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Skull132

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  1. Skull132

    Complaints

    Quick note. Since we're talking about objective assessments, http://aurorastation.org/forums/viewtopic.php?f=35&t=2709 is by no means a ban-requestable thing. No plasma was leaked, and there are no rules which actively stop you from fucking around with the mix loops. No plasma was leaked into the distro loop, as such, it's not grief. Overall though, yes. Not liking something is not a valid reason to submit a complaint, and I am starting to slowly regret my urging for people to make complaints. Complaints require thought and assessment of a situation in order to be valid. "He didn't RP the way I wanted!" is not grounds for a complaint. "He RP-d in a way that broke the rules!" is. The slugfests that these create are silly (half of them are created for no good reason, either). And as it stands, there are roughly two choices on how to actually fix the issue: Privatize complaints to be more player->admin->subject dependent, through the use of forms and spreadsheets. Or simply have my staff run a tighter leash on actually dismissing useless complaints, instead of amusing them for the sake of amusing them.
  2. The thing is. I think we're at the point where it doesn't really matter who done started it. Natural evolution of sec and traitor MO simply ended with us up at this point: a dead loop. As such, any attempt to fix it should, ideally, encompass both sides. However, since security players are people who regularly populate their position, as opposed to traitors, who get picked once in a blue moon, it is easier and more practical to start from sec. The traitors should, then, notice the change and adjust accordingly.
  3. Not automatically, it'd have to be something the AI does. Aaand is that a bad thing? It's a choice that people make: to submit. And if the AI curbstomps their escape attempt, weeell, they'll die. As is/was their choice. I don't see an issue with that. Plus, here's the thing to consider: with the AI core being actually difficult to break into, as opposed to shiteasy street on the last map rendition, you start taking account more the amount of time it is required to actually break in there. Chances are, you'll overestimate that amount of time, and if the AI leaves a very short Delta timer, it's easier to be all, "Uhuh. I could try and fail. Or I could gtfo. I'll gtfo." And making the nuke more kil would be, ultimately, a petty solution for your problem. In my opinion, anyways.
  4. And this is now in the voting booths. Go and vote! http://aurorastation.org/forums/viewtopic.php?f=64&t=2712
  5. How terrible am I in saying that, if you want to avoid people escaping a nuke, why not destroy and render unusable the three shuttles that can provide that escape? Literally, stop people from escaping, and thus, make them despair.
  6. Gents. Jokes have their limits when it comes to decency. While I initially dismissed it (mostly because I was told to look up only emotes, so I didn't get everything until providing the full logs of says/emotes), it can be argued that this specific instance outran those limits. So, yeah.
  7. These suggestions are a class one example of how to produce a clusterfuck and a three quarters with an ineffective and overly complex chain of command. If it takes more than one sentence to explain who you're taking orders from, then the situation is pretty much fucked. At least, as far as a 2D game of spessmans goes. And in this case, it would be roughly 3 to 6, to account for all of the conditions you brought up. And who will this hurt? Well, probably you. Because guess what? It'll start producing more conflict than is already present (sometimes) between ERT and command staff. EDIT: I think I failed to get across how terribly this may end. Here's the basis of a well functioning team: cohesion. You know exactly who your boss is, and the boss knows exactly who his subordinates are. The boss knows that every single order he issues to his subordinates is executed. He knows this, he expects this, that is how it goes. If you slot in an extra link here, one that does not listen to the boss, then what you create is a capacity for that foreign link to override the boss's word. And if that foreign link is bad enough, he'll do so without informing the boss. Example: Boss: "I need the bridge fortified, 2 and 3, get it done." 2 & 3: "Alright, moving." Captain: "Uh. 2, and 3, what are you doing? Please don't do this. I'm ordering you to stop." 2 & 3: "Uh... Alright... Stopping... Sir..." The order given was not executed. But the thing is: the Boss expected that order to be executed. He planned for it to be executed. And every single move that he has made since issuing that order has been made with the knowledge of, "Right. I have 2 and 3 fortifying the bridge." Little does he know that the Captain rendered 2 and 3 useless, his order invalid. What happens next? One, potentially very vital link of the plan is gone. Poof. Because of this foreign link. Because of this extra element. And if the boss wanted to use the fortified bridge? Tough luck, he can't anymore. This creates unnecessary complications and needless shit for ERT to trudge through because someone got pissed. Further. If this CoC was put into effect. And if I ever became L/Tpr on a call. Here is the order I would issue to the Captain and the Command Staff: "Under no circumstances are you to issue orders to my subordinates. Regardless of circumstance, you are to listen to any orders, instructions and guidance issued by my subordinates." With the CoC you outlined, the ERT commander, in this case me, as the L/Tpr, has ultimate command over the command staff. As such, this order is valid and requires execution. Actually, no, because it is circumventing the CoC. However, the fact that this is possible basically invalidates the entire proposal -- gray areas like this should not exist, and this is exactly why a proper CoC exists. I still cannot stress the point above enough. A CoC as outlined above is like asking for trouble. There are three forces with the capacity to directly exert operational control over the station and its crew: The Command Staff The Emergency Response Team The Duty Officers Only one party has operational control at any given time. This is why you see ERT escorting DOs: DOs have control, and ERT is playing support for them, with the station adhering to their command. This is why you see ERT push DOs aside once they are called: ERT is activated, they are given a task, and their task is given priority above all else. This is why you see the Command Staff get nulled and shoved into the background as necessary: their actions have called for the activation and commitment of an external resources to solve a problem, because they lack that resource. More often than not, this resource includes training and mental capacity to solve problems. The resource better tooled to solve the specific problem is given command, and because the Command Staff is the most general purpose out of all three options, they get sidelined the moment either of the other two resources are switched on. Now, here's another thing. ERT is specially trained. They are skilled individuals who can probably outdo your CMO with acclaimed 20 years of experience in their specific task. They are specialists. And the nature of ERT dictates that they are sent to solve a specialized problem. A specialized problem that the onboard staff, Command Staff included, lacks the resources and knowledge for solving (expected, anyways. Individual cases may differ). The way NT has chosen to utilize these specialists is to give them autonomy over the Command Staff and station crew. Which works. The alternative is that they be fully subjugated to the station Command Staff. But this would stop them from solving cases where the issue happens to be the Command Staff. This is the only other functional alternative. Ultimately, if you have issues relinquishing your command, then that's your issue. If you have issues with the conduct of ERT players, then ERT bans are a thing. Adminhelp/player complaint as necessary. EDIT 2: All of this shit comes with two caveats attached that I take for granted, but others don't. Orders are never questioned in the field (minus the very retarded places, where the order issued circumvents guidance from higher). The time and place for reviewing any sort of orders issued in a fast paced scenario is after the fact. This means that even if you do not agree with the methods used, with the approach taken, with the commander's vision of execution, you go along with it regardless. You stow your ego, and you follow your orders. And then, afterwards, you review these with the personnel involved. The ERT leader takes responsibility for all actions of his team. This is the thing that some folks probably don't really get. As captain, having ERT called is actually an amazing thing: your hands are off the control stick and it's someone else's turn to sort out this mess. Go, help them, and work with them. If shit goes sour, guess what: they are responsible, as long as they issued the order and it wasn't you trying to pull a stupid stunt. If the ERT royally fucks the situation, then that's their issue. Not yours. You are not responsible, nor concerned. Couple this with point one, and all of your world's problems, as Captain, with ERT onboard, should just go away. At least, they do for me. One final edit. Thus point would be null and void with the proposed CoC. The Captain would suddenly find himself responsible for the actions of the ERT members, as much as the ERT leader. This means that if the ERT leader fucks up with his team, it is also the Captain's fuck up. The Captain is suddenly expected to not only monitor the crew and their actions, but also the ERT and their actions. This double focus will be damning. Also, before anyone says, "But Skull! That's not how it works!" That is exactly how it works. There is no half-assed position where you can issue orders without being responsible for the rest of tbe actions that your subordinates take. You either go in fully, or you stay out of it.
  8. My bad, I decided that we had no reason to keep the limbs... and decided they should go to the crusher. Well, no, that's not the issue. The issue is the fact that the detective chose not to listen to an witness who was willing, even poised, to offer information regarding the incident.
  9. If you get folks to execute, then execute. I can provide assistance as required.
  10. One of the things I've always wanted to fuck with is the message you get when deconverted from culting/revving. Basically: add a massive, red, bald, attention-grabby as fuck text that says: "You remember near to nothing about the people you worked for. At most, you get a shady memory of a single person who was present during your conversion." I've seen far too many cult rounds go to shit because of one cultist being like, "Eeeyup, him, him, him, him, her, him, her, her, it, that."
  11. I actually have some experience with this as well. I tend to play a round or two as a not-so-well-known character that does shady shit for IC reasons, but it's usually just: hm, this dude is being caught up on by Sec, I guess I'll warn him and give him a heads up. One round, I warned an antagonist of the fact that their attempted disguise was identified, and that sec was going after him. Through IC dealings, people find my PDA messages, and arrest me. Lo and behold: this Forensic Tech rolls around with "evidence" that I was involved in every single terrorist act to date, despite the timeframe of me actually getting on station proving the opposite. All of the evidence was pointing to the fact that someone with black gloves done did stuff. Second round, different day, different shit: I find limbs on the cargo belt shenanigans. I know where they came from, due to previous IC happenings, I know whose they are, how they died, everything. So, I bring sec in, and here's what happens next: the detective rolls around, investigates the pile of garbage that the limbs are in, sees some empty cans of ramen. He thinks the following: "Huh, I saw a scientist eat a lot of ramen and flush them. I better go talk to them!" And off they go! But here's the kicker: while he was doing that, I was literally pleading with him to listen to me for one second. Did he listen? Nope. I even taunted him on general while he was trying to chase down a scientist, and he didn't listen. The saving grace of the situation was one officer out of 3, who actually listened to my story and dealt with the investigation properly. Everyone else was literally useless forever. And I've seen this as a semi-constant standard for my ghosting period as well. Which is, unfortunate. Like, okay, being blunt: stupidity is not something that we can outright ban for. Or, at least, not that people would approve of. But stupidity in a position of responsibility? Yeah, I'm for banning that. But the curious thing is that not a lot of adminhelps end up noting that issue. Yes, we do get them whenever sec gets waaay too overzealous on something like a wizard round, at which point our usual MO is: if first offence, warning; if second offence, sec ban (and we usually follow through with this). I'm also curious as to how this problem could be identified, beyond holding massive frackars in the complaints thread, where everyone throws the fucking real life laws around like it adds to the size of their imaginary e-dick and suddenly gives them justification to be a dicklord. EDIT 2: And I would prefer we not push this to the point where Sec is violated to the point where they just sit the in the corner and cry, meagerly waving their batons infront of the antags faces. That is to say: any action should be conducted with them remaining a legitimate threat to an antagonist. So, while I would prefer the idiocity and baseless arrests to be thinned, I still want to keep around the, "Hey, we can still fuck your face up if you go full retard here!" bit (that is to say: keep the game legitimately balanced, instead of just having antags rule them all because of bullshit meta protection. Good sec play should also be rewarded, and if you fuck up your antag-bits and a good sec officer catches you, then guess what, you done fucked up). ((One sneeki-breeki idea: activate the player age requirement, and see how that changes things. It'll thin out the present security roster by a mile, I think, and do other fun shit there as well.))
  12. Conditional checking for age isn't actually that hard, if my memory serves. I already promised Cres that I'll look at this for Skrell specifically whenever I start looking at the Skrell organ of telepathic shenanigans. I can slot this all under that, and have a poke around with a few folks as to what reasonable limits should be once I get there, hopefully next week-ish.
  13. While this is potentially not a debate for this thread, I'm going to slot it in here regardless. As I already told to Erik, if he wishes to take on the sentiment of, "I will be the flag bearer for these people who share my view!" then doing it successfully and correctly becomes his sole responsibility. The moment he says that he will listen to someone's concerns about lore, and says that he will take the issues over, is the moment where he takes over the responsibility in question, not the lore team. And if he wishes to conduct himself in a manner that is, ultimately childish, then this is a massive error of character for Erik. The issue with that is one of lacking communication: he has, from what you claim and from what he himself claimed to me, taken over the so-called task of solving the lore issues for other people who have them. But in his way of doing so, these issues are never really aired. The actual legitimate solution to this would be Erik gaining an understanding of that responsibility, and then being the bridge layer between those people and the lore team. The lore team actually legitimately try their best to get feedback from folks (a lot of threads were put up before major changes were made), but you can't get it from all the people at once, unless they speak up. As I've said about myself, I will say about the lore team: if you have an issue, talk to them. The worst thing you can do is give the issue to someone who has no power nor say over it, because this right here is the result of such action. So either Erik needs to wise up, and understand that this is not how responsibility is managed. Or the people he is supposedly protecting need to wise up and talk to the lore team. From there on, we can start discussing whether or not the lore team listen to the criticism properly, and addressing that. Super-TL;DR: If you have issues with the lore, bring them to the lore team directly. Cause this poor sod, the target of this complaint, doesn't have any say over these issues and will just end up catching more flak because of you.
  14. Well, consider. This is not really to discuss the communal brig idea. I want to toy with that for a bit. I just want input on these ideas as they are. I suppose I'll modify the original thread.
  15. Okay, so I was thinking. And bouncing ideas off of the folks on OOC. Subject: The Warden Purpose: Make his life easier, thus making the life of the inmates easier Preface: This assumes that we are going to attempt the communal brig design Because people are swayed by prefaces, let's just say that I like these ideas regardless of brig design, and want input. *nod-nod* Ideas: Have each cell timer paired with a prisoner jumpsuit (The pairing can be modified from the cell timer) This will enable: Designation of inmates If you have each cell assigned a numeric or an alphabetic designation, then we might be able to code in an overlay for linked prisoner jumpsuits. That way, identifying prisoners becomes easier and can be done faster by security personnel. This will hopefully make it easier for them to find the right one from the bunch and manage them. Return alarms for inmates Since the brig is going to be centrally open, and any one inmate can walk from his cell into the general cell area, it might become important for them to know when they should head back into their own cell (for out-processing, for example). Two instances of enabling this: if the timer reaches 30 seconds, the prisoner wearing the jumpsuit gets a small message that informs them of their remaining time and prompts them to head back into their cell, in preparation for out-processing. The second is to add a button onto the cell timer's interface that allows you to summon the prisoner assigned to that cell. Some fucking around on the inmate's side as well If the cells and jumpsuits are designated with only numbers or letters, then names become less important. If sec is unobservant enough, you can swap suits and get out faster, depending on the situation. Instead of having your name noted down on your cell's timer, you are now just known as inmate A. If sec didn't bother noting your ass down, just find someone with a shorter time, switch jumpsuits and out you go faster. [*]Give the warden a screen which has visual indication of each cell's status A list of cells, followed by their status in colour code (green - open, amber - soon to open (30 seconds or less), red - occupied). [*]Maybe give the warden a PDA alert for when cells are about to open up Immediate clarifications: Location tracking will not be on the cards. I do not want the suits to give back more info than they already do with suit sensors (at which point, you still need to stroll away from the brig to check a CMC). You could be on the butt end of nowhere, but if your cell timer is still running, then it'll report the cell as occupied. The "Why": Well, here's my thinking. More information can lead to faster processing. If the warden is alerted to cells being opened, they can hopefully release you faster, and gain situational awareness faster.
  16. Application denied, as of 02JUN2015. If you wish to know the reasons behind this decision, please feel free to contact myself over the forums, BYOND or ingame. Applicant is free to reapply during the next cycle of recruitment.
  17. Application denied, as of 02JUN2015. If you wish to know the reasons behind this decision, please feel free to contact myself over the forums, BYOND or ingame. Applicant is free to reapply during the next cycle of recruitment.
  18. Application denied, as of 02JUN2015. If you wish to know the reasons behind this decision, please feel free to contact myself over the forums, BYOND or ingame. Applicant is free to reapply during the next cycle of recruitment.
  19. Application denied, as of 02JUN2015. If you wish to know the reasons behind this decision, please feel free to contact myself over the forums, BYOND or ingame. Applicant is free to reapply during the next cycle of recruitment.
  20. Application denied, as of 02JUN2015. If you wish to know the reasons behind this decision, please feel free to contact myself over the forums, BYOND or ingame. Applicant is free to reapply during the next cycle of recruitment.
  21. Application denied, as of 02JUN2015. If you wish to know the reasons behind this decision, please feel free to contact myself over the forums, BYOND or ingame. Applicant is free to reapply during the next cycle of recruitment.
  22. Application denied, as of 02JUN2015. If you wish to know the reasons behind this decision, please feel free to contact myself over the forums, BYOND or ingame. Applicant is free to reapply during the next cycle of recruitment.
  23. Application denied, as of 02JUN2015. If you wish to know the reasons behind this decision, please feel free to contact myself over the forums, BYOND or ingame. Applicant is free to reapply during the next cycle of recruitment.
  24. Application denied, as of 02JUN2015. If you wish to know the reasons behind this decision, please feel free to contact myself over the forums, BYOND or ingame. Applicant is free to reapply during the next cycle of recruitment.
  25. I want to make it workable like an emitter: that is, dependent on the output of the SMES, and not that of the APC. So in effect, yes, you could turn it into powersink, if you don't know how to manage it properly. Why do I want to do it like this? Because it's sort of like, auxiliary equipment. It can be installed when you lack proper power infrastructure, and still be used. Also, to Kiwi. If you look at that graph, you'll see that anything beyond 25-ish tiles is super draining on the wires. So, while there technically won't be a limit, there is one realistically, as dictated by the obscene power requirement and drain.
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