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Everything posted by SierraKomodo
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I'm going to mention that calling in stealth ERT is a thing when command staff have sent faxxess requesting a stealth ERT; Admins have gone with that before. I'm not sure if newcode supports it or not, but it happened several times on oldcode.
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LordRaven001's Peition for Moderator
SierraKomodo replied to LordRaven001's topic in Moderator Applications Archives
This still applies, unless the DOs want to change it (the mods and mins don't). I'm not Gollee, but I'm fine with that. Lets you find out which group you mesh with better. -
Literally the least sensible alt-title ever considering it's hardly a proper rank for the station! (Station being the HoS role, not the space station, though it doesn't much make sense for the space station either.) Now, if we're going by what sounds the most amazing.. Commandant. Considering a lot of people call the HoS 'Commander', that would probably result in some confusion using commander or commandant as an alt title
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From what I can tell, you've spent more time memeing and trolling on the forums and OOC than you do actually playing or doing anything on server. That, combined with how many forum warnings we've had to give you in the past few months makes me want to say no to this. How do we know you're going to be more mature if you become staff?
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NanoTrasen Corporate Notice Board
SierraKomodo replied to SierraKomodo's topic in News Article Archive
Corporate Employment Legislation Change -
Right so there was some questions about the Clearance field in the records database, what you're meant to put in there, etc. It's mainly just a fluff thing, but if everyone wants a consistant, clear system for this field, here's how I normally set it up for my character records There are 5 clearance levels: - None (Not listed) - AKA, your character is not employed or qualified for this department - Intern - Security cadet, nursing intern, lab assistant, engineering apprentice, characters that are only assistants - Visitor - If your character is not employed by NT, and only shows up as a visitor. Doesn't have a department label. - Staff - Anyone that is NOT a head of staff or an intern (QM and IAA falls under here, not command) - Command - Heads of staf From there, each employee has a separate clearance level for each department, said departments being: - Civilian/Service - Cargo (Includes mining) - Captain (Only used for captains, obviously. Easiest way to denote a captain level clearance, as they don't have a specific department) - Engineering - Medical - Research - Security Now the way I usually enter these in records is if a clearance level applies to a character, I'll enter it was ClearanceLevel(Department, Department). Some examples.. Ariana Eshlian is employed as a forensics technician, EMT, and a nurse (Not nursing intern). Her clearance entry would be 'Staff (Medical, Security)' Kylan Lo'Rah is employed as a head of security, quartermaster, and shaft miner. His clearance entry would be 'Command (Security), Staff (Cargo)' Katrina Silvers, the Katana Project director that occasionally visits the station, would just be 'Visitor'
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Are medics bound by the Hippocratic Oath, or similar?
SierraKomodo replied to Nanako's topic in Lore Questions
So as someone who's been playing a CMO and has had several medbay characters... Seems to depend on the character, but mine follow the understanding that everyone has a right to refuse treatment. If they aren't cooperating, or are outright fighting the doctors trying to treat them, causes more harm then good so my CMO just sends them on their way with a note on their record saying 'Denied treatment' or 'Fought against treatment'. I actually had an interesting situation similar to this with Ariana. It was code red, Ariana was given a gun (She has security experience) and told to keep an eye on a suspect that was cuffed to a chair. She was being a bit lenient, which resulted in said suspect unbuckling /and/ uncuffing themselves, and then making arun for her. Suspect then got shot until he dropped, Ariana then pulled out her medkit and treated what she could there. So, while again it's dependent on a character, a doctor can probably get away with more potentially lethal means as long as they treat it - Any good doctor always has a medkit on them anyway (You spawn with it). What you said. Executions are illegal and, if it's going to occur, will require CC to order it. Even then, it's STILL illegal and 'I was just following orders' isn't the best defense in a murder charge. Refusing treatment to a patient would also be illegal, and medical treatment is actually addressed in the current corporate regs. I tend to consider refusing treatment of a lethal injury as the same as ordering an execution: http://aurorastation.org/wiki/index.php?title=Guides/Regulations#Classification_Notes G04 Medical reasons Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time. Prisoners are entitled to medical attention if sick or injured. I wouldn't say anyone's expected to put themselves in a position where they're going to die, but as mentioned an EMT would be more likely to have to enter a potentially dangerous situation to recover someone. After asking Jackboot, here's what he said: [attachment=0]sadgds.PNG[/attachment] Speaking of anesthetics, operating without them tends to be slapped with a neglect of duty charge - Especially if your patient starts screaming bloody murder on comms. -
Is that gone? I was wondering why votes were going the way they were lately. I also want this back. But I think your ratio is off? Where votes to lead had to VASTLY overpower votes to stay the first time, then 30 minutes later a little less of a distance, etc. Before we shifted to new code, it was no CT votes at all until 2 hours, then a 2/3 majority required to pass a CT vote until 3 hours, at which point it just needed a general majority.
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What it says on the tin. As it stands, even though we can get flooded with alerts about tcomms/outposts, drones can't actually go to either of those z-levels or they immediately explode.
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Newcode changed it; That was a feature unique to Aurora's old code base
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A thread about demotion/termination
SierraKomodo replied to Outboarduniform's topic in Lore Questions
As a small clarification, ICly, if the captain orders it, it's not termination from your job, it's suspension for the shift. Only CC can order an outright termination/demotion outside of a single shift. -
YouJustGotOwened's Application
SierraKomodo replied to Owen's topic in Moderator Applications Archives
Do you have any idea what you're getting yourself into? -
Rockfucker 9000, the posibrain'd ripley. Challenging The Rock, diona miner
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I agree with this. It was a good compromise between shorter/longer rounds.
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NanoTrasen Corporate Notice Board
SierraKomodo replied to SierraKomodo's topic in News Article Archive
Uniform Regulation Update -
He also had medbay do an inventory of supplies too.
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It should remember my setting for showing or hiding my ckey in deadsay between sessions.
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They can be bypassed, and by default are bypassed, so it's not actively a problem unless someone gets ahead of themselves and tries to muck around with them without knowing how. But I think that they don't really add anything, either. From a purely simulationist perspective, they make tremendous sense - they create a pool of 'sub-reservoirs' that can be filled up and can provide power to local sub-grids in case of a failure in the main grid. But tampering with the power system is under some pretty heavy restrictions, and there are relatively few good ways to damage the supply of power (which is, IIRC, permitted) without damaging the source of power, ie causing delamination or meltdowns (which is forbidden because it's a TPK.) In actual fact, I think the best legal way for an antag to cripple the station would be to blow up the main SMES, but that would be almost impossible to do - it would probably be possible to identify and repair a breach in the main power cables before too many APCs ran out. Without the threat of actual damage to the main grid, and with the actual APCs able to carry so much charge, substation SMESs are just an idle diversion. If we reduced the amount of juice in each APC, then they might become more useful, but APCs have enough juice in them as it stands that it's just another layer on a system that's already redundant enough to foil antagonists. At some point in the near future, though, I'd like to experiment with cutting power as a traitor without damaging the SMES. They do add something very very useful as a mechanic - An additional charged SMES buffer if the main power goes out.
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Job Minimum Requirements list is confusing and incomplete
SierraKomodo replied to Nanako's question in Questions
There's also this that I put together some time ago that summarizes the contents of the two employment/promotion tables: http://bts.sierrabrown.me/ranks.xlsm -
DALLOWALLO's machine man whitelisting
SierraKomodo replied to dallowallo's topic in Whitelist Applications Archives
Since dallowallo says he'll be putting up a new thread, I'm going to go ahead and archive this one. -
Some lockers you can hide in, some you can't. I haven't bothered seeing which are which.
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Forum Question: Syndicate Transmission
SierraKomodo replied to UnknownMurder's question in Questions
As an antag in round, you can be a sydicate, or syndicate sympathizer as part f your gimmick for that round. It's not mandatory to go that route though, fully up to you; That subforum is mostly to give people some things to try doing/potential 'objectives' when antagging. -
Mapping Request: Make RP-based roles more acessible
SierraKomodo replied to Nanako's topic in Archive
The main concern people had with getting into the /captains office/ from space can easily be rectified as well. Just because the command section is connected to space doesn't mean every room in the command section has to be. The teleporter, HOP office, and command break room were more inward and didn't have walls facing space on the old map, for example.