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PTiberiusM

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Posts posted by PTiberiusM

  1. 8 hours ago, LordPwner said:

    1) why did Carter as Operations Manager/Miner put himself near as everyone described as a basically a massive bomb that Arche was trying to remove? Scientist- make sense, they are subject matter experts in all things bluespacey/strange

    2) Why was he ordering security with Reed standing less than four tiles away from him? Why did Joel not let the HoS handle his department? (This is an OOC question as much as an IC one, since Reed could have been typing orders to them)

    3) Why did Joel go with security up to the pool with Carmine and the bomb again? Security had been updated in front of Joel on their location- (I believe Joel also updated them, unsure if he said it on radio) so why did he once again put himself in a by far more dangerous situation then the first question, since even as Joel said, trying to destroy it might cause it to explode.

    Thanks for the feedback! Just to answer some of the questions:
     

    1. Joel had been having the engineer and operations transfer the phoron from Secure Storage to the engineering Hard Storage while being in communication with Reed (the HoS). The plan Joel and Reed had come up with was to extract the "Shard of Glorsh" from the Diona and put it into storage as far away from the AI core as we could. As we had an active AI, can't let it get corrupted, etc. etc. Joel ended up in medical because it had been a while since he had heard about the update on the extraction, and was delaying updating CENTCOM with a situation report until we had an outcome of it. Time was short, needed to see it himself.
       
    2. So, that was after everyone in the room had a huge discussion about what to do with the now extremely unstable "Shard of Glorsh". We had a Skrell demanding immediate destruction, others wanting to store it, throw it into space. Joel and Reed were talking about what can we do with this thing. Joel pitched to Reed that we can't try to destroy it without risking it destroying the Horizon, and throwing it into space would just make the same problem we had now (Supposedly the Diona had been impacted by the "Shard" while drifting in space). So Joel pitches to Reed that we have to stick to the plan and store it. Reed then tells Joel (paraphrase, can't remember the exact words), "Convince them of that". Time for the OM to be the "Command of The People" and talk them into rational action. It works, and people agree to store it, likely till we can have the Federation come and turbo murder it for us! And the Diona and the scientist had escaped with the core while that conversation was going on! DRAT! So, once everyone, literally everyone in the room goes "Hey, where did they go?" Joel is at his wits end. He snaps, demands they get into action and find that dangerous object! He, yeah, steps on some toes. Tells the security officers to start moving, he tells medical to get him sensor locations. He jumped into commanding leadership. It was a time of action, and Joel demanded action.

      OOC: We are on like less than 2 minutes till Bluespace jump. Which means less than 4 minutes till round end. We need a conclusion. Did we find it? Did it destroy us all? Did the scientist betray us? However it was going to shake out, it needed to shake out.
       
    3. Yeah, Joel is the one who told security where to go. The same security that let the "Shard of Glorsh" slip away right in front of them just moments before. Joel, as a character, is not security, but he does care greatly about the life and safety of the crew. If he needed to personally be lit on fire and carry it into Secure Storage himself to keep the crew safe, he would. This device had, in the round, been established to be something which if let to escape and grow could end entire civilizations. Joel makes his miners tell him in person, face-to-face that they have all their mining equipment and safety gear. He isn't going to let people die if he can stop it. So why did Joel do it? Because he has to. Too many slips, too much danger. Sometimes you gotta handle it yourself if it comes to it. And, he also didn't take the lead once at the pool. He let the security team, especially the investigator, try to talk the scientist down. Once Joel was there and saw security doing their thing, he became just another of the crowd of voices begging the scientist to do the right thing.

      IC: Joel needs to see the right thing done, but he doesn't have to be the person to do it if he can see it being done. OOC: Yo, the round might end with the ship exploding, you telling me you don't want to be at ground zero? :P
  2. BYOND key: PTiberiusM

    Discord Username: PTiberiusM#3335

    Character names:

    Primary:
    Joel Carter - Shaft Miner - The star of this application
    Chad Zisa - HyBROponticist
    Conner Mab - Physician
    Robert Barcus - Pharmacist
    Gregor Simali - Scientist

    Secondary:
    Alfred Siegrist - Engineer
    Pablo Chavez - Security Officer
    Cameron Triton - Bartender

    Characters I want to re-work before bringing to the Horizon:
    Cynthia Megaclite - former Robotics
    Alexei Zadovsky - former Toxins Researcher
     

    How long have you been playing on Aurora?:
    November, 2019

    Have you received any administrative actions? And how serious were they?
    None.

    Please provide well articulated answers to the following questions in a paragraph each.
    What do you think the OOC purpose of a Head of Staff is, ingame?:
    Roleplay is best when is has a plot and all plots require conflict. Heads can both increase and decrease the amount of conflict in a round to encourage roleplay. Conflict is not always violence and explosions. Sometimes its imposing paperwork on the crew or letting someone get away with something "just this once". Heads can serve as the example of model employees or the degenerate bosses the employees love to hate. Simply put, they are an example and a motivator of good roleplay.

    What do you think the OOC responsibilities of Whitelisted players are to other players, and how would you strive to uphold them?:
    The game doesn't teach you how to play it on its own. If you want to learn to play, you need other players to help show you the rope. Whitelisted people should be encouraging people to grow develop, improve, and enjoy the game more. Don't be a buzzkill and motivate the fun of Aurora.

    Could you give us the gist of what is currently happening in Tau Ceti and how it affected your character and their career?
    This application is primarily for Joel Carter, the no-nonsense Shaft Miner, so I will tell it from his perspective.

    As a Hepht contractor on the Aurora, his job was to find and mine resources for the station, including phoron. With the rapid depletion of phoron resources in Republic space, and the chance to keep smashing rocks for a payday, Joel signed on to the Horizon where his skills could be best put to use. Joel used to live aboard a Hepht barracks ship in orbit of Biesel when he wasn't on shifts on the Aurora, so his new living accommodations aboard the Horizon aren't bothering him. He keeps putting in solid shifts, cares for his fellow miners and other Operations team members, and is committed to do his job well to make his creds.

    What roles do you plan on playing after the application is accepted?
    Joel Carter is going to experience the one thing he never wanted to have again: Responsibility. After reliably and productively working for Hepht, he is going to be given an involuntary promotion to Operations Manager. Tasked to help improve other miners and technicians, Joel is going to have to swap his EVA suit for a standard suit. The bump in pay is nice, but now he is burdened with the responsibility of making sure his team lives up to his safety and productivity standards.

    Have you familiarized yourself with the wiki pages for the command roles?
    I have!

    Characters you intend to use for command or have created for command. Include the job they will be taking.:
    Joel Carter already exists. If approved, he will be promoted to Operations Manager.

    Do you understand your whitelist is not permanent, and may be stripped following continuous administrative action?
    I do.

    Have you linked your byond account to the forums?
    Yes.

    Extra notes:
    I might want to make other Command characters, but right now I am only interested in Operations Manager. I think any other Command roles would be for new characters.

    Chad is just too dumb to get promoted :P

  3. I am one of the few people that play a Trauma Physician on this station, so I obviously don't like this change.

    So we have:

    • EMT & Paramedic
    • Intern & Resident
    • Pharmacist & Chemist
    • Psychiatrist & Psychologist

    But Trauma Physician was the "bloat" that needed to be taken out? With no Viro, why even have a Chemist role? With all the medical changes, why have two titles for a mental health role that is almost never used on station as traumas are now almost impossible to get? This station needs to bump up the age for its surgeons, but entertains both Intern & Resident programs? This isn't a medical school.

    Trauma Physicians make a great deal of sense for the station. They are emergency medical doctors, primarily providing "emergency room" like treatment to patients. Which is what this station should be expecting to provide to its crew members: a doctor specialized in advanced boo-boos.

  4. 8 hours ago, Scheveningen said:

    Also, is tricordrazine actually good again? I wonder what changed.

    It has a 30u overdose line and treats all kinds of damage. You can administer it, without risk, prior to any diagnosis. Its ability to treat brute damage can help prevent the "bone too damaged to repair" problem that trips up even experienced surgeons. The ability to treat burns, and the ability to administer it so early, basically eliminates the usefulness of Dermaline. The ability to treat toxins means it can even buy you time in an organ failure situation. Tricord is the first medicine that should go in because it is guaranteed to be helpful.

  5. 3 hours ago, Scheveningen said:

    Now that the meta has pretty much settled, I want to point out how powerful pneumalin is at saving lives seeing as how lung ruptures are the most common form of injury. I'd argue filling every autoinhaler with pneumalin is a better idea than the regular inhalers since doctors will blow through the unrefillable (I think) standard inhalers like its nothing, and it is better for them if they only use 5 units at a time.

    You can refill the standard auto-inhalers and that fact is actually a key fact in my chem-making process. Dexalin is an absolute lynchpin as it is the base for Dexplus, it is the precursor for the CryoMixes, and Clonexadone that is used in making Peridaxon are all derived from Dexalin.

    I deliberately take the two oxy-kits from the medical storage, dump the combined 40 units of Dexalin into a beaker, and make 120 units of Dexplus from it. With that I can refill all 8 autoinhalers with Dexplus 5 units * 8 autoinhalers = 40 units), and still have enough left over for one bottle of Dexplus for the fridge (60 units) and the Dexplus needed to make a bottle of Adrenaline (20 units).

    With that simple move, you can provide medical with 8 autoinhalers of kickass breathing meds, provide a bottle to the fridge of that same med, AND start on your production of Adrenaline. And you only used 40 units of Carbon and 40 units of Iron to do it from your chem-machines.

    3 hours ago, Scheveningen said:

    The basic chems are really good to make, and the only things I normally skip at this point are less useful specialist chemicals such as imidazioline and the anti-rads, seeing as how uncommon such injuries are to see in the medical bay. I think it is vital to focus on the basic chemicals listed above -- especially a lot of dexalin plus -- as well as pneumalin and peridaxon, as they form the crux of what is essentially some of the most potent pharmaceuticals in the game at the moment. Everything else can effectively be ignored or only made when it is needed.

    Pneumalin is an absolute game-changer. It is an organ repairing medicine that can be made very cheaply, as it doesn't consume any phoron to make and isn't reliant on the Dexalin pathway. The Pharmacy has a closet with a box of empty autoinhalers and I put 6 of them full of 5 units of Pneumalin right after I do the above Dexalin to Dexplus recipe above.

    Sadly, the least important of the "Basics" is Dermaline. Because Tricord is so good at repairing burn damage, Dermaline is almost never given on its own. And it is far down the triage response of drugs to administer. For almost all heavily injured characters, the order of operations for most doctors is:

    1. Tricord - Because it is good at everything
    2. Dexplus - Get the possibility of re-oxygenating the brain going
    3. BLOOD - You have to replace what was lost, all the rest means nothing if they lack the blood to care the oxygen
      1. If you don't have a surgeon, this is where you start to consider the Bicard OD as a way to treat an arterial break. If you have a surgeon, or a trauma physician who can repair an AB, you don't want to do the OD because you want to work the rest of this list to get them stable enough for surgery
    4. Norepinephrine/Adrenaline - Stabilize or Restart the heart, minor pain killer
    5. Pneumalin - Repair the damage to the lungs, if any, to get that oxy flowing again
    6. Peridaxon - You have to repair the heart to get that oxygenation up too! And this also helps slow any brain damage from oxy loss
    7. Alkysine - If you have put in all of the above, you are probably above 85% Blood Oxygenation, so this drug will start to fix the brain damage caused by the Oxygen Loss
    8. (DRUG TO TREAT SPECIFIC DAMAGE) - Bullets or beaten? Bicardine. Lasers? Dermaline. Posion? Dylovene.

    If you look at that list, you could give an EMT/PARAMEDIC a beaker of tricord to carry (They make it themselves), an autoinhaler of dexplus, an autoinhaler of pneumalin, an autoinjector of adrenaline, and a rolling bed that has a built in IV drip for blood, and every patient coming in the door is now stable enough to start pushing the Peridaxon and prepping for AB/Bone repair surgery.

    Because of that triage list, the easily most important drugs for a chemist to make are Dexplus, Pneumalin, Peridaxon. The next most important are Adrenaline and Alkysine. Everything else is tied after that because of how rarely useful they are in stabilizing and treating patient. Even radiation can be treated by just giving a patient enough Dylovene to let the liver process it out.

  6. Wanted to put together one spot for all the characters I play. The list below is from most to least played:

    • Robert Barcus, Pharmacist
    • Conner Mab, Trauma Physician
    • Alfred Siegrist, Station Engineer
    • Alexei Zadovsky, Phoron Researcher
    • Chad Zisa, Idris Contractor, Hydroponticist
    • Joel Carter, Hephaestus Contractor, Shaft Miner/Drill Technician
    • Gregor Simali, Scientist

    And these ones I very rarely play:

    • Cynthia Megaclite, Roboticist
    • Cameron Triton, Bartender
    • Braxton Davidsen, Chef (Newest character)
    • Pablo Chavez, Security Officer (My first character, but haven't played in months and months)

    I know lots of people have had some pretty good stories and learned a little bit about the "hidden" backstories of some of these characters. Good, bad, indifferent, let me know what you think of them!

     

  7. 9 hours ago, Alberyk said:

    -necropolis contractors can't be in security anymore. Why: necropolis contractors were a giant asspull and them having security operations is not even cited in their page.

    I like this, lorewise, I hate the Necro-Dominia-Security combo for reasons I went into at length on the Discord. But, them being security is a thing I didn't hate. I can imagine Necro using its security services as a way to advertise its weapons. Like embedded salespeople. I want Necro as a company to be changed more, lorewise, than removing Necro as a security contractor option.

    9 hours ago, Alberyk said:

    -idris can't be in cargo anymore. Why: they can already be in service and security, I decided to remove cargo because it is the one that probably plays less with their ethos.

    Ehhh, I think of Idris as a supplier of service industry drones. Need a warm body to do a thing at rock bottom prices? It makes sense to have Idris in Civilian and Supply as those are the lowest paid, "lowest skill" job on the station. Civ and Supply are paid at the same rates, literally the lowest besides the intern positions. I would rather Necro keep Security and one other and Idris keep Civilian and Supply.

  8. 7 hours ago, Skull132 said:

    This is where the proposed tweaks come in. Removal of the departmental officers from the cohesive security department until code blue (at which point the threat the station poses to its opponents should increase anyways) was deemed as the acceptable path to walk down. As already noted multiple times, the most effective way to do this is to make the departmental officers primarily subordinate to their head of staff, and to remove the security radio from them.

    Since I haven't seen this point brought up yet: This will absolutely upend HoS play and ruin it. So, I'm a HoS with little staff under my direct control, most have no reason to leave the Brig unless we have an emergency... but if I flip this itty bitty switch over here from Green to Blue, I get my entire department back and free run of the Station. Blue lets the armory open and the warrants be damned, all Officers report to the Brig for briefing and gats! If it is easier to go to Blue than get a warrant, every HoS is either going to hit that button at the absolute first sign of anything no matter how minor. And if they do it, powergaming and validhunting. And if they don't? Bet they have to deal with Security staff yelling at them to go nuts. Not to even mention the resistance this gets from other staff.

    Imagine a shift with just a HoS and CE. Some Engineer fucks around, does something dumb, but HoS doesn't have anything concrete to get a warrant and the CE is holding firm to "Green and Warrant, or kick sand". The HoS then just walks to their office, flips it to Blue, and tells the CE to get fucked. If the proposed change is to keep an officer under the departments control till non-Green and to take away the radios until non-Green, you will see HoS's use anything as an excuse to elevate the security status. And that is something they can do unilaterally. This would make it easier to get around warrants than issue them in the first place and encourages Command staff to dismantle Dep-Sec as soon as they can.

    5 hours ago, Lemei said:

    Likewise there's the issue of how sec was using this last time as just 'officer with more access'. The voting shows that even with this people were still supportive of the change. That and where are all the IRs regarding the breach of warrant usage? Where are all the charges, or sec players who were bwoinked/banned? As I sure don't see any. It's all well and good for people to be upset that this is how it went in a few cases, but I don't really see anyone having taken it upon themselves to do anything about it.

    Real Talk: Because the station goes to Blue and stays there most rounds with antags. Once it goes up it never goes back down. So they don't need warrants. The only rounds that tend to stay at Green or even return to Green are Extended or ones that have plenty of Command staff on station. And, let's not forget, the extremely easy excuse for a Dep-Sec officers to say, "I don't need a warrant to search an area I have access too". Dep-Sec eliminated warrant complaints because it gave each Dep-Sec officer a standing search warrant for their department. So by either elevating to a status that doesn't need a warrant or having officers in a department acts as a warrant, Dep-Sec also does away with warrants and rights against unwarranted search at large.

    And if your answer to my concerns about "Players shouldn't play that way", you are dropping back into a policy and SOP argument. I think the entire Dep-Sec pursuit is misguided and should be abandoned whole cloth. Absolutely nothing proposed by anyone addresses the fact that a HoS can push a single button, undo all of Dep-Sec, and keep Officers with increased access on their ID cards in their pocket. No one has any idea how to make that happen without a big change I haven't heard from anyone: It's time to QM the HoS and they aren't Command anymore. And to be clear, I DO NOT want that.

    12 hours ago, nursiekitty said:

    If the issue is "antagonists are too easy to catch," then perhaps we should admit to ourselves that antagonist is a role that takes skill.

    True, but if every time you try to, you know, play an antag and learn you have a 5-man team of Armory Equipped trigger-men come at you as soon as they sniff a whiff... If antag roles take skill, and I agree they do, don't bash antag players who find themselves never getting any practice because they are beaten into the ground quickly. You know how people like to complain that some antags don't "escalate" appropriately? Keep that in mind when everyone, mods included, accept that Security defaults to a response of "Blue and Gear Up" as soon as they see anything or hear about anything. Try to remember that the Security response escalation is allowed to go "1.) Ask them to leave, 2.) Make them leave with non-lethals and perma-brigging, 3.) Make them leave with lethals" and that can happen in the span of a single "Leave. No. Stun baton. .45 goes brrr" Does this surprise you that you have most antags playing sneaky? Why would so many people play sneaky antag if they WEREN'T afraid of the obvious, we-all-acknowledge-it Sec-hammer?

  9. 5 hours ago, Marlon Phoenix said:

    Xavier was meant to be old when he had miranda. He had crazy priviledge for NTs medical breakthroughs. And he had a young wife with the same.

    I totally like that. Just change his death age to 144 and problem solved. I mean, it makes NT look much more impressive.

    16 hours ago, BoryaTheSlayer said:

    Actually, from Zeng-Hu's page: 

     "... the company was overshadowed by the rise of other corporations edging in on the field of biotechnology and pharmaceuticals. Zeng-Hu stayed in the background for years, though their continual innovations allowed them to stay somewhat competitive."

    And then you said:

    16 hours ago, BoryaTheSlayer said:

    While Zeng-Hu is the boss in the field of pharmaceuticals and just widely biological/botanical areas. It also is the leader in Medical technology. They pioneered cryogenics, cloning... I mean, I suppose I can add a sentence that literally says "Zeng-Hu is the leader when it comes to medical technology" but I think it's already pretty clear that they are.

    You bring up my point perfectly. You are talking about how you see Zeng-Hu as the "Leader of BioTech/Medicine/Pharmaceuticals" but the Zeng-Hu page specifically says they are not the leader anymore. I want the Zeng-Hu page to match up with people's vision of them. Whatever reason that needs to be cooked up, but make it so that Zeng-Hu is never losing out to NT. Talk about how they got that fucking sweet Skrell Tech and passed NT, hence why NT is pivoting to Bluespace, Phoron, and Tesla engines. It's not a bad idea to say "NT was the biotech megagod, then Zeng got that gooey Skrell tech, passed them up, good thing NT had that Bluespace Ace"

    12 hours ago, Skull132 said:

    Just to shove my 2c in here. I still do not necessarily understand nor see the need for warp drives to exist. Just another under-explored muguffin to escape away from Bluespace because "Bluespace bad and silly" or some shit, in my opinion. Similar comments exist about bluespace gates, though less so.

    No man! Warp is great for all the reasons Marlon had. It shows the progress, and also how NT is kicking Einsteins ass. My primary issue with it is that the pricing difference between warp and Bluespace seems off. Warp should actually still be popular amongst private citizens and the like, because it can be used for short trips, maybe just intra-stellar travel. And people would only use Bluespace for issues of speed and distance. Like the difference between a roadtrip and getting a plane flight. Make the gates much more expensive, talk about how Bluespace Liners are a thing that are saving Einstein because they are licensing drives from NT, so they are still a major shipbuilder. Lots of room to have Warp and Bluespace in the same universe, it just doesn't make economic sense right now because in a universe with Bluespace, warp is the cheap technology

    16 hours ago, BoryaTheSlayer said:

    Also, there's no gate between Sol and Tau Ceti because they're literally right next to each other. The systems, even in real life, are very close to each other.

    But they aren't dough. IRL it is 12 LY, but on the starmap it looks like about 9LY. If the Arrivals shuttle drive is typical, and my assumption about the Aurora being on an asteroid in the far reaches of Tau Ceti, it would take 9-14 days to get between Sol and Tau Ceti using a Bluespace drive. But if I could go Tau Ceti-Konyang and Konyang-Sol through the marked gates on the map in maybe just 4-5 hours, I would never make a direct trip via Bluespace Drive when the Gates are faster. But, why would there be a gate to Konyang and not one to Tau Ceti? Tau Ceti and Eridani were and are too important for the Sol Alliance to not have a gate pair between them. Konyang is new, Tau Ceti is one of the oldest human colonies, Konyang's own page on the wiki is about how its basically been a pain in the ass for the Sol Alliance to hang on to.

    If there was a Bluespace gate between Sol and Konyang, shouldn't it read "And with the development of the Bluespace gate system, the Sol Alliance military tightened its grasp on the far reaches of its domain, now able to deploy fleets with an incredible swiftness. The Coalition of Colonies fear that this brings the Sol Alliance to their very doorstep, re-igniting the possibility of open warfare to claim what the Sol Alliance sees as its own."? Hey, even creates a situation around the Coalition resisting the development of Bluespace gates in their territory, backdoor traitor systems trying to get NT to build one on the downlow for them, Coalition resisters openly funded more terrorism against NT to try and stop this. Man, that could make all kinds of cool events and stories to be played on the station.

  10. https://wiki.aurorastation.org/index.php?title=Timeline

    "2346: NanoTrasen is officially founded by Xavier Trasen, who is at the time 47 years old."

    And then a few lines later:

    "2443: Xavier Trasen dies at the age of 97, and his daughter Miranda Trasen takes over as the new CEO of NanoTrasen at 30 years of age."

    So, the issue is that it is 97 years between the founding of NT and Xavier's death. Which would make him 144 years old at the time of his death... and Miranda conceived when he was 114! Future medicine aside, this probably needs to be re-worked. Maybe have Miranda be an heir to an heir between Xavier and her? Jeff Trasen? Billy? I don't care, but it seems more likely to make Miranda his granddaughter.

    And while this is the issue I want to highlight the most, overall the timelines have some major problems when compared with the other pages:

    1. "2346: ... It has a net worth rivalling that of Einstein Engines, the original 'mega-corporation', as it has developed advanced medical technology."
      1. NT starts off as a fantastically wealthy firm by creating incredible medical technology. It rivals the only major interstellar manufacturer through medical tech. Zeng-Hu? More like Zeng-Who. Zeng got a 314 year head start on NT, and NT launches into besting them AND rivaling the most powerful company around at the time?
      2. Maybe this can be re-worked into a believable ascent for Zeng-Hu into the "Medical Technology Leader" most people consider them as? Hard to believe people would think that if they have spent all of NT's existence playing second-fiddle.
    2. "2425: NanoTrasen wins a contract with the Sol Alliance to construct the first "Bluespace Gates", which quickly replace Warp Gates and allow travel between entire star systems in a matter of minutes or hours... NanoTrasen becomes the leader in both medical research, and a titan of energy."
      1. Seems like Zeng, even with all that cooperation, still not the leader in medical tech.
      2. Canonwise, per the Starmap, there are only 4 pairs of Bluespace gates in existence. The wording here implies they are all over the Orion Spur.
      3. The statement on how this adjusts the speed is... quite odd. There isn't a clearly defined speed for warp, bluespace drives, and bluespace gates. But the in-game minutes between Odin and Aurora of the various shuttles seems to imply that the bluespace gates are hundreds of times faster than the bluespace drives.
        1. If Odin and Aurora were as far apart as Sol and Pluto, that is 4-6 light hours. The arrivals shuttle takes 60 seconds to get to the Aurora. That puts the drives of the shuttle at 240-340 times lightspeed.
        2. The scale on the Starmap suggests that Sol and Konyang are 17 lightyears apart. I'll save you all the math, but that means the arrivals shuttle could make that distance in 17-26 days.
        3. The longest distance that has a marked Bluespace Gate pair is Tau Ceti to Perispolis at 32 lightyears. To have that covered in "hours", let's assume 2 hours to be literally plural, means that the Bluespace Gates would have to be 140,160 times the speed of light, or between 390 and 584 times faster than the arrivals shuttle. And we know that is the short end of the stick because it also says it could be covered in "minutes" as well.
      4. The absolutely insane speed capable of the Bluespace Gates seems to line up, lore wise, with only having a few pairs of them around the galaxy. I mean, it makes sense that these massive gates are turbo-hella fast compared to a shuttle drives. People would cryo if they were on a bluespace drive ship on short little hops, use the gates to cover the big distances.
    3. "2147: Biesel is discovered in Tau Ceti by Sol Alliance probes... With the trip expected to take months with current warp travel technology, it is considered a one-way trip for the colonists."
      1. But wait a second, warp drives are capable of covering the gap from Sol to Tau Ceti in "months". If we assumed it took 11 months (the max number of months before you would call it a year, 335 days to keep the math simple, this would also show the absolute slowest warp can go) that would place warp drives at 9.8 times the speed of light. If you assume 60 days (two months, the minimum number of months to be plural, the fastest warp could go) would be 54.8 times the speed of light.
      2. Was the discovery of Bluespace such that you would now have basic shuttles moving people 4 times faster than a colonial warp drive, and even that gets blown away by Bluespace gates that only charge you 20 credits to pass through?!
      3. The Bluespace page says that a drive can do 100-1000 times the speed of light. That makes it between 2-100 times better than a warp drive. With all the math we have done, that makes sense...
        1. Until you look at the "Ships and Station"s page. If a freighter costs as much as a "high-end" car and a bluespace drive costs twice as much as the ship, the total cost could be well over 900,000 credits. ($100,000 car today x 3 for the dollar to credit conversion x 3 for the cost of the ship and the drive). But I could have the same thing for only 450,000 with a warp drive. And NT only charges 20 credits to go thousands of times faster through a bluespace gate?
        2. These prices and price differences in performance are too odd. Why would someone pay half as much (warp ship compared to bluespace ship) but get a product that is ultimately 2-100 times worse in quality? Warp ships should be around the price of a modern day used car (about 50 times cheaper, or 18,000 credits, or $6,000). You can't use "newness of Bluespace" as an excuse, its been 37 years since the gates got retrofit. Plenty of time to build vast fleets of Bluespace-drive having ships. And why wouldn't I want a warp ship? Warp to a gate, jump to a new system in hours, warp to the other gate, jump again. I have a 300 year old technology in my used-car-priced ship and I still got to Sol from Tau Ceti in maybe a day for 40 credits/~$13? Interstellar travel is priced like a toll booth and not international airfare?
        3. Also, no pair of gates between Sol and Tau Ceti? I mean, I get the issue of the relationship between Sol Alliance and the Republic of Biesel, but the warp-to-bluespace gate retrofit happened 27 years prior to the Republic forming. I find it hard to believe Sol wouldn't have a gate between it and one of its most prosperous colonies. Maybe Einstein Engines was encourage to shut the gate down by the Sol government in an attempt to punish growing independence concerns in Tau Ceti? Either add a gate pair or have a reason for the gate to have been shutdown.

    In summary, the various timelines across the wiki create a bunch of odd situations when compared with the pages describing various technologies and events. There are some more like this, but I wanted to start a discussion before trying to dig into all of them. The suggestion: Fix these weird little glitches all over the place in the timeline.

  11. The idea that you could bring a "coffee kit" in your loadout is cool. Just have it like the lunchbox: You get a thermos full of coffee, one cream, one sugar. The cream and sugar are 10u containers with 5u default pours.

  12. Viral outbreaks are most of the time a false sensor reading and when do happen, they are trivial to deal with. The character I have that should be dealing with Viro the most (Robert Barcus, Pharmacist) still almost never has to deal with it. I am all for its removal.

    But if removed, remove that entire section of the medical upper level. There is nothing that it needs to be replaced with.

    And I heard someone mentioning that psych is pretty much dead too? Hmmm... can we get a double kill and completely do away with the upper level of Medical?

  13. Uncle Barcus' Pharmacy of Odds & Ends - A Chem Guide

    First, I was inspirationally bullied into making this by VisVirific's amazing guide. You should check that out. It's a pretty cool list, and this guide is actually inspired by:

    1. Not wanting to do that much work
    2. My own ways of getting the same thing done in a different sequence.

    So off the bat, I want to say that his guide is probably more "optimal". This guide is more "thrifty". You know those docs that measure all medications in doses of 15 units a shot and throw the sink at every nosebleed and boo-boo? This is the guide for telling those docs and paras to use those meds in effective, non-wasteful methods. Some CMO gets on you about it? Talk about NT budget savings. So, let's get into how to give them everything they need and maybe some stuff they didn't know they wanted.

    The Big Changes from VisVirific's Guide: The Basics

    Spoiler

    So, generally the guide gets it right, but... its a lot. Here are the recommended reductions:

    1. Bicardine: Just put 2 in the fridge. If they take them out, put 1 more in. If you have a big staffing that round, maybe put 4 in because everyone wants some. Remember that you need to make Bicardine for the Peridaxon. If you make the recommended amounts from their guide, you will need to make a minimum of 7 bottles of Bicardine! That's an entire NanoMed's stock of Norepi.
       
    2. KeloDerm: If you grab the pill bottle of Dermaline at the start of the round (Medication closet next to the reception desk, on your way to Pharmacy), you can use those to make the KeloDerm. If you make 60 units of Kelotane (30 Carbon, 30 Silicon) you can just drop 4 pills into the beaker and... boom, you have 2 bottles of KeloDerm already made. There are enough pills to make 3 bottles of KeloDerm and still have a pill left over. If you make 3 bottles of KeloDerm this way, you save 30 Acetone, the holy grail of Chemistry. I typically just make 2 bottles of KeloDerm. The bandages, ointments, and TriCord that first responders put in patients typically makes KeloDerm last ages.
       
    3. Dexilin Plus: QUICK! Run to the medical supply closet on the main level and grab both of the oxygen kits! The autoinhalers in those kits have a total of 40 Dexalin in them! You can drain them into a large beaker, add 40 Carbon and 40 Iron and there is 120 units of Dexalin Plus. Now, refill all of those autoinhalers, slap a label on the box saying they are upgraded, and drop them on the medical lobby desk. That still leaves you with 80 units of Dexalin Plus. That's 1 of the 2 bottles to put in the fridge. And, you might ask, "Hey, that doesn't seem like a lot?", remember that they have 8 autoinhalers in the lobby to use. That leftover 20 units? Use it to make the 1 bottle of Adrenaline you need to make.
       
    4. Peridaxon: This is the most expensive and time consuming medicine that you could make. Honestly, the "One Pot" method that VisVirific has is pretty good. Here is mine: Get 20 units of Dexalin, add another 20 Water and then 20 Acetone, pour in 10 units of Phoron from your handy Phoron beaker/bottle you should have next to you, 30 Sodium, bottle the Clonexadone, 30 Sodium, bottle the Clonexadone. There is the Clone you need. Just make 2 bottles of Bicardine (60 Norepi, 60 Carbon), and drizzle them together. It means you are pulling things out of machines and stuff, but I find it idiot proof. But the main reduction: Make 4 30 unit bottles. Oh boy do people hate that shit. Then remind them that Peri OD's at 10 units and the Surgeon is going to drag the patient into surgery while you were loading the hypo anyway. Tell them to play nice with each other and share

     

    Robert Barcus' Cryo Mix For Fun & Profit

    Spoiler

     

    In their guide, VisVirific states that he makes 3 bottles of Alkysine. I typically make 1 or none and people leave Medical with full brain functions all the time. Why? Well, Sec officers didn't have much to start with anyway, but that is because I use Alkysine's bigger, stronger, but far less known older brother: Mannitol. This shit is fantastic, you should use it all the time. Here is the sequence for the Barcus Cryo Mix:

    1. Grab the three beakers off the desk at the start. Pour one of them into the other. So you have one empty, one filled with 30 units, and one with 60 units.
       
    2. When you get to the lab, the 60 unit/filled beaker into a large beaker. Add 10 units of Phoron (one default pour) to this large beaker.
       
    3. Like my Peridaxon recipe, take that large beaker and 30 units of Sodium, bottle the Clonexadone, 30 units of Sodium, bottle the Clonexadone. Set these 2 bottles of Clonexadone off to the side
       
    4. In a separate beaker (I like to steal the grinder one, it gets on Neith's nerves ?), add 10 units of Phoron, then make 30 units of Alkysine (you can make it with the phoron in, its fine)
       
    5. Remember those three beakers? Two of them should be empty with one beaker having 30 units in it. Now pour 10 units into each of the empty beakers from the one with 30 in it. Should be 10 units in each of the three beakers now.
       
    6. Take your dropper, set it to 1 unit, and now take 1 unit from EACH beaker and drop it into the beaker that has your 30 units of Alkysine and 10 units of Phoron. This is why you have to divide it up first.
       
    7. And with bubbling magic, you will now have 30 units of Mannitol. Take those 2 bottles of Clonexadone that you made, split it into the beakers (40 units per beaker) and then top off with 10 units of Mannitol per beaker.
       
    8. This should give you 3 beakers of 59 units of Barcus' Cryo Mix. Go put them in the cryo tubes and tell people to take a bath if they have brain damage.

    Now, it is of my humble opinion that Alkysine is a great emergency tool. But heed these words: Alkysine only works if blood oxygenation is above 85%. If your patient has many of the problems most patients do, you will need Dexplus, Inapro, Peridaxon, TriCord, painkillers, and IV blood-infusion to get them north of 85%. And if you have all of those into a patient, and they aren't spraying blood on the walls and into your eyes... they are stable enough to take a cryo bath. Even if they are bleeding, cryo slows all metabolic rates by a factor of 10, meaning they lose blood at 1/10 the rate they would outside of cryo. And Mannitol in cryo? It works even better because 1 unit in the tank becomes 10 units in the body, able to heal 100 points of brain damage. That means just a few seconds in cryo, enough to put the drugs in the system, could almost completely heal an extremely damaged brain. And it can cure some trauma's too. Including colorblindness! So, before some Surgeon screams about needing to clamp that bleeder STAT, remember: 30 seconds in cryo is only 3 seconds out of cryo. It would take more than 3 seconds to run them to the OR and turn on the table. Chill. Breathe. You have time to do this. You have time to take a chilly, brain-healing, body repairing bath.

    So, yeah, don't make three bottles of Alkysine. Maybe one. Only if it gets the other docs off your back.

     

    The Big Changes from VisVirific's Guide: The Specialized

    Spoiler

     

    This is the section where you can save lots of time. VisVirific makes some great stuff here in his guide. You don't need almost any of it:

    1. Alkysine: We have discussed Alkysine above. You did read the Cryo Mix section, right?
       
    2. Imidazoline: For when damage to eyes occurs and the doctor didn't just hit them with Peridaxon already. This is in the same category as Adipemcina. It is just a worse Peridaxon. Just make it on demand in small amounts if demanded to.
       
    3. Ethylredoxrazine: See Imidazoline. Very rarely needed, make it on demand if it comes up. This drug is simple enough that if you see the radio callout about a drunk being rushed to medical, you will probably have the dose ready before they are out of the scanner.
       
    4. HyroArith: Cool idea, you will see some of my goofy mixes down below. I have my own anti-rad mix that I make. It is almost never used. If you see an announcement about a rad-storm, just make a 30 unit bottle of Hyronalin and toss it in the fridge before you head to the tunnels.
       
    5. Ryetalyn: Don't make it, cloning is off the station, and that is all it was good for. In the event that you need it to fix a mutation not caused by cloning, remember you only need 1 unit of Ryetalyn to cure everything.
       
    6. Thetamycin & Deltamivir: I make 2 bottles of Theta and 2 bottles of Delta because I am lazy. You whip up 120 units of Crypto, split it into two large beaker, pour a bottle of Dylo in one, a bottle of TriCord in the other, and there you go. 99% of the time no-one will touch them. Especially now that they make you throw-up (Theta) and have a passout-grade fever (Delta) that medication can't even bring down (BUG MAYBE?). You could get away with not making these, but just know how to make them. And, the Medication Closet that you stole the Dermaline pills from also has Theta in it. So you really could get away with never making these.
       
    7. Scrubber Cases: Rare but vicious, chances are the victim may have already processed all the nasty stuff in their lungs by the time they get to medical. Make this on the spot if you have to. This is another super rare occurrence that you should treat like Ethylredox. If you see the radio callout after a warning about scrubbers, this can be whipped up into the inhaler cartridges before they are out of the scanner. Just remember to cut it with Dexalin(Plus) and Peridaxon because it will mess up their lungs

     

    The Big Changes from VisVirific's Guide: The Stabilizers

    Spoiler

     

    Almost nothing. Seriously, they nail it here. I stole the Tramacetamol recipe (1:1 Tramadol to Paracetamol) from VisVirific. But in true Barcus fashion, like a man standing on the shoulders of a giant, I have a better way to make it:

    1. Steal the Tramadol pills from the Medication Closet
       
    2. Steal four Paracetamol pills from a NanoMed vending machine
       
    3. Put four Paracetamol pills in the grinder
       
    4. Put four Tramadol pills in the grinder
       
    5. Bottle the two bottles of Tramacetamol, put them in the fridge
       
    6. Explain to Paramedics and Doctors that they DO have a painkiller in the fridge. And if they "have" to have Tramadol, there is a pill bottle in the ICU closet.
       
    7. Refuse to make Oxycodone. If a Head tells you to make it, remind them they aren't your Head. If the CMO, Captain, or Acting Captain orders it, require paperwork. Once upon a time, I put it (30 unit bottles) in the fridge for the Surgeons. This drug is the "I want it if I don't have it, won't use it if I do."

    The only other change I make is that you can get away with only making 1 bottle of Adrenaline. I use half of it to fill up 6 autoinjectors, saving one for a rainy day. And I use the other half of that Adrenaline bottle to make Inaprovaline, the best, least used drug on the station. If someone wants a bottle of Adrenaline, tell them to carry an autoinjector on them. They will likely go the whole shift without using it.

     

    The Big Changes from VisVirific's Guide: The Blood Supplements

    Spoiler

     

    His guide is what you should do if you want to have prepared blood supplements for the crew. His standards are like what some government agency would require to be on hand at all times and that guardrails must be located within heretofore distance of the remainder... Look, its beyond overkill. Here is my guide:

    1. Maximum Prepared State:
      1. 1x pill bottle with 6, 20 unit Iron pills
      2. 1x pill bottle with 6, 20 unit Copper pills
      3. 1x pill bottle with 6, 20 unit Sulfur pills
         
    2. Elevated Prepared State:
      1. 1x pill bottle with 6, 20 unit Iron pills
         
    3. Normal Prepared State:
      1.  

    Look, this is all based on the amount of crew, diversity of the crew, and what is going on. When I am making them on the spot, I also tend to throw 20 units of Sugar and 20 units of Water into the pills as well. People get hungry and thirsty from all that bleeding. And, don't fill up the whole bottle. You really want to put 120 units of the 1,000 units of Iron the entire lab has into little pills people forget exist?

     

    The Big Changes from VisVirific's Guide: Resupply

    Spoiler

     

    Oh boy, and this is the big reason for why I do things different. You can do all of the above out of one ChemMaster, and still have plenty of chems ready and waiting for spot production of other medicines AND still have a full ChemMaster sitting there. waiting to be used by Neith in his quest to make 15 full bottles of Bicardine a shift ;)

    If you follow this guide, you won't have to resupply. And that's for the best. If you wanted to need Supply to provide you with stuff, you would be playing a Science role.

     

    Uncle Barcus' Goofy Mixes & Assorted Medicines

    Spoiler

     

    Did you know that you can fit SIXTY units in a single pill?! Oh boy oh boy does that mean you can make some great stuff. Below is some mixes I have that are mostly RP-fun, but still have a gameplay use:

    1. Astro-Nightquill: 15u cough syrup, 15u antihistamine, 15u paracetamol, 10u tricord, 5u soporific. When you feel like crap, likely loaded full of viral contagion, and you just want to sleep it off in the medical ward in the Sub-Level. Bonus: You can make this from the NanoMed's completely. Even the Doctor's could hand out this medication mix!
       
    2. AtroCord: 1:1 mix of Atropine and TriCord. This is worse than normal Tricord in a non-critical patient, but better than normal TriCord in a critical patient. Sometimes I make it a point of handing this to Paramedic's and EMT's.
       
    3. Arterial Bleed Treatment Kit: Grab one of the first aid kits from the closet and toss everything in it onto the floor. Now, fill it up with:
      1. 3x Syringes full of Bicardine (45u total)
      2. 1x Syringe full of Dylovene (15u total)
      3. 1x Syringe full of Peridaxon and TriCord (10u Peridaxon, 5u TriCord)
      4. 2 x pills that are 30u-30u Iron-Sugar
      5. Make sure the contents of the kit are, from left to right: Bicardine syringes, Dylovene syringe, Peridaxon syringe
      6. And finish it off with a label on the outside reading: AB KIT (R-G-P)
      7. Instruct the staff on how to use it (All the reds in, confirm bleeding stopping, green, purple, give them pills as needed through this process)
         
    4. Rescue Juice: 10u Bicard, 5u Kelotane, 5u Dermaline (10u KeloDerm, for those keeping score), 10u Dexalin Plus, 10u TriCord, 5u Norepi, 5u Inaprovaline, and 10u Peridaxon. This can be in a bottle, where Paramedics and EMTs can shoot it into people 15u at a time from a hypospray with no fear of OD-ing a patient... or this all fits into 1 pill! Play with this recipe all you want. Add painkiller, maybe put in adrenaline. Sky is the limit. And I would love to hear about your favorite broad spectrum crisis medications.
       
    5. Calovene: This a 2:1 mix of Calomel and Dylovene. This is basically dialysis in a medication. If someone has some poison in their system, you need Dylovene to help neutralize it, but Calomel is better than Dylovene at doing that. Just be aware, like dialysis, this will also suck out any medications the patient has in them. But if you don't have time for dialysis, this is your fix.
       
    6. Arithrazine-Dylovene: 2u of Arithrazine and 10u of Dylovene. (20u-100u, make 10, 12u pills) This will completely cure you of any radiation damage and the Dylovene will last longer than the Arithrazine, ensuring you aren't poisoned.

    Please let me know in the replies of any other cool stuff you have that you make! Creative new medicines are always fun!

     

    Conclusion

    Spoiler

    This guide can be read as a criticism of VisVirific's chemistry guide, and in some ways it is, but I want it to be seen for what I really think it is: VisVirific has made an outstanding guide and I am just pissing in the wind in his shadow. You should be reading that one. It is comprehensive, it is very detailed, he even teaches the recipes of everything, and has it formatted wonderfully. This is the Robert Barcus take on Neith Mekesatis' work habits. And in case I haven't made it clear enough, Vrow has really made an amazing guide. So amazing I could only make my "guide" as a modification of his. They are a fantastic Biochemist, and has pushed me to be better in ways and in recipes I didn't know I still had to learn.

     

  14. My recommendation: Just apply an IC way of looking at it. Did your HoS get demoted? Because that's the only reason I should see him running around as a Warden or anything else. This should apply across all the Command roles. Unless you want me to think that your character got a big demotion, don't play them as working at a demoted position. QM now hauling ore around? Demoted. HoP is bartender? Mega demoted. HoS is a forensic tech? Who did he piss off? It makes absolutely no sense, IC, for elevated/promoted characters to play demoted/lower ranking ones. It should be considered OOC in IC if you do this, because OBVIOUSLY you are doing it because you didn't get the one you really wanted.

    OOC: You have 50 character slots. 50. Didn't get HoS? Load up a different character that can play Warden and then go play Warden. Same across all the other departments. This is not hard.

  15. BYOND Key: PTiberiusM

    Staff BYOND Key: SonicGotNuked

    Game ID: b4s-dnnY

    Reason for complaint: Removal of Warning/Remedial Education for Sonic

    Evidence/logs/etc:

    Quoting Sonic's warning: "Wordlessly sabatoged telecomms as ninja. Telecomms being a teleport location isn't an excuse." There is almost a reason for why this warning is wrongly applied for every word in it.

    To give some background:During this round, I was a ninja. Myself and the other ninja decided to go for a "Kidnap the Captain, hold him for ransom, maybe or maybe not actually hand him over". We plan around mostly non-lethals, wanting this to be as sneaky as possible and not lead to outright conflict. Our plan is this: SOMEHOW disable the station's ability to discern that we had grabbed the Captain. Other ninja pitched taking down the power, and I obviously say that is a bad idea (IC: Can't recharge our suits; OOC: Powergaming). Teleporting to the Bridge and grabbing the Captain in 10 minutes... IC and OOC not a fun option since "Ninja Grabs SpareID, Opens All Lootboxes" is done to death and, IC, "too easy". So we settle on taking out the Telecommunications, because it will work, isn't done to death, and hey would you look at that, its one of the default teleportation locations.

    After messing with the SMES to Telecomms, allowing Engineers to find out there is a problem, causing power drains to recharge our suits, hacking every door on the way into Telecomms, almost getting caught by Engineers twice, figuring out we can't just work the computers, turn off the thermal controls, and FINALLY at just over 45 minutes into the round, we manged to take apart the receivers and transmitters, and pull the wires from three pieces of hardware, disabling Telecomms. The other ninja takes the three circuit cards, goes to toss them to space, we leave the rest of the system either in place or on the floor of the Telecomms room. The three cards, all of them had replacements in the Maintenance around the corner, didn't even touch those.

    It's at this point the chain of messages from Sonic starts with asking me why I disabled Telecomms, telling him our plan and culminating in him saying, "There are other methods you can use to kidnap people without them screaming for help. Wordlessly sabatoging telecomms shouldn't be one of those methods. I'm going to be placing a warning on you for this."

    1. As linked in our server rules on Roleplaying High RP means "Your character is expected to act consistently with regard to past behavior, to do their job with skill, and to not interfere with the jobs of other crew members without a good reason." and in a section just above that on playing an Antag: "Your objectives are your top priority but well-done Roleplay can improve the experience not just for yourself but for your target as well." Again, that is directly linked in the Server Rules page.
    2. The word "wordlessly" is not found anywhere in any Rule or Guide, besides the one on ganking. Absolutely no ganking occurred here. The only mention of escalation in the Server Rules is: Only escalate conflict in a realistic manner - some characters might overreact... Again, your character must be motivated enough to commit to more drastic action, as they undertake it. Two ninjas try one way to disable comms, Engineers fix it, almost catch them, so they escalate to taking the receivers and broadcasters apart.
    3. The very first line under playing an Antagonist role in the Server Rules is: Firstly, refer to Antagonist Guidelines before attempting to play antagonist roles. To that end...
    4. The wiki on playing Ninja recommends in its very first tip to avoid combat.
    5. The primary goal of an antagonist is to help create a story. We were creating a Ninja story. Not a Raider story, not a Mercenary Story, not a Traitor story, a Ninja story. You know, stealth, shadowy tactics, means to be hidden, sneak-in-and-sneak-out-oh-shit-we-got-got. Not randomly killing. Not ganking. Not powergaming. All three of those no-nos are explicitly prohibited in the Server Rules.
    6. The Server rules clearly outline that "station's primary power source and atmospherics systems" are not to be touched without Uber-high-approval from on the mountains of on high-highness. So we didn't touch them. In fact, we used power sapping and turning off power output to generate some early warnings for Engineering. Who did respond. And turned it back on. If they hadn't turned it back on, power to Telecomms would have ran out over a longer period of time. And we wouldn't have had to go and...
    7. Followed literally the first example on the Telecommunications guide for cutting Comms. Didn't blow it up, didn't turn it to ash, took apart 4 machines. 45 minutes into the round. After prodding Engineering that something was wrong. And left all but three parts lying on the floor of the room. When I was able to come back later, I saw that an engineer reversed our damage in less than 20 minutes.

    To sum it up: Messing with Telecomms was is not prohibited in Server Rules or Antagonist Guides, Antagonist guides (for Ninja) encourage combat-less play, Server rules against powergaming and ganking were not broken as we did not break comms immediately on round start or destroy them in unrecoverable ways, follow-ed literally the Wiki suggested guide.

    Additional remarks:

    I think Sonic thinks the job of Moderator is To Make Sure A Story I Like Is Told, and it ain't. Because there is absolutely no Server Rule, Guide, or general advice that was not followed in making and executing that Ninja roleplay. Warnings are supposed to reference a rule being broken. "Wordlessly sabotaged telecomms as a ninja" is not a rule, and I would argue the Server Rules, Guides, and all the linked materials actually argue for the opposite. "Telecomms being a teleport location isn't an excuse." - I think Sonic doesn't understand that doing something that negatively impacts the station isn't bad roleplay. Why, oh why, would the lobby outside Telecomms be an option for the Ninja if they aren't allowed to touch it? That would be like saying stealing the Captain's Spare isn't acceptable, even though there is a teleport directly to the Bridge about 3 Ninja-suit teleports away from it. If the warning on this stands, remove the Telecomms location from the Ninja teleport. The SM and Atmos aren't on the list. If you want them untouchable, by Rule, then put it in the rules and take the option away from the Ninja.

    I do think that Sonic has engaged in OOC Chucklefucking: "...Our server is about establishing a certain atmosphere, and setting out to ruin that atmosphere, or the experience of other players in that atmosphere, is punishable." I feel I don't need to link the dictionary definition of "Ninja". Sonic seems to think there is a "right" and a "wrong" way to play a character. And if he doesn't like it, it's "wrong." If Sonic can't see that almost 45 minutes of prepping and executing cat and mouse sneaky with Engineering to get the comms offline is within the rules, I think he needs to re-learn the difference between the rules and his personal preferences.

  16. Just to throw my cents into this discussion. I have been playing a Roboticist for a week or so now and have noticed a bit of a pattern. I play just about every day, mostly in the evenings (end of med/high-pop, start of lowpop). I have yet to play Roboticist and have a Scientist on the crew, that is performing research, at the same time. There have been Scientists, but they "don't do R&D" for some reason or another and are tinkering. This locks down the progress of the Roboticist instantly.

    I think the happy balance here is that a Roboticist should have access to R&D and should only be performing it if there are no Scientists that are doing it.

    I think the parallels to Medical are strong here. An Emergency Physician/Medical Doctor should not be performing surgery, unless there are no Surgeons. In fact, this is why EPs and MDs have access to the ORs, because there are some aspects of their job that would be impossible without having access to it. For example: No Pharmacist/Biochemist on staff? Then no Bicard to use an overdose to stop internal bleeding. Or Mannitol/Alkysine/Peri for brain damage treatment. Meaning the only other option is surgery.

    Science is already heavily dependent on Cargo/Mining to make any of its advanced materials/toys. No other department has that. No point in having yet another blockade in Science because a light on a door flashes red on the R&D lab.

  17. Reporting Personnel: Conner Mab

    Job Title of Reporting Personnel: Emergency Physician

    Game ID: b30-amxG

    Personnel Involved: Captain Quintin Copperfield; Security Officer London Werry; Chief Medical Officer Fernando Gonzales

    Secondary Witnesses: Tsezar Oktyabrsky, Medical Doctor - Was directly involved in the situation that led to the incident

    Time of Incident: Unknown

    Real Time: Approximately 22:10 Central Standard Time

    Location of Incident: Medical, Brig

    Nature of Incident:

    [X] - Workplace Hazard

    [X] - Accident/Injury

    [ ] - Destruction of Property

    [ ] - Neglect of Duty

    [ ] - Harassment

    [ ] - Assault

    [ ] - Misconduct

    [X] - Other: Misapplication of Corporate Regulations

    Overview of the Incident: A paramedic brought an already deceased corpse to the Medical Bay, the body of Ivan Krustov. This retrieval was performed after the Captain requested that medical staff respond to the disposals area. Following this body being brought to Medical, I received the body in the General Treatment Area and began making my way towards the Cloning area. Over the Medical radio channel, Paramedic Ra'mit Ma'zaira announced that the Head of Security was requesting that an autopsy be performed. I radio back on the Medical channel that I was "On it" to indicate that I was going to perform the autopsy. Dr. Tsezar Oktyabrsky accompanied me to Cloning at this time. Upon arriving at Cloning, I checked the record to confirm that there was no Do Not Clone directive on file for Ivan Krustov. Finding none, I announced over the Medical radio channel that I would begin the cloning procedure. At no time did the Captain, Chief Medical Officer, or a majority of the Heads state that this person was not to be cloned. Dr. Tsezar Oktyabrsky took over the cloning process, loading the patient, scanning, and initiating the cloning process. I returned the body to the body bag and made my way to the autopsy room in the Permanent Morgue. Upon arriving there and beginning the autopsy, I found massive damage all over the patients body, announcing over the radio that I would have to fully dissect the person to confirm where all the damage took place and how it many have occurred. It was at this time that the Medical staff on the radio claimed I had cloned a person who had committed suicide because they had, quoting Nurse Rocco DeFranco, "threw himself down the disposal chute". At this point I pointed out that without any prior psychiatric history from the patient indicating suicidal tendencies and no other evidence indicating that they had willingly killed themselves, that this should be considered a workplace accident.

    After the completion of the autopsy, I returned to the Top Level of Medical, where I was detained and taken to the Brig by Officer London Werry. I was informed, by Officer Werry, that I was being charged with "Malpractice" under the orders of the Captain Quintin Copperfield. I plead my case insisting to know what Corporate Regulation I violated and was told, again by Officer Werry, "Gross Neglect". I was offered the option of time in the Brig or to pay a fine. I elected to pay a fine and was charged 1,000 credits. After this I was released, and returned to Medical.

    Did you report it to a Head of Department or IAA? If so, who?: No. At the time of the arrest, Chief Medical Officer Fernando Gonzales was the one to point me out to the officer and I was apparently charged by Captain Quintin Copperfield himself.

    Actions taken: My department head and Captain were in agreement with the action taken, no escalation on station was available.

    Additional Notes: The purpose of this Incident Report is not to insult the honor or quality of any person mentioned within it. I believe this incident has occurred because of a lack of clarity within the appropriate regulations and the facts of the incident. I contend that I am not guilty of "Gross Neglect" and put forth a three part defense against that charge:

    1. Ivan Krustov did not commit suicide.
    2. My actions were reasonable and proper, even in the event that Ivan did commit suicide.
    3. Corporate Regulation and Medical department procedures ill-define the infraction of violating Do Not Clone orders and the Cloning of person who have committed suicide, generating confusion that can only lead to future incidents of this nature, no matter how well-intended a physicians actions are.

    While the standard procedure in Nanotrasen for cloning states that a person who commits suicide is not to be cloned, the issue is in what constitutes a suicide. While putting your body into the disposals is incredibly dangerous and hazardous to ones health, it is clear that Ivan Krustov did not intend to kill himself. While his apparent pursuit of a bag of chips, as it was later revealed, was foolhardy, the fact that he so desired those chips proves he didn't want to die. At an extreme minimum, not before he ate those chips and likely he wanted to live to eat many more bags of chips. When a person engages in clearly dangerous conduct for their own satisfaction, and they tragically die as a result, we do not describe the death as a "suicide". It is typically referred to as a "accidental death". Much like an inexperienced Scientist tinkering with a teleportation device, we would not call an incident resulting in their death a "suicide". We would call it a tragic accident, and use all medical technology available to remedy the situation, provided they had no directives to the contrary.

    Additionally, for a medical doctor to comply with this requirement, they must be informed of the suicidal nature of the death. Prior to the beginning of cloning procedures, all Medical staff were aware that the Head of Security was requesting an autopsy, implying a suspicion about the cause of death, and of my actions in beginning cloning. At no time did the Chief Medical Officer or Captain state that the death was a suicide and the person should not be cloned. To the contrary, to evaluate my actions using a "reasonable person" standard, the presence of Dr. Oktyabrsky throughout this process and his actions agree with my own. Dr. Oktyabrsky, with all the same information I had and medical expertise, concurred and participated in the cloning process. This probes a number of  questions, to include: If I was acting out of compliance with regulations or department procedure why did no other person on the Medical radio channel, to include Chief Medical Officer Gonzales and Captain Copperfield, express their disagreement or order me to halt my actions at the time they were occurring? If my actions constituted "Gross Neglect", implying I engaged in activities well outside of those considered reasonable, why would an equally informed and equally qualified physician come to the exact same medical decision as me. Even if described as "Malpractice", that is to imply that another equally situated and qualified professional would not make the same decision I did. This description would be contrary to the presence and actions of Dr. Oktyabrsky.

    Furthermore, while cloning a person who has committed suicide is against Medical department procedure, there is no Corporate Regulation that specifically handles the violation of a Do Not Clone order or the cloning of a person who has committed suicide. This could be anything from "Failure to Execute an Order" to "Neglect of Duty". The even greater charge of "Gross Negligence" specifically cites that the action would have to do harm to the station or the crew. This regulation is obviously to far, as cloning a deceased person is the opposite of causing harm to the station or crew. In fact, the only mention of cloning in the Corporate Regulations is an infraction for the impediment of a cloning procedure, "Disrespect to the Dead"! And even further, Medical department procedures also state that all haste should be given in reviving a fallen crew member. Reading these regulations and procedures, a physician is expected to both clone someone promptly and only clone in the appropriate scenario. This requires that the physician take into account all known facts to them, including those that can be researched in corporate records. The Corporate Regulations fail to clearly define what would be a violation of making a reasonable effort to make a reasonable decision in cloning. Medical department procedures insist on prompt action, negating the time for a lengthy investigation. In many cases, a cause of death can only be determined by an autopsy, a procedure that is time-consuming to the point of contravening the cloning directives on urgency. So, a physician with all the knowledge they could have could still end up cloning a suicidal person through no fault of their own, specifically because they were attempting to comply with all regulations and procedures.

    It is in my opinion that any one of these defenses would be sufficient to reverse my charge, and return the fine of 1,000 credits. Additionally, I would request that all efforts be made to clarify both the Corporate Regulations and Medical procedures in accordance with the outcome of this report.

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