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Ideas for security


Guest Bokaza

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You might notice a spot of nepotism for bringing up a ded topic which I personally made, but overall I think it was a productive discussion to an extent. If you look at the points brought up, you might see that not all of discussions fall to dead ears, as some of the issues brought up were resolved, especially if they are calm.


http://aurorastation.org/forums/viewtopic.php?f=17&t=1614


Some of the issues remain, yes, mostly concerning security and engineering conduct. But this is not what I want to discuss here. I want to offer a different approach to solving the issues, by making the role attractive to other types of players. For a while now, the sole purpose of Security has been antag and criminal hunting, often to merciless and RP-voided extent. Maybe by giving other jobs to security, of which I personally have no conclusive examples due to lack of imagination, we can reduce the focus on fighting antags and other scum alike.


I want who ever is interested, to give the best examples of security oriented jobs and operations outside the scope of antag and criminal fighting. I know head players like Xander and a few nameless RDs always have creative ideas that involve a lot of players. Just keep in mind not to expand on regulations too much, as it is in interest that we make the current ones work properly rather than turn this into a debate on what should be done.

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The issue is that a lot of HoS players treat it as a military unit, myself included. While I haven't logged on in a few months, I feel as if that trend probably still stayed. Security in most buildings are mostly there for three reasons: Keep people out, Keep people safe, and breaking up internal conflict. Security is most corporate situations aren't normally armed to deal with heavily armed people busting down the door every five minutes.



If it were up to me?


Try a nuke round with a reduced armory size, see what happens.

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So, the roles that are Security/Security-esque that I personally have and would assign in the future and their duties

 

Bouncer - Assigned to the Bar. Generally assigned from the assistant staff, basic requirement is experience in dealing with physical confrontation and mediation. Equipment they are provided is generally the Bartender's armor and a flash if you're feeling nice. They have the authority to remove anyone from the Bar (at the bartender/HoPs request) and answer directly to the Bartender and above them the Head of Personnel.


Visitor Liaison Officer - Literally just an Officer with a little extra access to escort any visitors around need-be.


Credit Officer/Finance Officer - Handles fines and tickets, given the EFTPOS and department account information to do their job easily. Is required to offer all prisoners entering the Brig for minor crimes the option to pay a fine instead, this role can also be filled by the Warden.


Command Guard / Blueshield - Responsible for the protection of the Heads of Staff and secure areas. They are generally taken from the security staff and given a new uniform such as a black jumpsuit. Armour, flash, cuffs and batons are usual equipment. They are not permitted to arrest while on-duty, and are generally considered in-active Officers who can be called to duty by the Head of Security if required.


Conflict Mediation/Resolution Officer - Delegated the task of mediating non-violent crimes between crew, dealing with minor-theft and the like. Typical given the normal security gear, but shouldn't have any visible weapons on, and maybe not even a security belt, in an effort to look less opposing.


Security Species Consultant - An Officer, or even another crew member with basic access to security, that is of another species and is able to ensure that the species' culture and the like are respected, and can deal with any prisoners of their species if requested to by the prisoner or Warden.

 

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You wouldnt have to rename them that, the titles are just for organizational reasons. And the gear is merely to prevent overlap with actual security duties.


Officers should also be willing to just go out and talk to crew, get to know the people you are protecting. Help the Janitor clean the halls for a bit maybe, make sure the floors are trash free, stuff like that.

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So, the roles that are Security/Security-esque that I personally have and would assign in the future and their duties

 

*snip*

 

No.


Overcomplication and redundancy is not the way to go about this. Half of these are already part of a Securit Officer's duties and responsibilities. The other half of it is far too fluffy and circumstantial to actually be useful.

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So, the roles that are Security/Security-esque that I personally have and would assign in the future and their duties

 

*snip*

 

No.


Overcomplication and redundancy is not the way to go about this. Half of these are already part of a Securit Officer's duties and responsibilities. The other half of it is far too fluffy and circumstantial to actually be useful.

 

They're just gimmicky fun things that an Officer can do, never claimed they were useful, just good to have for reference and delegation for HoS's

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So, the roles that are Security/Security-esque that I personally have and would assign in the future and their duties

 

*snip*

 

No.


Overcomplication and redundancy is not the way to go about this. Half of these are already part of a Securit Officer's duties and responsibilities. The other half of it is far too fluffy and circumstantial to actually be useful.

There are other things beyond being usefull, it's what concept of RP hinges on. Not every officer needs to be on an super crucial patrol 24/7, because, we are trying to detach security from the idea that their only job is to be an opposing force to antags. Spending half of the shift guarding the bar as an assigned officer or the bridge as a bridge officer is a good way to provide RP for them.

 

XanderDox is best Dox

Did you actually rename to include yourself?

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Did you actually rename to include yourself?

 

He totally did.

 

The issue is that a lot of HoS players treat it as a military unit, myself included. While I haven't logged on in a few months, I feel as if that trend probably still stayed. Security in most buildings are mostly there for three reasons: Keep people out, Keep people safe, and breaking up internal conflict. Security is most corporate situations aren't normally armed to deal with heavily armed people busting down the door every five minutes.



If it were up to me?


Try a nuke round with a reduced armory size, see what happens.

 

You are my new favorite person.

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As an aside, IT's really confusing when you change the titles, because people don't know what you're talking about when they see it on the front page of the forums.




Back on topic,



I think Security is surrounded by all of these means to get very hostile, that we should limit them. We should also limit the killpower of antagonists. The nuke ops have waaaaay too much firepower. If they lose a gun, they can just order another, or grab another from a locker.


The Cult has that blood boil thing.


Changelings have an /INSTAKILL/ sting.


No wonder Security has devolved to such an antag-hunting morass of lethal superiority. The antags have so much potential kill power that it's ridiculous.


Limit both sides, make them be more conservative with their weaponry.

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The nuke ops have waaaaay too much firepower. If they lose a gun, they can just order another, or grab another from a locker.

The nuke ops won't lose a gun. They'll die/get captured. Regardless of how good your gun is, the B12 medsystem works in such a way that getting perforated by an inferior enemy gun will still destroy you as a nuke op due to medical complications, unless you rob the medbay. I would suggest nerfing bombs, though. Popped lungs rarely lead to a lot of RP.

 

The Cult has that blood boil thing.

Just how long is the range on blood boil? If we're talking one or two tiles, I can understand it doing the damage it does. However, if it's a whole screen deal 100+ damage is probably too much.


 

Changelings have an /INSTAKILL/ sting.

Deathsting is so expensive changelings had to munch roughly 5 protomen to buy it back in the days. Now that eating protomen is no longer allowed, I have to say that if a changeling ate enough people to get deathsting, it'd likely be robust enough to fuck everything up without it.

 

No wonder Security has devolved to such an antag-hunting morass of lethal superiority. The antags have so much potential kill power that it's ridiculous.

 

Nah. They just play to win, there was never a moment in which it "devolved" it has always been this way. More so during the summer.

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Okay, I agree that why security is playing to win is tangentally tied to the topic, but it's not the topic. Please stop derailing it into "sec OP, plox nerf", which is exactly what I wanted to avoid when I wrote a lengthy text at the start of it.


The topic is how to stop security from going SSD when there are no antags to hunt and no crimes happening, for example, during extended. Unless no one other than Xander has any ideas, please move the seeds of the flamewar to another topic.

Edited by Guest
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One way to stop security from going SSD when there are no antags to hunt and no crimes happening (which is rare) could be to bring back some away missions in some form. I've often found them a fantastic way to occupy security-minded players in slow round.


...sadly, often when you /have/ away missions, crimes come shortly after the away team leaves...

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I, personally, don't think this thread has much of a point. Any idiot can think of something to do when there aren't any antags to track down. If they wanted to do something other than go SSD when no action is happening then they already would.

But, I might be wrong, so here's some quick ideas.


Actually walk around the station a bit. Talk with the people you're supposed to be protecting, get to know them, have them get to know you. Think of it as boosting Security's PR away from "coldblooded military security force" and more towards "the friendly neighborhood crimefighters."

Have a training day.

Have an open recruitment day, and think of fun/funny/abusive "training" for the new recruits to go through.

Play laser tag. One team can be those dastardly nookops trying to GET THAT DISK generic item to capture which signifies winning, the other can be Sec.

Take a break and hang out in the bar.

Chat with your prisoners.

There are dozens of other things they could be doing. It's not a lack of imagination that's stopping them from already doing them.

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One way to stop security from going SSD when there are no antags to hunt and no crimes happening (which is rare) could be to bring back some away missions in some form. I've often found them a fantastic way to occupy security-minded players in slow round.


...sadly, often when you /have/ away missions, crimes come shortly after the away team leaves...

Don't away missions also lag/crash the server to shit from the, uh, one jungle mission?

 

Take a break and hang out in the bar.

Chat with your prisoners.

For the former, good luck getting a drink if there's an HoS or IA anywhere on the station. Both will write an incident report on 'The terrors of letting an off-duty security member anywhere near a bottle', and an HoS in particular will tell you to get off your ass and go back to your 'Placing a brick on your arrow keys' simulator.


For the latter, well, I don't know what sort of prisoners you get during extended, but usually for me they're the chucklefucking klepto assistant sort who'll try to goad you into the cell to disarm spam you.

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