense of more flexible RP opportunities and more diverse characters and RP
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Searches on Aurora were slowly transforming to take into consideration human rights and privacy and it's great. However this created multiple contradictions that are now scattered across the game, forums and wiki not that confuse crew and new officer and should be fixed. Not only different sources contradict each other, wiki contradicts itself in the exact same sentence. Here the relevant sources are (contradicting points are put in bold): In-game code blue announcement text Captain and security wiki page Security authority under code blue CCIA clarification somewhere on forums There was a metric shit ton of discussions on this topic. What it comes down to is that random search and search with probable cause are opposite. If a search is conducted with a probable cause it stops being random and vice versa. The CCIA clause is pretty clear about officers needing a probable cause to conduct a warantless search as well as the obligation to reveal it to the head of staff in case of a location search or to a person recieving a body searched when asked. But the only place this CCIA clarification can be found is somewhere on the forums where most new players don't go. So to fix the issue the following changes to the wiki pages of captain and security officer as well as in-game announcement text are suggested: Corrected in-game code blue announcement text Corrected captain and security wiki page
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[1 Dismissal] Remove Healing Effects from Tea
MO_oNyMan replied to Ornias's topic in Completed Projects
I have no idea how powerful the tea healing effects are right now but if it feels too powerful and severe radiation isbeing treated with it i could get behind nerfing its healing potency. Completely removing the healing effect doesn't seem like a good idea to me because it's a viable option of medical treatment that can be prescribed by a medic, it preserves medbays resources and it involves other personnel (as a guy prescribed to drink a lot of tea would most likely go down to the bar and interact with the bartender). While medics could be slightly more creative with their medication (dilluting chemicals with other drinks via a dropper), i don't see the benefit of completely removing the healing effects of tea. -
With a new map update forensics got a thing. That thing being a vial box with 6 vials. And while the box itself is pretty cool and has a use i would suggest making it even cooler. How? Allow the vial box hold not only vials but also swabs. They are pretty close in size and form so it makes sense. And having another use for a vial box would make it even better
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Reporting Personnel: Alan Grimm Rank of Reporting Personnel: Crime Scene Investigator Game ID: #sec_liaison IC channel of NT-MED affiliated discord Personnel Involved: - Moren Godswood, CMO - offender - Shane Briggs, medical resident - witness - Maxine Greyson, chemist - witness - Halogen, warden - witness - Ke'Quip Wiqsaiit, CMO - witness Time of Incident: - Real time: 2120 EET Location of Incident: - Nature of Incident: []Workplace Hazard []Accident/Injury []Destruction of Property []Neglect of Duty []Harassment []Assault [x]Misconduct [x]Other failure to maintain professional relationship in a professional environment Overview of the Incident: At specified time doctor Godswood posted a photo of a half-naked officer Klaus Eliade which was immediately followed up by a message "Oh god, wrong channel, wrong channel!". Some time later the message was replaced by a coverup attempt by doctor Godswood, claiming it's a professional depiction of a healthy officer. The picture however was not removed. I presume doctor Godswood used his connections to edit the secure channel message history Did you report it to a Head of Department or IAA? If so, who?: No Actions taken: None Additional Notes: I have no personal issue with questionable relationships getting established between crewmembers however it is important to remember that there's a time and a place for sharing pictures of half-naked men. And a secure NT intranet channel dedicated to connecting medical personnel and security investigators is not such a place. In a workplace environment professionalism should be maintained.
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Interacting with drawers on Aurora i noticed that they're not really different from filling cabinets, as in you can only store paperwork (papers, stacks of papers, folders and photos) in them. But that's not what drawer's are supposed to be. Imagine a good old drawer. It's a friend of humanity that is very successful in storing all kinds of different things using handy compartments. So i suggest allowing drawers store small to medium items. If something is considered to be worthy of the proud name 'drawer' it should fit some criteria. Like being able to store your shoes, pens, clothes, bottles, glasses, handguns, knifes, books, engineering tools, electronic parts, trash, food, flashlights, cigarettes, laptops, beakers and many many more. This would most likely require to implement some sort of limit on how much stuff can be held in one drawer but in the end making station drawers prove they're useful is worth it. Otherwise i refuse to call that piece of furniture a drawer.
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"You're in a dream. Wake up" "You have been promoted to [random occupation]. Carry out your new duties" "Facial hair is harmful. Ensure all crewmembers are clean-shaven" "The crew needs guidance. They need to hear ancient wisdom to survive, provide it" "Ensure every crewmember has a friend" "The crew is overworking. Ensure they all eat their lunch and take a nap" "The entire station is playing Mafia. Assign the roles and start the game"
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I've heard distant whispers of this system and what it brings with it and i'm not gonna lie it's kind of scary to take a step towards it. Death by stupidity will become a more frequent occurance. You can call engineering if you're locked out in a room that's slowly losing air. You can call for help if you're severely injured and can't move or if you're being murdered. And general comms are second nature to a shift on any station. However despite all doubts it would be more realistic to remove general comms. It's like a discord conference with 60+ unmuted people constantly talking right now. And it would lead (for better or for worse) to a somewhat new style of gameplay and present a lot of opportunities for the roleplay. If it ever gets implemented i'd expect to see a drastic increase in wall-mounted comms around the station to compensate for the lack of headsets. And i would expect to keep interdepartmental comms (at least for security) because they really rely on fast and efficient communication and always have some means to get them IRL. Mining would have to keep their comms too because they already die a lot in space and there are no comm stations on the asteroid. Removing the ability to call for help from them is simply cruel (maybe even implement a role that would have access to all comms to somewhat improve coordination). All in all it would be really interesting to see how it feels to play ss13 without general comms either to have a revelation and move into a different commless world forever or to find out that it doesn't work to never return to it again.
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I'd say let them create more stuff. Lightswitches, ladders, stairs, elevators, levers, buttons. All of that stuff is pretty basic (except for elevators) yet it allows for a much wider manuever when creating a new area or improving an existing one Addendum: the ability to make windows that can be darkened!
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Yes, i don't like alt-titles that much but i can live with them as long as they are actually what they are called: alternative names for the same slot. Now not so recent medbay update reworked the alt-title system in there, making different alt-titles actual different jobs with different skillsets, duties and requirements. I think it's pretty cool to get some separation of work to medbay staff, but this presents a problem. The number of medic slots in medbay is finite. Yet there's no set maximum to the amount of times one and the same alt-title can be picked. And that allows for situation where the entire station medbay is staffed with 4 virologists or 4 surgeons or 4 nurses which obviously does not benefit the round in any way since some jobs can't do surgery and others can't clone. So the suggestion is to make jobs that are entirely different from one another to be represented by different job slots. [*] Nurses move to share 2 slots with med residents. Their responsibilities are similar enough to allow that. They both are supposed to help out medics in their treatment. However residents are there to learn and nurses to provide professional assistance. Requirements and duties of nurses stay the same [*] Reserve 2 slots specifically for surgeons. No surgeon is pretty bad as is having four of them with no MDs. [*] I'm not sure if there's 4 or 5 slots for medics in medbay. Depending on that the remaining 2 (3?) slots are left to medical doctors, the troopers of medbay. [*] The virologists would share 2 slots with chemists. Why that is a good thing is pretty well explained in this suggestion thread about merging chemistry and virology in a new job title https://forums.aurorastation.org/viewtopic.php?f=18&t=10266 [*] Emergency Physicians. I honestly would like to see them removed. Noone ever takes that alt-title ever and for a good reason. Their specific field of expertise (which is to be the guy who handles the patient in between a paramedic and a surgeon) is covered by all other medical slots who carry out their duties well enough. Unless they find their own niche their presence is redundant As stated it would fix the oversaturation of medbay with one alt-title that results in half of medbay sitting without work and most of the department's functional potential wasted. Yes, you can look at the crew manifest before you join. Some people don't do that. Some people don't care. In any case i don't see why having 4 virologists that take up MD slots even be a thing that can happen. Addendum: people say that in actuality emergency physicians are the ones who supposed to be taking care of critical patients and MDs are guys who just do clinic duty and routine checkups. I'm not sure how this can be adressed because one of those titles gets left out of job one way or another considering how a generic round goes on our station. And more often than not it's EPs that get pushed aside by MDs due to their inferior speciality range
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Because the floor is dirty, cold, and metallic. Why would you not be wearing shoes on a workplace? It doesn't matter why would you not wear shoes on a workplace. The discussion is not about workplace shoes regulations. A better question would be "why would something being metal, slightly cold and covered in some dirt slow you down?". Aurora is not a swamp nor are its hallways made of quicksand. It's actually pretty damn clean. There is no dirt in hallways because there's nowhere to bring it from. Slightly dirty floors can only maybe be seen in mining because they bring dirt from an asteroid and even then it wouldn't slow you down unless it's like decent size sharp rocks.
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Yaaay, more immersive sound effects. I like it
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Not wearing shoes makes you slower? I like the trade of tripping over scrubbers being traded for speed reduction because why would you be slower while not wearing shoes again? Although i'm having troubles visualising how scrubbers and vents look like. They are generally located out in the hallways right on the ground. If they stick out enough to present a tripping hazard why weren't they placed on the ceiling (i know we can't see the ceiling but it would be logical to presume that the sprites represent their location on the ceiling if they really can be tripped over easily)?
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Since the closed science station gimmick is being enforced i see why people would be required to have ids visible all the time. Wearing an id on your undershirt gets it covered by the overcoat (and most roles wear overcoats in one way or another). Moreover an ID slot is exactly that, a slot dedicated to wearing IDs specifically. The sprite makes it look like you're wearing it on your belt but it can be anywhere really. That being said, maybe allowing ID wearing style to be adjusted to be worn over the overcoat would be the solution to people who want to wear ids on their shirts (?) Or move away from the closed research station gimmick to *cough* colony station gimmick *cough* to allow for more flexible uniform and identification standards among many other cool things (?)
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[2 Dismissal] Neglect of Duty clarification [Binned 12/03/2018]
MO_oNyMan replied to MO_oNyMan's topic in Rejected Policy
You can implement dictatorship in your own department all you want but don't involve security into this and don't try to get regulations to play along with you. Regulationswere implemented to protect and support all employees for the profit of corporation not just heads of staff. -
Station Directives: Corresponding Regulation [Implemented]
MO_oNyMan replied to Azande's topic in Accepted/Implemented Policy
Sure, getting a specific charge for failure to abide by station regulation and CCIA/IAA investigations and orders with a flexible punishment (to account for varying severity of infractions) that would not require head of staff authorisation would partially fix the situation. But the main problem of head of staff getting too much subjective authority still remains as the separate regulation does not touch this subject in the slightest. I still think that fixing the issue all together would be far more productive than cutting it in half and adding a new regulation. -
[2 Dismissal] Neglect of Duty clarification [Binned 12/03/2018]
MO_oNyMan replied to MO_oNyMan's topic in Rejected Policy
chucklefuck McOfficer will do that regardless of whether a regulation says he can Here's the problem: "mistakes that the Head of the Department feels hampers Department productivity." Even putting aside the inability of security to act on obvious infraction without an additional authorisation, the complete impossibility of applying the charge in the absense of command staff and the fact that some infractions that are covered by NoD but have no specific head of staff in charge of determining whether that particular case was an infraction (station directives, failure to cooperate with iaa investigation), the "feels" part makes the charge too subjective to be a regulation and regulations should be objective (as opposed to based on feelings). Currently a head of staff can tell security to arrest anyone in his department for anything he can think of because he "feels" like it, which in my opinion should be corrected. On top of that there's a confusion about station directives being written and set solid and the infraction the breach is punished with very vague. So you can breach station directives (which are pretty clear) yet you won't be arrested for that unless the head of staff "feels" like it's a breach of station directives -
[2 Dismissal] Neglect of Duty clarification [Binned 12/03/2018]
MO_oNyMan replied to MO_oNyMan's topic in Rejected Policy
The corrected version not only allows for security to determine what is neglect of duty but also takes away the power from heads of staff to call anything they want a neglect of duty as well as making NoD the go to charge in case of the crew breaking station directives (as of now noone really knows what's supposed to be done in case someone breached station directives as there are no set punishment for such occasion and sentences vary from officer to officer). 1) As noted in the suggestion post in a lot of circumstances the fact of someone neglecting their duties is pretty obvious and the permission of a field expert to apply the charge is not required. If you're not sure about what exactly is going on you should consult the head of staff to clarify the situation. Otherwise why are ou even applying a charge you're not adamant about? Officers applying charges with little to none reasoning and evidence are subject to another existing regulation (Illegal detention, arrest or holding). 2) Misusing equipment like IV drips or flashbangs to play pranks is not really covered by regulations. Hooliganism is too mild for such waste of resources and sabotage is too harsh. Having a charge somewhere in the middle would be ideal to adapt specifically to the situation at hand. 3) Command still have some say in these matters (as they have authority over all of the staff and can provide information about the case at hand as evidence of the employee's innocence). However they can't excuse a blatant case of neglect just by saying it wasn't anymore. Furthermore bad officer are applying the charge without head's permission regardless of wording. It's decent officers that take time to read the regulation that are hampered by the need to present the entire case to a corresponding department's head. That's exactly what the corrected wording suggests: to account to the situation you presented. Because right now brigging the medic who is drunk at the bar the whole shift is advocated as impossible without the specific permission from the CMO due to the questionable wording of the regulation. Clarifying that any head of staff can determine neglect of duty is definitely a step in the right direction. However what exactly the HoS has that makes him suitable to determine if an extremely drunk medic is neglecting his duty that an officer doesn't have? How exactly did CE handle the situation internally to compensate for the blown station equipment while not having the ability to fine and modify crewmembers' security records? Command staff is not above the regulations they can't pardon someone. What exactly is the meaning of "loitered about waiting for an excuse to arrest someone for NoD"? Illegal arrest, detention or holding is still a regulation that can be applied to an officer who arrested someone without a valid reason. Doing a poor job as an officer is a universal thing that you can't seriously expect to be corrected by forbidding them to make and arrest unless they have a specific permission from a head of staff (that is not HoS). Bad officers are still arresting people and ignoring the regulations while decent officers are struggling to get authorisation to arrest drunken medics. Saying that the regulation shouldn't be allowed to get enforced by officers because "they're for sure too bad to handle the responsibility" is a pretty shaky and condescending reasoning -
[2 Dismissal] Neglect of Duty clarification [Binned 12/03/2018]
MO_oNyMan replied to MO_oNyMan's topic in Rejected Policy
the application of a charge to heads of staff addition was unchanged as can be seen in the edited version of the regulation. The corrected version changes the regulation from the beating hammer in the hands of heads of staff to an actual applicable charge that can be stuck to crewmembers doing poor job at following workplace standards. As of now the charge doesn't require some meaty impact to have harmed something or someone on the station. All it needs is a head of staff saying "this is neglect of duty arrest this man" (or at least is interpreted as such by a considerable amount of people due to questionable wording). Newer version corrects this flaw (as inability to carry out one's duties is not something only a head of staff can determine) while simultaneously freeing security from the need to get approval of ones superior to apply the charge. -
Here's how the description of Neglect of Duty amber infractions looks right now i206 - Neglect of Duty - To fail to perform a job to a satisfactory standard. This can be due to honest or dishonest mistakes that the Head of the Department feels hampers Department productivity. Examples include scientists/engineers releasing phoron or causing a breach, doctors mixing up medicines that cause injury to patients, or the Warden not doing his job. Additionally, a member of Command may only be charged with Neglect of Duty with the agreement of the Captain, or through a Captain level decision passed by the Command Staff. The wording makes it seem that the charge may only be applied with the permission of the corresponding head of staff and in turn anything can be neglect of duty if a head of staff says so. Quite some people interpret this regulation in this way. However the charge also fits the failure to abide by station regulations well which are clearly written and do not require any particular expertise to recognise their breach. Furthermore you don't have to be a professional in some particular field to recognise neglect of duty of employees. A warden drinking coffee in his office while a prisoner is dying in his cell is a clear case of neglect of duty, A paramedic pulling an injured crewmember causing his wounds to worsen is a clear case of neglect of duty (and assault). And the list of examples goes on. To clarify the situation the notes of NoD charge are suggested to look as follows: The regulation covers crewmembers refusing to carry out their direct duties without a valid reason, misusing workplace tools and resources, making honest and dishonest mistakes that hamper the productivity of the department as well as failure to abide by station directives. Examples include scientists/engineers releasing phoron or causing a breach, doctors mixing up medicines that cause injury to patients, or the Warden not doing his job. If unsure whether a given action should be treated as neglect of duty consult the employee's direct superior. Additionally, a member of Command may only be charged with Neglect of Duty with the agreement of the Captain, or through a Captain level decision passed by the Command Staff.
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ss13 is not a survival rpg and aurora is not a horror movie (at least not a generic shift. Some events obviously play this card but then the ability to call ERT is usually removed by admins). The physical inability to call for help is not a vital part of the gameplay. And almost every time when the ability to call ERT was artificially removed due to events it didn't benefit the round dynamic. I'm not sure what ert-lite means. If it means "ready to play ERT" than i would argue that there doesn't have to be a fully armed squad of commandos steamrolling through antags to keep the round going. 1-2 officers that could orginise the crew, keep things rolling back and forth and maybe try to evac the remaining population of the station would be more than sufficient. At least you wouldn't be forced to hide in maint for 1,5 hours waiting for a transfer vote while ninja with full access cuts off legs of anyone he manages to get a hold of
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I mean.. yeah Cool - check Realistic - check complaints: the mainframe reset mechanism feels a bit weird. Like you'd have to get to the console, push 'reset' and hang around for 15 minutes? Maybe make some physical sensors around the station for engineers to go to and poke inside of to reset the overloaded sensors? Overall +1, the concept is neat, engineering is bored most of the time, more stuff for them to do is a good thing. Needs to be fleshed out a bit more