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Sec Blacklist changes


Arrow768

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I would like to see the Antag / Sec Blacklist re-added, but with a different approach


I think it should be based on rounds played (and survived) as cadet.


The idea is as follows:

A played round is counted as a round where the player has joined in the first 15min, is alive at the end of the shift and he still is in the same job he started in.


This would force people to actually play x (I would suggest 30) rounds as security cadet and not just wait out the x days until they can play full sec officer.


I think this would be a huge step towards a better security team.


Ofc, this would also work for different jobs as well.


Any thoughts, comments, ...

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Please please please please! Please! Please! As of Recent the ammount of horrid security has gone up every time there is a hostage situation or a person threatening to commit suicide they charge in in full armored hardsuits with their stun batons swinging, 9/10 Times the Hostage/Suicide person is killed, I think this would be a great idea.

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Nah, Nanako, that's not what our blacklist was. A whitelist implies you sign up for it and get it processed. A blacklist is what is set in stone mechanically to provide limitations in some aspects.


Our blacklist is effectively a timed limitation that prevents new, day 1 players from joining into security or high responsibility/high RP-intensive roles. Including team-based antagonists.


New players get a 14 day softban from security roles, and they're opted out of team-based roles for 28 days.


It has proven in the past to improve antagonist selections, and security was just about immune or resistant to greytide.


Security is one of the most common greytide positions, in fact, so bringing back this limitation would greatly reduce the load of cases that admins/players have to deal with in relation to new/really bad security officers. Gives new players some time to ease into this environment, as well, and pick lower-stress jobs.

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I like the suggestion a lot. How would we deal with older people though? Or would we have 30 rounds without a security officer?

 

Well, good question.

The easiest thing would be to add the 30 rounds to everyone who has joined the server before a specific date.

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I like the suggestion a lot. How would we deal with older people though? Or would we have 30 rounds without a security officer?

 

Well, good question.

The easiest thing would be to add the 30 rounds to everyone who has joined the server before a specific date.

 

You and I would be eligible, Mofo anyhow.

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I've wanted security whitelisting for a while


30 rounds might be excessive though. I think 10 is reasonable.

10 rounds is still 20 hours of playtime, that's generally enough to learn procedure, safe use of weapons, etc


Having it be entirely automated isn't optimal though, some system combining automation, and manual approval by a head of security, would be ideal

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Our old one was seven days.

It served its purpose well enough, and I'll vouch for our seven days once more.

I think it's better than nothing, but more often than not I've noticed that the quality of security officers is... declining. I think that 30 rounds as a cadet might be too long. On average, it would be 60 hours of gameplay assuming 2 hours a round. AND they have to survive for every one of those rounds. I think the price of admittance might be too high there, but I think 20 hours of gameplay is a nice compromise. Assuming someone plays somewhat regularly, this could be knocked out rather quickly and is plenty of time to learn our regulations and procedures rather than joining, waiting an arbitrary days, and then just coming in as a sec officer anyways. Instead of getting situations I got the other day when an officer didn't know any of the station directives and started threatening to arrest me for violating "space law."

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Our old one was seven days.

It served its purpose well enough, and I'll vouch for our seven days once more.

Seven days is honestly perfect. 30 rounds is terrible unless you literally no-life the game and can go through those 30 rounds in about... 4-5 days or so. Most people don't have the endurance for that and would just get burnt out. Though if the game can actually measure active (That is, ingame and doing shit) playtime I'd aim for 10 hours or so to 'unlock' Security.

 

the other day when an officer didn't know any of the station directives and started threatening to arrest me for violating "space law."

It'll always be space law in my heart.

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