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Arrow768

Head Admins / Devs
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Everything posted by Arrow768

  1. My plan is to have a design selected by next week.
  2. As mentioned in the topic about the new forum system we are currently looking for a new design. The following designs have been suggested to me: https://www.ipsfocus.com/themes/titan/ https://www.ipsfocus.com/themes/brave/ Please discuss the options below and feel free to provide suggestions for other designs. You can find some designs here: https://invisioncommunity.com/files/category/162-themes/?sortby=file_views&sortdirection=desc Or by using your google skills and searching for IPB Themes
  3. First of all, sorry. It got a bit longer than I intended to. Yes, that is required by our escalation rules. If security goes after you with lethal weapons and you do not pose a lethal threat that is a violation of ooc rules and needs to be ahelped. (No matter if it is the detective or not) The statement, that our escalation rules are bypassed by the detective is not correct. Our escalation rules also apply to the detective. You are correct, that detectives have (by default) no means to stun crew members. If you can not detain them with the means you have available it would be wise to reevaluate your situation and call for backup. Generally security (including the detective) can match your level of force, but not exceed it. Indeed, we removed / nerfed all the easily accessible insta-stun weapons, so this is the expected result. Of course, you are free to start a petition to return insta-stun weapons. That is the case with all rule violations. The person on the receiving end is fucked. Its very rare that admins will step in to correct the effects of the rule violation. Of course the offender will be dealt with and hopefully learn something from the experience. And again, the escalation rules apply to detectives aswell. If they draw their sidearm to take down a non-lethal threat on code green (as well as blue and possibly red). ahelp them. They will get a detective ban faster than you can say "quickdraw". But if people do not ahelp bad detective play, nothing will change. If you do not ahelp bad (detective) play, then nothing is going to change. It is also the players responsibility to ahelp bad players so mods/mins can investigate the issue. Generally, if you are unsure if something was proper escalation, just ahelp it.
  4. Indeed, you are on point here. But removing their lethal sidearm wont solve the problem, instead it will lower the level of violence required that allows the detective to utilize their (non-lethal) sidearm. If the detective is supplied with a non-lethal weapon and uses it to take down a suspect, the only applicable charge would be illegal detention. However it is very unlikely that this will be applied and most Heads of Staff would wave the usage of a stun weapon to detain a hostile away as "proper use of force due to extenuating circumstances". And they wouldn't be wrong there. If the detective is present and they can detain a suspect with no permanent injury, while there is a crime in progress it would be unreasonable not to use their non-lethal weapon to detain the suspect. (Especially since the detective also had to complete the cadet-ship and is thereby trained in detainment) It is quite different if the detective only has a lethal weapon. If they use it to take down a suspect that does not pose a direct lethal threat to the detective, bystanders or the station as a whole then the applicable charges would be one or more of the following: Assault, Manslaughter, Gross Negligence and Illegal Detention At this point it immediately becomes a administrative issue (improper escalation of hostilities; improper use of force as detective) and any head of staff would be hard pressed not to prosecute the detective and remove their sidearm immediately. Therefore I do not think that it is a good idea to remove lethals from the detective. They are fine as a self-defense option (when faced with lethal force) and provide a deterrent against using the sidearm to detain crew members.
  5. If I remember correctly the last time this came up, the lethal rounds have been kept to act as a deterrent of detectives trying to arrest people / deal with non lethal situations. With lethal rounds they cant just go in and shoot the suspect in most cases. With non lethal rounds / less-than-lethal rounds the level of violence required, that allows the detective to fire their weapon, is much lower
  6. Moving this to the policy subforum.
  7. Currently not. It might come back later tough.
  8. New Services: No, not yet Disabled Features: Reactions, Prefixes, Tags, Event Calender Design Change: Once we have a few designs that are in the closer selection I will make another post about it
  9. As most of you probably noticed we changed our forum system. All Users, Topics, Posts as well as private messages have been migrated. Design The design you see here is not final. It is just the default design the forum system came with. Over the coming weeks it will be replaced with a more suitable design. New Features The new Forum System has quite a few new features. However I had to disable quite a few of them following immediate abuse by certain community members. These Features will most likely be reactivated over the coming weeks with misuse resulting in warnings. External Services Our Wiki and our Web Interface relied heavily on the Forums for certain features. The Wiki has already been changed and it is possible to login with your forum username. The WI is still using the old forum database (you will be able to log into the WI with your old username/password). In the coming days it will be changed aswell. New Services The new forum system has certain capabilities that the old one does not have, therefore enabling us to provide new services to you. Some of those should be ready in the next weeks / months.
  10. As I mentioned in the discord announcement and multiple discussions: At the moment I do not see the need for this (or any other changes) as the first step to try and solve the current tsc issues is to increase the awareness that there are certain actions which we do not want to see as a recurring theme with tsc. In addition the mods and mins have been advised to keep an eye out for specific behavior and talk to the players about it, if it is noticed. Only if these actions turn out to have no effect, then mechanical solutions will be considered.
  11. Trial accepted. Moving to the archive
  12. It might be worth to reduce the time it takes to cuff someone if they are held with an aggressive grab by the time it normally takes to acquire that aggressive grab. This wouldn't put antags at a disadvantage, as the cuffing player already had to invest the time to get the aggressive grab and would allow them a few more chances to escape if cuffing player chooses to go for a grab before cuffing them. As long as the total time required to cuff someone isn't shorter with the new method I could see it being implemented. But generally cuffing is fine as is and we do not need a way to cuff someone faster. A slight note: If you have a person that is moving around which you want to cuff: Just grab them. If they resist, it is resisting arrest. Then you have the justification required to use your stun weapons to put them down and charge them with resisting. (But make sure to announce the intention to detain them before doing so)
  13. I have to vote for dismissal for exactly that reason. The resist mechanic isn't meant to be able to break out of your cuffs while in sight of security personnel. It is meant as a way to unrestrain yourself if you are forgotten somewhere. (Its also important to remember that certain species have certain advantages and disadvantages which make them more or less suitable for certain playstyles. If you wish to be able to break your cuffs in a obvious manner, then you should consider playing a unathi.) Security needs to have a reliable way to deal with people that resist-spam. The suggested implementation would effectively prevent that and reward people that resist spam while in sight of security personnel. The current mechanics are sufficient to allow antags to break out of cuffs if they are not actively monitored. One thing that I could see being implemented is a longer timer if you do it on the disarm intent and the big red "wiggle out of cuffs"- message being changed to a standard message that is only sent to the person standing directly next to the prisoner. However the currently suggested implementation in the OP is a nogo.
  14. The laws of the borgs can be changed, allowing them to self-destruct. Therefore I am voting for dismissal. People who intentionally (and repeatedly) use the self-destruct option on the console as borg should be punished according to our rules. And if its done because they want to see if it works, well. Curiosity killed the cat
  15. Has been implemented here: https://github.com/Aurorastation/Aurora.3/pull/5489 Moving to completed Projects
  16. [mention]DronzTheWolf[/mention] can you send me the sprites via discord ?
  17. Voting for dismissal. The standard gasmasks are sufficient for security. However I am open to a sprite change if someone were to provide alternative sprites (that still serve the purpose of being face-concealing)
  18. I am going to consider this implemented as admins have the ability to spawn that. But it will be kept admin-spawn-only right now due to the well "very volitile nature" of that gamemode
  19. Implemented by: https://github.com/Aurorastation/Aurora.3/pull/5609
  20. Pretty much impelemented with the recent engineering reworks. Moving to completed projects
  21. Implemented here: https://github.com/Aurorastation/Aurora.3/pull/5608
  22. Slot machines have been added by alb. Moving to completed projects
  23. Has been merged. Moving to completed Projects
  24. I am not really sure where this gui notice should be put. Any specific ideas ?
  25. Moving it to completed projects since it has been implemented
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