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Kaed

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Everything posted by Kaed

  1. While it is a very stupid mini event as-is, I don't see anything 'memey' about it. People don't make jokes about it. They don't laugh about it. It's just there, being a nuisance that people ignore beyond the passing effort it takes to grumble at an engineer to fix it. The only time people even mention out of it is to complain about it.
  2. I am vehemently against a small strip of holographic tape magically preventing you from walking through, regardless of your intent. Tape should remain a conceptual, abstract barrier, not literal.
  3. How about giving them a specific, separate injector tool for soporific that has 1 second timer and some sort of public alert ("Now injecting soporific, please hold") that they are using it. That way, it can be quickly dispensed, and also alerts people that is what they are being injected with. There is no valid reason you should be stealth injecting people with soporific as a borg so quickly that they have no time to react. People who actually need it won't mind, and people who are already antags have to be stunned first to get sleepytime for being a bad guy. We have that it's called a syringe. Syringes take 3 seconds to inject unless you are in hostile intent, so I'm not sure you're really making a valid analogy here. Wasn't the entire purpose of this suggestion thread at this point 'what can you do rather than giving them syringe nerf? This seems unnecessarily dismissive as a reply. This seems to me to be a middle ground between making it hard to dispense medicine and making it hard to sedate people in seconds.
  4. How about giving them a specific, separate injector tool for soporific that has 1 second timer and some sort of public alert ("Now injecting soporific, please hold") that they are using it. That way, it can be quickly dispensed, and also alerts people that is what they are being injected with. There is no valid reason you should be stealth injecting people with soporific as a borg so quickly that they have no time to react. People who actually need it won't mind, and people who are already antags have to be stunned first to get sleepytime for being a bad guy.
  5. I don't think the problem with this event lies so much in how silly or 'realistic' it needs to be (and vehemently disagree that SS13 has a 'minimum level' of silliness required) so much s that the event is poorly written and executed, and follows no coherent logic. Just putting this in will make people hate the even even more, because the typical response to it is to ignore it because it's such a dumb event. Further tweaking will be needed so people can feel more engaged by it. For instance: -Instead of having machines mindlessly launch their entire contents one item at a time at the nearest mob, give them a little bit of actual 'intelligence'. Put a timer of, say, 5 minutes on the machine, and after each timer, have them launch a random product at a passing person's face, as a 'free sample', using their ID card to generate a targeted advertisement for the product. Don't have a particular machine dispense a free sample to a person more than once. Have them stop firing at simple mobs and monkies (anything without an ID). People can still have an advertisement bleeped at them by machines, even if they got their free sample. The advertisements should become gradually less friendly as the event progresses. -Have the machine's rage at no one using them gradually increase over time. They become more hostile after too long of being ignored, and begin doing this like zapping or firing coins or (something other than their products) at people who have been issued samples but not paid. Their lust for your money can be abated by using them, but the way to solve this problem is to fix the machines, not feed them more. (this could be done by giving the event a 'rage' counter shared by all machines, which increments a small amount per infected machine per period of time, which can be lowered by a lump sum if someone uses a vending machine, and eventually progresses too fast for the crew to spend money to abate) -Eventually they will become so enraged they become generally hostile. This is the point of critical danger, where machines may begin shocking random people, uprooting themselves to bludgeon innocents, or even exploding in apoplectic rage (depending on what you decide the final stage of this event will be). Personally, I think starting to shoot things a lot faster that actually deal serious damage would make more sense than rushing you as a simple mob to bludgeon you to death. Turn them into stationary turrets. -Machines that do not charge money to dispense a good should not be included in this event. I.e. tool and sec dispensers. All of this serves to more engage the people involved. Being addressed by name, not creating so much random garbage that people tune it out, and not having your character die of candy-based bludgeoning because you were afk are all improvements on the concept.
  6. Making them escapable is exactly what I meant by 'nerf them', I thought that was sort of implied given context clues, but at least we're on the same page. See, I agree with these things, but my scope from the last thread (which is linked in my OP), was that everyone was desperate to keep their 'shitter trap' and flat out refused to make straitjackets escapable. If ya'll want to do that, I think it definitely needs to be done. But it's still a good idea to make them harder to easily walk off with.
  7. Now, to begin with, I want to preface this topic with an acknowledgement that I searched for and found a similar thread about this exact topic before, located in the bin here - https://tinyurl.com/y9bgxfjp. It seems the main argument against allowing people to escape straight jackets is that there needs to a way to keep frustrating antagonists down because they won't stop being asshats. The problem with this argument is that it only addresses one aspect of the issue with straight jackets. Yes, there are claims that straitjackets are a last-ditch effort and that the station needs them for the worst antagonists, and that there is some sort of imaginary regulatory situation where one can get in trouble for using them too soon. Maybe that's true, but there is almost no regulation for antagonists utilizing a straitjacket. This is, of course, because they are outside of IC regulations, and generally speaking, outside of most ooc restrictions for behavior. Speaking as someone was straitjacketed to a bed by a traitor who wanted to do torture porn but couldn't focus enough to stay in the room for more than a couples minutes at a time. At one point, they were gone for nearly ten minutes, maybe more. I should have had optimal time to make some sort of escape or at least do SOMETHING other than sit helplessly in a bed waiting for them to return to the ass end, barely visited department they took me to. After which which point I was summarily spaced, still unable to do anything to stop them. After dying and reading the previous thread by Jackboot, I saw yet another suggestion from someone that antags can contact an admin. Out of curiosity, I posed the question to an attending admin, and got this for a response. Which to me seems to mean it's possible an admin would have interceded if I thought to ask at the time, but generally they only bother to in situation where an antagonist is helpless. People who are antagonist victims are pretty SoL. Which brings me to my main point. While I agree with Jackboot that they should be escapable, I acknowledge that a lot of others are against the notion of their final solution being rendered less potent. So, I offer you an alternate angle with which to approach this situation. If you don't want to change how straight jackets work in effectiveness, fucking change how they are accessed and utilized. They are one of the most powerful items in the game, because once one is applied to you, you are out of action nearly without exception (the sole exceptions I know of being having your mob change via something like monkeyform or wizard polymorphs). There is no way to get out, without assistance from another party. I don't like absolutes like that in a game setting where even death is designed to be reversible, but sure, okay. If that is how you think straitjackets need to work, then why is there absolutely no regulation on accessing them. There is one native straitjacket (that I know of) in the current map, and it spawns on a table in plain view in the middle of the medical along with a muzzle. Anyone who can access that room in medical can grab that straitjacket, and almost universally, someone does. No one thinks twice about it. No one asks 'where did the straight jacket go?' Someone grabbing it is an offhand, casual action that I don't think I have ever seen questioned. Why is such a potent item basically being overlooked until anyone actually considers that they need it, when other dangerous things, such as guns and fire axes, are counted and eventually noticed by anyone who walks into the room they are stored in? It's because the game does not treat them with any particular importance. They are just issued lying on a table in the open. You don't have to open a special cabinet that requires the CMO's approval to open, or any such even mild attempt to keep anyone from walking off with it for potentially nefarious purposes. I can tell you that it is not normal for doctors to carry around straight jackets and muzzles as regular supplies, anymore than I would expect them to carry around handcuffs or cable ties. Something needs to be done to make it more of an actual issue when it goes missing. So, if no one wants to nerf strait jackets (even though I think they should), for craps sake, at least redesign access to them it so someone might actually have a ghost of a chance of noticing if one goes missing for illegal purposes. If they're intended for use against antagonists specifically on a semi-metal level as a 'take out of round permanently' solution, make it harder for antagonists to just run off with them unsupervised. If there is a missing straightjacket when the station has only one of them, it should cause alarm, not be something that is entirely overlooked except for the random assistant who got jacketed and is now trapped in some horrible bondage roleplay forever.
  8. You need to waste five points to reach this level of wall spam, which also leaves your wizard without anything else besides the power of summoning barriers on his way. I don't think this is really op or an issue, because you have no mobility and zero offensive power, unless you want to roleplay as Trump the magical wall-builder. You actually receive 10 spell slots with the spacial book. I think the balance for this book was intended for you to stack spell upgrades, because it's almost entirely non-offensive in nature. The problem here is that this thread runs on the assumption that the wizard 'needs' to be taken down or killed. If he wants to waste half of his spell slots on blinking every 0.5 seconds, he can be a doofus and do that if he wants. He's not going to be good for much else, mind you, save a couple extra spells that are probably to be annoying. I think there should be SOME kind of counter-play, sure, like a thing that interferes with their blinking a bit, but I don't think the book needs a nerf just yet. Right now, I think AOE attacks like flashbangs would be a good idea, as would bombs and such, or gas. But the simple expectation that every wizard should be 'weak to lasers/guns and have vulnerable period to be shot at'' is a flawed on and relies on laziness in gameplay/mechanical creativity. Certainly, the only thing that could be construed as 'offensive magic' in this book is summon bats (which sucks until you level it, when it sucks slightly less) and magic missile, which is easy to outrun.
  9. https://i.gyazo.com/9b3ecc55374767afc98d988c52bfe2c8.mp4 I don't know what you're talking about, this looks like they did a good job of balancing things. You just gotta git gud, scrub.
  10. After some testing, I guess you're right. I have removed the parts indicating it is a bug, and the rest of the suggestion still stands - there are problems with the setup of the injury tag system.
  11. [scrubbed due to irrelevancy]
  12. As I'm sure everyone is aware, every time you take any amount of damage, you are given a tag appended to your character to mark that you were wounded. Every tiny paper cut, slip, bloody rune to the geometer, and burn you go through adds yet another tag to your character, so by the end of the round, people can have strings of injuries longer than their actual clothing description list. How you can see every one of these tiny bruises through their clothing is also a mystery beyond the ages. So, this needs to change. Ideally, the threshold required to gain a bruise/burn marker needs to be either raised or created in the first place. Anything below 5 burn/brute damage is so minimal it probably wouldn't even leave a noticeable mark. Or, if it does, it can clear away on its own without needing to empty medkit supplies to fix.
  13. I approve of things that will let me unathis sonic speed more than 5 seconds at a time.
  14. What if there is no reply?
  15. BYOND Key: Kaedwuff Game ID: bNO-a1fe Player Byond Key: The1Hitman and [AI's ckey, I don't remember their name either] Staff involved: NursieKitty and some others I apparently can't remember. Reason for complaint: Detective Victoria Haight was behaving like some sort of combination Judge Dredd and High Inquisitor in this round, overstepping both her authority as a detective and what she should reasonably be able to know as a non-antagonist player. She also said and did several things that were against regulation and fairly metagamey/showed an improper understanding of this server's regulations, and became increasingly awful as the round progressed. A summary of the events: This was a wizard round, with a peace-wizard going around growing healing plants and setting people on fire/blinding/polymorphing them etc. Point was, the wizard was not being overtly hostile or scary, despite clearly being dangerous, so for whatever reason, most of the crew just sort of let them wander about and do their snowflakey stuff. Not Slithiss, though. Due to what amounted to an unathi religious dispute (lizard wizard), my HoP unathi continually tried to get him to leave. He asked him several times to leave, tried to make the AI make the unathi feel unwelcome and be 'ousted' (to which the AI responded by trying to validhunt the wizard to the best of their abilities, even verbally pouting when I told them explicitly not to try and murder the wizard. That's a different, but related issue, more on that later). At one point I even tried to convince security to kick them off the station by filling out an injunction form and asking them politely to honor it. They didn't, because most of them were already friendos with His Whimsical Blueness or just wanted to avoid going near him. At no point previous to this had I performed anything resembling an aggressive action, despite being verbally opposed to the wizard's presence on the station (though the AI had several times, stopping each time I told him not to do a specific thing to the wizard, such as shocking doors, or door crushing. At one point, I told it to leave the wizard alone, and it flatly refused). I had decided at this point that Slithiss was just going to settle into skulking unhappily in his office, when an admin contacted me, asking if I wanted to be a vampire to oppose the wizard. I agreed to this, and, going for a flavor it the vampire thing being a religious rite, invited a security officer who had seemed slightly sympathetic to my issue with the wizard to come talk to me at my office. He came by, we talked, and I fed on him before dragging him off to medical to get a blood transfusion so he could run along on his merry way. This is the point where Victoria Haight came in. Apparently feeling that there was something deeply suspicious about an officer being called to the head of personnel's office, she opted to watch the entire meeting on camera. So she saw me hypno him and pin him down, then drag him out of my office. While I don't like that she decided to monitor the meeting, it's not like using cameras is breaking any rules, and is kind of a tough luck situation. The problem was her behavior following this. Rather than seek assistance from security and perform a formal arrest, she took it upon herself to not notify anyone else in security what she had seen and instead head straight to my office, demanding to see me, whereupon on my return she held me up at gunpoint with her revolver and, lacking cuffs in her no doubt extremely important haste to run over and apprehend me personally, got a nearby engineer to make her cable cuffs. My use of vampire presence was completely ignored, along with my attempts to reason with her, but I guess, theoretically, she did witness what amounted to assault and kidnapping, so maybe she was justified in continuing to be super aggressive despite ~vampire chill vibes~. She also shot me several times while I was standing there, but thinking back, she probably forgot to turn off 'no radio use' or something on her settings. Anyway, point is, I'm pretty sure all this happened because she wanted to be super secretive about it and not alert me by talking on the security channel, but there were plenty of more subtle and regulation friendly ways to go about this than she used. Detectives need to stop acting like they are The Law and bloody escalate a situation properly. The real problem, however, started when I tried healing myself with blood heal after being shot about four times and dragged to medical. Now, I haven't played vampire very much, so I guess at some point in the past Skull or whoever saw fit to make blood heal spam a bunch of extremely edgelordy emotes about barfing blood all over yourself and your bones rearranging themselves or something. I didn't even realize everyone was seeing this messages until they started getting weirded out and screaming. Yes, it's not normal for a person to be doing these things, but was also just shot and probably injured, so the leap of logic from seeing something out of your IC context to her screeching about Slithiss 'not being human!'. This is a fairly common accusation to level at someone doing weird things, but usually it is more relevant in servers that don't have xeno races. Their inexperience with this servers multispecies ability set was further backed up here when broke my cuffs during the ensuing confusion of the wizard showing up, and they began screaming even more about how this was evidence I was clearly a monster and 'not a member of the crew'. Maybe they thought I was a changeling or something, I don't know, but the whole thing felt like they were following a standard progression of behavior towards antagonists from an entirely different server with much lower roleplay standards. It is important to note that during this, the AI was attempting to get them to let me go, and at one point, insisted I was 'in charge of the station', which was not true, and further made everyone sure I had subverted the AI (I hadn't), thus making everything worse for me. A truly awful AI, this one. After that, Essel sent me off to be HoT (why, Essel ;n; I thought we were pals). This is where the next shitstorm began. I was basically stripped of everything including my headset, with the detective who apparently was in charge of security now on account of no one really caring/knowing enough to question this, then thrown in solitary, and being constantly accused of not actually being a crewmember despite literally zero evidence aside from me barfing blood up on myself a few times. At some point during this, the detective took our their laser rifle and began screaming at me to get down on the ground, firing at me once from outside of the cell, threatening to execute me if I didn't comply. This was incredibly confusing, because I was already locked up in a cell, with the door closed, and I attempted reasoning with her. It took about a minute of this screaming before she seemed to realized that I was, in fact, still handcuffed, and someone had just dropped a pair of handcuffs in the cell, and my apparently sudden decuffing was the result of this tirade. Presumably, she knew out of character that changelings and traitors could decuff themselves and immediately leapt to the conclusion that this had happened without checking the actual IC situation (more metagaming, and not even factual in this case). I also don't know why it was so important I remain cuffed in solitary confinement, in the first place? After that, she spent the rest of the round lurking right out side the door with her laser rifle in hand set to lethal, occasionally trying to engage me in insulting conversation I had no interest it, with periodic checks in the dark cell by flash light, I suppose to check if I hadn't somehow magicked myself out. Granted, if I was, in fact, a vampire that had any progress (and wasn't bugged by wizard shenanigans), I could have gotten out, but she shouldn't have known that, and she shouldn't have thought she was required to keep constant, intense watch on me, waiting for me to, say, turn into a monkey and try to escape by vent, or some such thing. I was also informed, at some point during my imprisonment, that Price had only gone to see me as part of some ploy to catch me in wrongdoing, and they had emerged victorious. Why they had such a plan in the first place, I don't know, as I became an antagonist less than ten minutes before I called Price to my office. Then, at the end of the round, she committed suicide for some reason. I only witnessed the tail end of it because I heard shots and moved closer to see, but the wizard was involved and trying to stop her. The wizard accused me of dominating her into suicide (I didn't), which could possibly even be why she did it? Maybe she thought killing herself would prove I was definitely the bad guy and made her do it. I don't know, honestly. I do know suicide 4noraisin is not acceptable on the server, though. Did you attempt to adminhelp the issue at the time? If so, what was the known action taken by administration/moderation? Yes. I was told the issue was IC, and some vague things about checking with players that went nowhere. Approximate Date/Time: 4/3/2017, 1-4 am CST
  16. Hey, you're right. Thank you for pointing that out. I have fixed it : )
  17. First of all, I'm perfectly calm. I'm not sure why you seem to think I'm writing while charged with anger, but I'll let it go. Now, I've been there, in rounds where I sit around preparing for two hours then they call the shuttle. It happens most often during stealthy malfAI and cult. But I have always felt that was a failure on MY part, not the part of the server voting rules (it's also part of some inherent problems with the design of malfAI, but that's another thread), that I could not engage people enough people to make them want to continue. It's antagonist timidity and inexperience that is the problem there, not the evils of letting non-player ckeys vote on crew transfer. You tell me that it's not like I'm saying, and that it's just 'ghosts and people in the lobby', but.. that is literally everyone not currently playing who is logged into the server anyway? Is there some secret other state you can be in while not playing than ghost or lobby that I don't know about? The only part of that I can even moderately agree on there is lobby voting, because they haven't seen seen the round yet. But, I feel like the percentage of people voting from the lobby is extremely low compared to the other non-playing minority of ghosts. Choosing to observe ghost already penalizes you by making you wait a half hour to play, it doesn't need to be further penalized with this excursionist mindset you are trying to push forward that they should have joined if they wanted to vote. A half hour is a full quarter of a minimum round time already. Many people observe just to see what's going on before they actually do join, or because they aren't sure if joining the round will be worth it this late on into it. They are also composed of people who died in the round and obviously, a number of them do want to stop playing in the current round where they died. Except for the part in this logic where if lots of people are dying in sufficient number to sway the vote, it is probably code red, and you can't transfer anyway. So this entire idea is based on the concept that those who did not join into the game at the start have no right to decide if they are enjoying the round enough to have it continue. It does not affect the vote during high chaos, because it is almost always unvotable during that period due to in-game alert level changes. And I think that the amount of people voting from the lobby is a lot lower than you seem to think. If a round is not interesting enough for the players to keep it going without cutting out the observers, that's a problem with the round activity itself, not the smattering of observer votes. The only thing I could possibly support involving voting is cutting out lobby voting, but again, I stress that these are such a small minority during average votes that they are barely worth cutting out. Ghosts are still a part of the round, being observers or ex-players, and need to be given a say in the continuation of the round not told pithy things like 'shoulda joined sooner' or 'git good'. It's entirely possible to make a round exciting enough that observers want to watch it continue, and if it's that exciting, then the votes of the active players would outweigh them anyway. This is a non-issue being put forward as a serious problem in an attempt to make rounds self-contained bubbles, that tries to avoid player responsibility to make the round interesting for everyone by claiming a minority non-active participatory minority is responsible for stopping their fun. I also recognize that as the author of this idea (and those who clearly agree strongly) it will be nearly impossible to dislodge you from your position, because you want this. I've also been in the same place, trying to fervently argue my idea has merit in the face of people giving Different Opinions. Sometimes even in this very forum. But just like in those situations, maybe you should take a step back and consider this situation. Does taking agency away from a portion of the player base really improve things for everyone involved, or is a patch for a frustration you have had during a round or rounds at some point? Because this is actually taking something away from the game, not adding to it. Reactionary suggestions should be considered a lot more carefully than ones based on actually new ideas, and you should seriously consider why you want this so much, at the expense of people who clearly do not.
  18. I don't really agree with this change. Sure, you're increasing the length of rounds, but they were already increased before when you added the 2/3 majority vote mechanic was introduced, like Jackboot says. I don't really agree with his slippery slope argument, but I do want to say something about this idea that rounds should be lengthened as much as possible. The absolute minimum that a round can take is roughly 2 hours and 20 minutes, including the shuttle transfer time before round end. This means that in a theoretical day where everyone calls the shuttle at 2 hours, you would get around 10 rounds in that entire day. But you almost never have rounds that last only the absolute minimum. Most rounds actually seem to have an average of 3 hours, from what I can see. That cuts down the number of games that can be played down to less than 8, and while I'm sure that's a fine thing, if you keep doing things to increase the length of the round, there's going to be a lot less to actually DO in your server. Regardless of how many people talk about how extended is the best round type, a lot of people come here to play rounds with antagonists. They want to BE antagonists, or they want to BEAT them. The roleplay is there to make things more interesting than running around shooting everyone constantly, but the roleplay should really facilitate the gameplay, not the roleplay be the entire point why people keep the round going. Even in extended rounds, it's the activities you can do in your position and the occasional conflict that happens that drives people to want to stay in the round - everyone doesn't just sit around and talk all day. This is why encouraging long rounds is a bad thing. The longer a round goes on, the less there is to do. Almost every antagonist is picked at round start, and except for a few types, more are not really added. With antagonist rounds the flow of the round escalates gradually, then comes to a head - the antagonists die, or they win, or the station is destroyed, or something happens. In extended rounds, people do their job stuff, but eventually, chemists run out of medicines to make, science finishes all the research, engineering has finished remodeling the station, and so on. As such, I can understand why someone might feel that the people who did all these things should be the only ones who make determinations on whether the round keeps going or not. But I think that's a fairly selfish mindset to take. There is only so much time in the day to play this very time-sinky game, and if all the people on the server have done all the things are are now just sitting around roleplaying with each other, cutting out the new people who didn't join the round earlier is just a form of exclusionism. Don't get me wrong, long rounds can and should happen, and it's nice for them to happen once and a while. But they should occur because the round itself is interesting enough that everyone playing has decided by consensus it should keep going and the amount of approval by people in the round is significantly exceeding the people who just want to start their own new adventure. It should be a rare, special occasion, not something you encourage by trying to make the previously joined in-game players basically become a clique and everyone else who just came in can fuck right off.
  19. Security honestly shouldn't be running to cargo at the beginning of the shift to go inspect cargo for contraband. If they are passing it around and using it, that's pretty justifiable cause, but I think it's slightly entertaining the things that show up there. At the very least, it gives security something to do during non-antag rounds. And during antag rounds, an evil cargo member (or HoP) can run in and raid the goodies.
  20. The majority of this thread seems to be people either -Having a kneejerk reaction to remembered cases of obnoxious HoP players who self-inserted themselves into security's hierarchy, -Playing other heads and seeming to be upset that they don't also get security access. So let me point out a few reasons why removing it based on these fits of pique is a bad idea. The head of personnel is a role that is very different from every other head, While they 'manage' two departments (cargo and 'civilian'), these are basically departments that self-sustain themselves. I have rarely seen a bartender or cook request information on how to do their job or need approval on anything that directly needs my overseeing. Cargo requires a little more monitoring, but the quartermaster is sort of a mini-head already and only needs HoP to step in in serious situations. What the main purpose of the head of personnel actually does is a lot more expansive than any other head. They are the coordinator of all bureaucracy and interdepartmental interaction on the station. If people want to demote, promote, get maint access, or anything else beyond their assigned station abilities and responsibilities, the head of personnel is there. Now Science, Medical, And Engineering are very self-contained departments. Science barely even leaves their hold, medical takes people in more than they leave, and engineering does their stuff in-department and throughout maintenance unless they need to be called out to fix something. Security, however, is a special department, in that they serve a role similar to the Head of Personnel - their duties touch every other department, but rarely does actual security personnel other than the warden actually spend time in their department beyond the act of arming up as need be. Their department is a storage facility for armaments and criminals. The security personnel are also usually the first ones to engage or notice serious threats, given their patrol mobility, and they are the ones who handle troublesome employees. The head of personnel is the line of communication between security and all the other heads, and can immediately pass along serious problems in a secure command channel that the crew at large (and any intruders with common channel access) does not necessarily need to hear the full details about. One might say 'no, the captain can do that fine', but the captain's job is not to facilitate interdepartmental interaction, it is to manage all the other heads. Captains do often get into security business, but technically speaking, they are not supposed to be the Supreme Security Commander and are intended to pass the buck to the Head of Security, not override them to be The Boss. Meanwhile, the head of personnel is also supposed to be advisory, not acting authority in the security department. Taking that link to security away will require everything to be passed through the head of security or the captain, and let's be frank here. The head of security is very often dead or captured fairly quickly into a serious issue, while the head of personnel is almost never actually in danger, and is a safe point of interdepartmental communication. And, from an ooc standpoint, it serves another purpose - player engagement. Without the security channel, the head of personnel would live in a bubble outside of anything terribly interesting and relevant. His 'departments' channels, supply and service, are filled with talks of mining yields and what was in the back room of the cargo bay today, and the service channel is so rarely used some people don't even know it exists. Most of the time, they are sitting in a small office being semi-afk until someone drops by. Let them have their security chatter, it serves a reasonable purpose to the station.
  21. Alright, alright. Put into a light from a different perspective from my own obviously biased one, her behavior makes more sense. I guess just because I play a seasoned crusty old unathi who takes no fuckin guff, doesn't mean everyone else has to have the same determined attitude.
  22. As an avid HoP player, I honestly don't see what all the hate is here. I manage to not self-insert myself into their affairs and mostly use the channel to alert them to things and be aware of station goings on. I don't see a reason to remove it, it's really useful. I can however, see a reason for security to tell overbearing heads to butt out.
  23. BYOND Key: Kaedwuff Game ID: I don't have it, but it was That Round Where Engineering Cult Built Fucktons of Pylons Player Byond Key: Nursiekitty(I think that's who plays Pheobe Essel?) Staff involved: None. Reason for complaint: Overly cowardly head of department. Did you attempt to adminhelp the issue at the time? If so, what was the known action taken by administration/moderation? at the time I was just rolling my eyes and only after sleeping on it did I decide to post a complaint. Approximate Date/Time: 3/21/2017, around 10-11pm CST First of all, I'd like to preface this by saying I think it was somewhat entertaining and refreshing to see a non-combat role player show signs of intense fear of danger, fleeing from danger and hiding in lockers for extended periods. Phoebe Essel did a pretty good job of what is generally called 'fear roleplay', if in a bit of an inactive, hide somewhere silently for long periods way. When danger reared it's ugly head, Phoebe turned her tail and fled, etc. However, I feel like this would have been a more reasonable behavior for someone who was not the Chief Medical Officer. This was the first time I've ever seen Essel taking that job position, but I haven't been around for several months. The problem was, during a highly active cult round, where many people were in trouble, including her entire medical team, she seems to have been off hiding in terror while the rest of her department was trying to rescue the wounded, or in some cases, fight off constructs in a combat retreat. While she is by no means obligated to go Commando Phoebe, I sort of assumed people in head position were granted that title because they had been determined to be trustworthy and responsible, and are supposed to take charge in a crisis, not run off and cower. I don't have access to the medical channel as the Head of Personnel, so I can't know everything prior to being beaten to death by a juggernaut during someone's attempt to frantically do surgery on me, but posthumously, every time I looked at Essel, she was hiding in the genetics room locker. She came out at one point, saw Ickthar dead at the front of medbay, and did start attempting to clone him, but also abandoned him in the cryo tube to die a second time when she spotted danger. Not everyone is expected to be a hero, but I feel like people who select head roles are expected to show a little more backbone and leadership in a crisis?
  24. I didn't see much of a problem with the pylons. I was actually the first person in the round to be shot with them, having been heading back to my office and running into a cult surge out of engineering. Security figured out pretty quick you can't laser them, and got ballistic weapons, so I don't know how they all died. I'm also not sure why you keep calling these memes. This is the first time cult defense has even been seriously used in a round. A meme takes more than a single incident, and it has to be funny and memorable. This is just a bunch of complaining about needing nerfs due to poor strategy for facing an unfamiliar mechanic, followed by some retweaking by nanako. Tower defense also isn't a meme, it's a genre of gameplay. I think maybe you just like using the word meme too much out of context?
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