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Showing content with the highest reputation since 02/11/19 in all areas

  1. 19 points
    Hello everyone. As you probably know, I was recently elected by our staff team to be a Head of Staff for Paradise. You may not know exactly what a Head of Staff (henceforth: "Headmin") does, or what my plans are in particular. This thread is going to explain those things. First, what does a headmin do? Headmins have a few responsibilities beyond those of a normal Game Admin: Co-ordination and management of all branches of the staff team Handling Admin Complaints Enforcing staff policy and admin guidelines Moderating interpersonal conflicts, as needed Managing certain back-end things, such as our Patreon Voting on the acceptance/rejection of PRs submitted to our Github (IE: changes to the game's code, features, sprites, etc) Representing Paradise to other SS13 servers Handling anything that doesn't get handled by other people, eventually, for whatever reason Like any Paradise headmin, I will be doing these things, as they are inherent to the position. That said, most staff (including me) who run for election as headmin also have a specific platform that they run for election on. My platform was: Transparency Accountability Better Communication I know those sound a bit vague. So, let me give you some concrete examples of what I intend to do. First, let's take PR voting. Yes, headmins vote on PR acceptance. But I plan to do more than simply vote. I consider every PR author that contributes to our codebase to be valuable - part of the team that makes our server awesome. I want to encourage PR authors and grow the number of people who contribute to our codebase. As such, I will be following a set of best practices, designed to ensure PR authors feel valued, and treated fairly. My hope is this will encourage quality contributions over time. I will not be voting against any PR, any author's work, without first explaining exactly why, clearly and directly, on the PR itself. If my issue with the PR is fixable, I will explain how it can be fixed, and give the PR author some time to fix it, or at least respond, before I consider voting against the PR. In essence I want to be sure PR authors know they are getting a fair shake, that they never feel like they're being left in the dark, and they never feel like they need to guess what they need to do in order to get their PRs merged. If I consider a PR idea totally unviable, to the point it cannot be fixed, I will aim to say so as early as possible, so that the author doesn't invest more time into it under the false impression it has good chances of being merged. More generally, when I comment on PRs, I will aim to be very clear about who I'm speaking for, and what I mean. I will also make myself available to any PR author who has questions. While I recognize that this will give PR authors direct feedback they're not used to getting, ultimately I think (and as a PR author myself, I believe I have good reason to think) they will quickly appreciate it and be encouraged by it. I have also be encouraging other headmins and maintainers to follow these best practices. More generally, I want a more constructive, informative atmosphere on our github and I am working with everyone involved, especially the maints and other headmins, to achieve this. As part of this effort, I have already appointed someone to be responsible for helping to moderate Github, and discourage toxic comments there. Second, let's take accountability. I have already promised to put myself up for re-election in 6 months by the staff team, so, if they don't think I'm doing a good job after that time, they can boot me out and get someone else in. Accountability is for everyone, though, not just me. This includes admins, players, and even visitors who don't play here. If someone has an issue with an admin's conduct, they need to explain the issue in our Admin Complaints forum. It is against the rules to discuss bans and other punishments in our discord server, and for the sake of eliminating toxicity, holding admins accountable under our guidelines, and holding players accountable under our Discord rules, I will be enforcing this rule, and pushing admins more generally to do the same. Consider this your forewarning that under my plan, complaining about being banned in our Discord will not be tolerated like it has before. This also applies to in-game LOOC, deadchat, OOC and similar. This is not a new rule - such talk has been against the rules for a long time. What is new is that I will be enforcing the already-written rule, and encouraging all other admins to do so as well. Third, let's talk about better communication. One of the long-standing issues we have as a server, with our elected leadership, multiple branches of staff, etc, has historically been a lack of unified vision for the future of the server. Obviously, this is an enormous topic to tackle, and progress on it is going to require lots of work, and not just by me. It is the sort of thing that will require lots of discussion over a period of time. Still, I am already taking steps to move us in this direction. The first change you may notice is the creation of a #changes-wanted channel on Github. This channel is the new central repository for lists, posted by headmins and maints, of all features/PRs/etc they want implemented for the server. There are many benefits to this, such as helping PR authors choose a PR topic that's more likely to get merged, triggering healthy debate on server direction, etc. Ultimately though, this is just a first step towards what I really want for the server: a more general development roadmap. I know we're a volunteer project, a 2D spaceman game, and we're never going to be as organized/detailed in our future development goals as a professional game company is. Still, I don't think its unrealistic for us to take basic steps, like agreeing a list of long-term goals, trying to make progress towards them, and tracking that progress. This discord channel is the first step in that direction. I hope I've given you a sense of what I'm about as a head of staff. Obviously, the changes I want to make will require that I work closely with the rest of the staff team. My hope, though, is that I can push the server in the right direction. That I can get people pushing together in the same direction more effectively. And, if not, well, the staff can always vote me out again in 6 months. Here's to the future! -Kyet
  2. 17 points
    I didnt think I needed to write this but people asked so here goes. Reasons for resignation are as follows: - Im not happy the direction the server is going in - I am tired of the way members of this community are treated, not even being informed, let alone asked before big changes happen (The community managers werent even informed of the nickname changes, and thats just one example) - It ate into far too much of my time and honestly just hurt to deal with (Not to mention this shit is literally right in the middle of my finals) Let me just elaborate/debunk a few reasons people thought I was gone: Salt over boxen being removed: I requested that removal as part of my leave Salt over being fired from mentor: I asked to resign as part of my leave The fluff cuff removal PR: I made that, and I dont plan to be a tiger repeat Thanks for a good 2 and a half years, but I am moving to better places now, possibly see some of you around on other servers, but for now, goodbye - AffectedArc07
  3. 16 points
    Hi everyone, I recognize it was probably a bit improper to leave without so much as a bye. I've had a lot of fun over the five or six years I've spent here. I've spent a lot of hours frittering away on projects (wiki out of date ree) and spent even more time just shooting the shit with members of the community (including staff!). It's been a pleasure having the opportunity to work/play with all of you and I wish you all the best going forward. It's my hope that someone will eventually take up the reins for the wiki (most of the hard work is done!) and that the community continues to be the warm, glowing, and sometimes stressed out and shouty place it's always been. Paradise is a project that I've easily sunk several thousand hours into, so I hope and look forward to all the best things in the future for both the server and the people who elect to continue playing/volunteering here. I have tremendous regard for the community here and I know that you'll all continue to diligently work, play, and contribute to making Paradise the server that it is. Godspeed, Cyberiad. - Shadeykins (brb absorbing people in the morgue)
  4. 13 points
    First off, I would like to say I'm sorry.
  5. 11 points
    Introduction: Let me tell the story of a round I played earlier today: The station is full up on jobs, >80 players. Every single Medbay role is filled to capacity...except for Doctors. Previously, there'd be up to five MDs on the manifest, with at least one or two bouncing around the Medbay at any given time. Yet in a round absolutely stuffed with players, with everything from Chemistry to the Coroner all staffed up properly, only two people even bothered to play MD. Needless to say, both of them are nowhere to be found. Two large bombs go off, in the middle of the station. Casualties are everywhere. Of course, between fastmos and the explosions themselves, it's >2 minutes by the time the bodies are brought to Medbay. None of them are revivable. Previously, MDs would receive them and begin the difficult and dangerous job of trying to SR and revive these players. Instead, they're all dumped at the Cloner like a stack of logs, where a Chemist and the CMO take turns shoving each corpse through like it's a microwave. Cloning was jam-packed, and both surgical theaters were literally spotless. I have a very, very hard time imagining the ORs being clean back when they were still relevant...but when no one's revivable, who needs 'em? This same pattern has repeated itself almost every single round that I've played during the recent changes, with only slight variations in each one. Reviving and Strange Reagent made for interesting, suspenseful resuscitation efforts, where you had to repeatedly zap someone to keep their heart afloat, do surgery to patch up their many injuries, transfuse to keep them from bleeding out again, clean as much as possible to prevent infection, etc etc etc. The new changes make Medbay - even worse, death itself - downright boring. The problems: Speaking as a real-life RN, the old approach of suspenseful, high-acuity action alongside regular, low-acuity fractures or cloning made for surprisingly on-point gameplay. The actual practice involved in treating someone is surprisingly simple most of the time; the issue in RL care is not some Dr. House-esque mystery solving and much more a question of efficiently managing resources. The new medical system, though, is less like working at a trauma center and more like working at a community health clinic (where I've seen nurses downright panic over epistaxis, a.k.a. "a nosebleed"). To try and summarize the basic issues in play: 1. Predictability: Past the two-minute mark, it's over. Boom. Done. Minimize the game and go do your laundry. Needless to say, this does not make for an interesting and engaging experience. There's no question of whether you'll get found in time, because you never get recovered in time for a defib anymore. There's no question of whether or not a competent MD will hit you with SR, because all they can do is to pop you into the cloner like a Hot Pocket and wait for it to finish cooking. Death has become boring; it's now just a question of twiddling your thumbs and watching something on YouTube until the metaphorical microwave has done its work. 2. Lack of human agency: If your corpse gets recovered, you'll likely get cloned eventually. There's nothing anyone can do to speed it up beyond the basic R&D upgrades, which means that there's no point in having anyone competent in Medbay; even the best players can't do anything more than wait for the magic cloning pod to churn through the corpses. Medbay could be crewed by the A-team or a pack of dribbling incompetents, and it has little impact (if any) on patient outcomes. 3. No effect past Medbay itself: Cloning has some new temporary downsides, but those are easily fixed with a trip in the cryopod or a bit of mutadone. It may mean more time spent twiddling your thumbs (yay, such fun, much excite), but once you've done a little more time in the cryopod then you're in the clear. The new death system means more time spent being dead, but it means literally nothing once you're alive again. 4. Lack of alternate playstyles: I've had quite a few games where some whiz-bang MD patched me up in the SS13 equivalent of a back-alley medbay. Rare, to be sure, but being revived even when the original Medbay was a flaming crater made for an interesting round that I can still recall today. The current system prevents all that, because without the cloner or getting really lucky with a defib, you're basically toast. Whoo-wee, such fun, much excite. Personal aims: I'm looking to effectively reverse these four factors. To elaborate a little on what I'd like to see: 1. Unpredictability: I don't want death to be the same thing every time. Maybe I'll get found, defibbed, and get back on my feet in no time. Maybe I'll get patched up in a cave by a guy with a box of scraps. Maybe Malpracticebay is in full effect, and the best I can hope for is to get cloned. Maybe, maybe, maybe. 2. Human agency: In keeping with the above, I want a good Medbay to be able to save lives like there's no tomorrow. Sure, make SR expensive and difficult to acquire - that just means it's cooler when the Chemists are on-point and the stuff is available in spades. Make bodies rot sooner, forcing them to be quickly injected with formaldehyde in order to be saved, or put more restrictions on how it can be used...but leave the option open. It makes for much more suspenseful, interesting, and compelling gameplay when things could happen. I don't mind failure, but I want there to be a chance of success in the first place, because having an alternative to failure makes it that much more poignant and interesting. 3. Long-term effects: To put it bluntly, I want the cloning pod to be the failure-state. I want people to hate being cloned, and the easiest way I can see that happening is to put some sort of un-fixable, long-term penalty to being cloned. Having some sort of unsolvable penalty counterbalances the ease of the cloner: it can still be the simple answer, but it's also not the one which people should want to take. The possibility of a full recovery would leave an incentive for good doctors to go through the effort of patching every boo-boo and fixing every wound (and for players to sit around in their broken bodies long enough for docs to fix them), whereas the cloner would still be a potential, if undesirable, option for people to re-enter the round. More on this below. 4. Allowing alternate playstyles: I'd like to give more options for fixing people, rather than a "one-and-done" approach. Maybe Genetics has a a power which prolongs defibrillation time with few downsides; the issue then becomes one of effectively spreading that same power stationwide, or at least to the most at-risk individuals (i.e. resource management). Maybe Medbay is reliant instead on the Coroner or a similar triage person during an MCI (Multiple Casualty Incident), with them running around and moving defib-able people to the cryopod area while injecting the long-term cases with formaldehyde before they start to decompose. Maybe transplantation would remove the cloning penalty, allowing for someone who'd been cloned by MD-McDumbass to get fixed if there were other MDs and Genetics on the ball that round. Overall, though, I'd like to see the game mechanics encouraging more options rather than simply railroading everyone towards the magic cloning microwave. Suggestions: A. The defibrillator issue: -Slightly increase defib times. IIRC the old defib-capable times were up to five minutes, while the current number is two. The current number is far too small, given that defibrillators are rarely ever used in the field; unless you die inside the Medbay itself or near a mediborg, there's no saving you. I'd suggest moving it back to five minutes, to be counterbalanced with a significant penalty (see below). If you're dead-set on reducing defib times, though, then please at least split the difference and make it 3.5 minutes instead of the current "flash in the pan." -Increased defibrillator times could be counterbalanced by having defibrillation inflict severe damage on the heart like it does IRL. This would require doctors to be careful and sparing about their defib use, and make it a gamble every time you place the paddles. Inflicting variable 10-35 heart damage per shock would allow someone to survive a single defib at a bare minimum, but would make multiple uses of the defibrillator a very dangerous game (i.e. suspenseful). Heart damage requires either chest surgery or mitocholide to fix, so either Chemistry or an MD being on the ball would be able to fix the damage. This'd add additional uncertainty due to the ever-present question of player competence, and would allow for meaningful success-stories to happen, such as "a competent Chemist saves patients from a defib-happy MD's mistakes" or vice versa. B. Strange Reagent: I'd suggest limiting SR through: -Requiring a higher dose and/or more exotic materials. Space fungus might be a good 'un, or diamond, or some similarly hard-to-acquire substance. The goal here should be to make SR achieveable to make, but only by someone who knows what the hell they're doing. Alternatively, it could require help from another department, such as needing a high power draw from Engineering, ambrosia gaia or a similar higher-level plant from Botany, or upgraded parts from Science. -Shortening the time available before a body begins decaying. I'm not sure how long the current time is until bodies start decaying, but the first stage (i.e. "They are beginning to smell") is the cutoff point for SR. If you shorten that time down, then formaldehyde and good corpse-triage becomes vital to saving them. In other words, something like this. -I think the current system of "SR revives with brain/genetics" damage is good enough as-is. It allows for revives in the field, but inflicts a serious penalty if you lack access to a cryotube, and also requires that the field medic have remembered to pack along some mannitol as well. C. Cloning: As mentioned, I'd like cloning to be the "failure-state" of Medbay. People should have a real, lasting reason to not want to be cloned, and I'd suggest the following mechanisms for doing so: -Implementing Clone Memory Disorder (CMD) for an in-character penalty. A rule like "you aren't able to remember anything that happened for the past thirty minutes" would allow for some interesting RP opportunities for anyone who's so inclined, and also keep people from being able to easily nail their killers. After all, if someone starts yelling "JOE IS A 'CLING!" the moment they pop out of the cloner, that's fairly bwoinkable. There won't be 100% compliance, and the initial implementation will be patchy as usual, but having some IC penalty for getting cloned should make RP-heavy, powergamey-light players want to avoid it. If possible, I'd like to also include some mention of "You will only be able to retrieve these memories with heavy counseling" or the like, to provide people with an IC reward for visiting the Psychiatrist. Basically, if you sit down and RP out talking through "shit I'm a clone, what happened back there," you can circumvent the penalty (and ID your killer). This should hopefully make the Psychiatrist a little more relevant, while also allowing for a method of dealing with the penalty providing the player is willing to put in enough effort. -Implement some sort of [was cloned] penalty tag for anyone whose body was cloned. This would have a significant mechanical drawback which cannot be easily removed (that part is key). Options here include a brute/burn damage multiplier like IPCs, decreased maximum health, or a similar significant mechanical disadvantage. The goal here is to provide a penalty which even the powergamey-est of players would have to sit up and pay attention to; even if you don't give a shit about CMD, the mechanical cloning penalty would still make you sit up and pay attention. This could then be circumvented by brain transplantation into a humanized monkey (which would require both Genetics and an MD to be on the ball), or a similarly-circuitous method for anyone who really wants to get around it. -I don't mind autoprocessing and autocloning, and I'd suggest keeping it in light of the above penalties. This would make prescanning a gamble: do you hope that your body gets found, or do you just say "screw it" and hop into the cloner, hoping that you can find a competent Geneticist and MD to help you out on the other side? (or will you be too busy once cloned, and have to just deal with the penalty anyway?) Conclusion: Thank you to whoever took the time to read all this, and I hope this provides some decent food for thought. I agree that the previous Medbay system was definitely flawed in some respects, but I don't this approach is a positive one to fixing it. In lieu of the current changes, I'd like to provide labor-intensive methods to circumvent death, and to make cloning a last-resort option which no one wants to have happen. If you have any questions or comments about my proposal, feel free to make 'em.
  6. 10 points
    Thank you for posting this, as there has been a lot of misinformation floating around here that needs to be cleared up. First of all, i have heard that asking for your notes will result in a permaban. This is utterly untrue. Notes may have information to do with suspected ban evasion, metagaming, antag fishing, etc. We require these to be secret to properly do our jobs. We will not be showing these. Other notes may not be written in a manner that we want the player to see, eg, "acted like a complete fuckwit as a captain.", or just "i have a bad feeling about this guy". I prefer admins leave blunt and honest notes about things rather than having to phrase it in a way that won't look bad when its posted on reddit. There are plenty of times we have shown notes to players. With at least 100k notes, determining whether or not to show players is done on a need to know basis. Even if we do show some, its entirerly our word that you're seeing them all. Same as for those other servers. We're also clearly not showing you everything said about you on the staff discord, host chat, or when we talked about you when ive met up irl with admins. I'm sure players won't dilvuge everything theyve ever said about admins to other players, friends, etc. Comparing this to the evidence in a criminal case or the like is insane. No one here is getting imprisoned. No one is on trial where notes are evidence to if they did or didn't commit a crime. Notes don't contain some smoking gun or evidence of a one armed man who actually committed the crime. If you get banned for breaking the rules then you either did it or not. If you didnt, post in an appeal that you didn't and we'll go log diving. Being warned or banned is purely at admin discretion. If you've ever been warned not to do something that's against the rules, you could have been banned. If you got a temp ban it could have been perma. If youve been pmd by an admin before and been told not to do (x) then its likely in a note. All the admin pms are also in the logs, as are all the attacks and says and mes etc. We don't like people discussing their bans because they lie, or leave out vital information (eg, people saying they were banned for powergaming, and leaving out thar they told the admin to fuck off and ban them already). Having to constantly correct people requires us to constantly monitor the discord. Thats a pretty big waste of time. We have better things to do, and discussion of bans has rarely been productive at all. If you want to discuss a ban, past or present, then you can message an admin. This is complete bullshit. That has never been said in any banning or warning. If im wrong, please let me know so i can tear the admin a new one. This is a perfect example of why we dont want people discussing bans. Because many people lack the maturity to discuss this properly without resorting to reductive reasoning, or in this case, absolute lies.
  7. 10 points
    WHEW that took me longer than I thought it would, but I made up a little thing. FEATURED in this chaotic scene (Which I hope can still be seen okay at half size) is: A clown driving the shuttle with the captain's spare with their PAI sidekick, a plasma-man taking off their helmate while a panicked (And slightly misguided) doctor tries to patch them up with burn-patches, a sec officer that has no idea how to make the boots stop stomping, a happy slime assistant stuffing Ian down the disposals, an IPC and borgo hanging out outside while a Vox skreeeees at the fact they forgot those magboots, a disgruntled AI witnessing all the CREW HARM, a danger-redboi lookin' at the shuttle and a few meatie-orbs heading to the station with the others. PARADISE OR BUST! YAYA! Hope you like it...
  8. 9 points
    Qur! The warbling Skrell that makes me love the fact we have a sound for that emote every time I encounter them. GOOD STUFF. She's adorable.
  9. 9 points
    Well! After a ton of thought and nudges from friends, I decided it’s about time that I made an art thread of my own. And what better way to start it off than with an art trade I did with @Drakeven ! Their voxxy, Giki! I’ll be updating this thread over the next few days with everything else I’ve drawn of spess
  10. 9 points
    A little piece of art done for @Mochi (psst Mochi, if you want a hires version - dm me) Also, if anyone wants an art of their character - dont hesitate to send me a mesage
  11. 9 points
    Hello, my name is Buldinn. My characters name is also Buldinn, a light blue Unathi. I want to start off strong by saying I love you guys. I love Paradise Station. Thank you all for being part of my life. It's slightly more than a game for me. I'm so grateful I get to see friends login and hang out, just doing their jobs and being themselves. If you see me in game and you need help, or just want to talk, dont be afraid to ask. If Im an engineer or miner I might be a bit rushed to get back to the grind but I'll still at least say 'hi' and apologize for not being able to talk. I really am very grateful I found SS13 and this community. You guys have given me so much more than you realize. Sorry, I know...Im a huge nerd:^)
  12. 9 points
    Honestly I wouldn't mind bumping up the security officer playtime compared to the other jobs just because it's such an abusable role, especially for greytide/power-tripping new players. If you don't have at least a basic grasp of robustness, space law, and hell even the station dynamic, then you're going to have a bad time. Hell, I don't see this being an unpopular opinion at all, it's just common sense. Now for an opinion that may very well be unpopular! I'd say this is less of a pickle than it seems. Station incompetence is a fundamental part of as to why this game is still a game. It's a disaster simulator. Yes, choosing a department and being able to master it (such as learning how to be an extremely robust Doctor or robust Engineer) is immensely satisfying for a lot of people, and there are many people that come in time and time again that learn, grow, and become valuable assets. But when there are 100+ moving, individual players, all with different ideas roles and routines, it's easy for things to fall apart and not work smoothly. You can play scientist and not be able to do anything cause the entire mining team died on Lavaland. You could be a doctor and be overwhelmed by patients and have zero chemists. It's part of the game. If everything ran smoothly every single shift there wouldn't be a point, cause when it does run smoothly it's boring (play medical with a fully competent medical staff and no antags, you'll find yourself tempted to cryo from boredom) My problem is that people sometimes get used to the status quo of a perfectly running station. You get killed by bullshit (which is normal), get mad at it, and then get even madder because a newbie doctor fails to revive you or an newbie engineer failed to cover a breach. Everyones gotten mad at this game for it's bullshit, including me, including every admin, including every veteran player that's been on the station for a year. As counter intuitive as this might sound: stop it. Let the doctor fail to revive you one time without bitching at him. Let the engineer fuck up and shock himself. Let mining die (you can't help it). Every mistake pushes people to get better. But it's important to remember that with every outburst and every yell of "worst medbay ever" may absolutely crush some poor clueless kids motivation and prevent them from reaching their full potential. Now then, Security. The biggest exception. Security (or shitcurity) isn't just hard because of the power and responsibility; doctors and engineers also have power, except in different fields. It's because it's so confrontational. When you fuck up people will without fail call you shitcurity. When you let them go they will continue calling you shitcurity. Even when you were 100% in the right and justified you will still be called shitcurity. It is without a doubt the most thankless, abused, and misunderstood job in this fucking game, and playing or maining it is honestly exhausting, emotionally draining, and sometimes straight up not fun. People walking into that job for the first time not knowing what kind of hell that job is will be absolutely crushed. Job timers are only the half of it. They should be upped for security, or a bigger and bolder warning should be put on the job so that people fully understand why not to play it. But honestly, if people truly want security to be better they're going to have to stop treating security like shit. Good security players have thick skins by default so stop intentionally trying to break them and make them feel bad. They won't lash out at you, they'll just give up on the job and leave. You're not making it worth it. Appreciate and respect them, and if you don't like what they're doing then go play the role yourself and set a good example to others instead. And also don't be afraid to have fun sometimes as a sec officer: roleplay, dick around in the bar, let them miss a couple obvious antags because the department is a mess, understand the difference between a power trip and a legitimate mistake. TL;DR: Game is fucked and chaotic, don't expect perfection from anyone. Edit: I uh, almost forgot to add my opinions on the main suggestion -Raise time for Security, other jobs are probably fine but Sec because yknow, abuse of power and also no one wants to play sec -The station fundamentally hates sec so much anyways that I don't feel like any more incentives would bring anyone back unless they were security buffs. Hey, the department changes made in the past 4 years (there's been like 2 reworks) might be enough for *myself* to start up the job again. Pardon the rant and don't be afraid to respond to me, I didn't proof read.
  13. 9 points
    A new critical system is on its way that is more involved, chaotic, and engaging to deal with--it's a long-awaited companion for Goonchem. This new system doesn't apply to all races--station races that do not utilize this new system are Diona, Slime People, and IPC; they will die using the old method of blacking out, slowly accumulating damage, then dying. Treating people is basically the same as before, with a few nuanced caveats. You apply patches or advanced trauma/burn kits to heal people, you inject them with chems to heal them, you can throw them in cryo to stabilize them. That said, how people lapse into crit will be fairly different. When your patient hits 0 health, they will lapse into a critical state where they can't see well, their movement can become scrambled, and they fall down a lot. During this time, they can acquire shock. Shock worsens these conditions. If shock is not treated, then the person will start undergoing cardiac failure. Treating shock can be healed by injecting saline or healing the underlying damage and getting their health solidly back into the healthy category. It's recommend you still inject saline as a primary tool, especially if they have heart failure (or you can't treat them in time while you're running to get some other medicines). Cardiac failure is even worse than shock; it'll become even more difficult to breathe, and if left untreated, will result in full out cardiac arrest. Treating cardiac failure is done with atropine or epinephrine. This condition will not go away by merely curing the underlying damage. You must treat it with atropine or epinephrine. Both chems are equally good at treating it; having both in the bloodstream, at once, increases the chances of treating it. Finally is cardiac arrest. When acquired, you'll flop on the ground and rapidly take brain and oxygen damage. Treating cardiac arrest can be done with full size defibs or the new handheld defibs. It it strongly recommended you utilize handheld defibs, as they're specialized in treating cardiac arrest. Death occurs primarily by brain damage; if the brain dies, your patient dies. A few helpful pointers and tips: -STOP RELYING ON CRYO. Cryo just heals damage, but doesn't treat the underlying conditions when someone is in a critical state. Time is your enemy under this new system; it's faster and better to apply patches (or advanced burn/trauma kits) or medicine directly to the patient than to throw them in cryo and wait for it to kick in and their body temperature to be low enough. Cryo should be used to stabilize patients who you don't have time to treat, but it shouldn't be the primary treatment method you rely on. -THERE IS A NEW HANDHELD DEFIB. Hanheld defibs work differently from full size defibs. They do not revive people from the dead. They purely treat patients undergoing cardiac arrest. They can also treat heavy O2 damage, so even if a patient isn't undergoing cardiac arrest, they are still useful for rapidly lowering O2 damage. Full size defibs cannot treat the O2 damage like handheld ones, and have a sizeable delay before activating; it's not recommend you use full size ones unless it's a desperate situation. -PAY ATTENTION TO YOUR HUD. A frowny green face is indicative of viruses; it could also mean they're in shock or undergoing cardiac failure. -CPR CAN SAVE A LIFE. CPR has been buffed dramatically under this system. It heals a significant chunk of O2 damage and completely resets the losebreath timer on a patient. In can really help, in a pinch, when someone is in critical condition. Don't expect it to save someone in full out cardiac arrest though. -Treating patients in deep critical is going to require a broad range of medications. It's strongly recommended you keep saline, epinephrine, mannitol, and salbutamol on you for dealing with deeply critical patients. Handheld defibs can help correct high amounts of O2 damage as can utilizing CPR, but handheld defibs can be unreliable at this task. O2 damage can accumulate incredibly rapidly, leading to a death spiral that will result in the patient's death in no time flat. In some situations, there will be cases where there nothing you can do. Treating a patient's damage is important, but always factor in shock, heart failure, and cardiac arrest into your plan of treating your patient, or else they're going to pay the ultimate price; their death. I'm sure there's more, but this should help you get a good start and help you treat patients on some level. Feel free to ask me any questions though!
  14. 9 points
    So I've been spending some time on the Bad Deathclaw server and they have a system there that I really thing should be something that we tried to implement. This IS just a suggestion though as I lack the code knowledge to implement it myself. Anyways, the first thing I noticed when I joined was that the different roles were all time locked, as per usual for all of the servers I've been on except CM. But what was different was that each of the different factions on the server, the NCR, Brotherhood of Steel, all had different time locks. So, for example, the Brotherhood of Steel had two starter roles, the Initiate Scribe and Initiate Knight. In order to unlock the next role, the Scribe, you needed 10 hours of playtime as the BoS specifically. The NCR had the same thing for the Sergeant and officer roles and the like. Anyways, my idea is that this mechanic should be applied to every department except service. So for example, in security, if you wanted to play Warden or HoS then you would need to play as a security officer for 5 hours to unlock warden and then 10 hours as Warden or Officer to unlock HoS, for example. The exact timing can be figured out later. Then for like medical, if you wanted to play CMO, you would need 10 hours of experience as an MD or Paramedic. Maybe a 5 hour barrier on Virology. Same for science with the RD. Not sure about HoP. Maybe like a 1-2 hour time block on QM with experience as a cargo tech. And then for Captain you would have to play 10 hours or something as any of the other command roles. AI would require maybe some time spent playing a cyborg or something. I'm unsure how hard it would be to code but I think the game already keeps track of play time as specific departments already from what I've seen in the player playtime menu so the system is already there to track department playtime. Anyways, that's all, appreciate any thoughts.
  15. 8 points
    A commission done for Torque, two move posters, that I made up... uh, there's probably some spelling mistakes, but heck, here you go!
  16. 8 points
    Beg pardon if this was already said, but I haven't seen it, and I felt as if this much needed to be pointed out: As someone who's been around with the Admin Staff since around early 2015, I can confirm that while we don't necessarily have a fixed policy on Notes (as we never really had fixed policy on most of anything), we've never shied away from sharing relevant Notes with the player they were written about; provided there was an actual reason to do so. This could include, but not be limited to: Ban Appeals/Admin Complaints where the exact content of a Note is relevant, usually when it describes a given event Requests for a change to a given Note should the person in question want to/prove that it is warranted Any given exceptional circumstance deemed legitimate enough after a player contacts a Head of Staff Now, this might seem extremely flexible, and to a degree, it's designed to be. Every Admin writes Notes differently and on a different tone (mine, for instance, tend to be clinical and somewhat standardized, whereas someone like Dumbumn's might be small essays with a full description of events), on different situations and with different levels of what constitutes something "noteworthy", with variation even within the same Admin depending on extraneous factors (e.g, no one's going to Note down a civilian for breaking into Security to take their guns if all of Security is dead and there's a Xenomorph/Terror Spoder infestation; remove the infestation and we very well just might). When it comes to revealing Notes, however, there's a point to be made that "secrecy for the sake of secrecy" is hardly the reason why those are hidden from players beyond the one they're relevant to (see above). Just a few off the top of my head: No one but the player in question has any actual reason to know the Notes of any other player. Like, at all. Those are Notes referring to things the Admins have found worthy enough to remember that apply only to this player. This, of course, only applies to the more radical "All Notes For Everyone" approach, but at the end of the day, it merely pushes the secrecy line one step forward, with the player now having to be the one to keep the Notes secret, unless they wish to see them go public. Additionally, this can very easily end up in a situation where a player's Notes affect the way that other people react to them, colouring their attitude and impression. This can be easily avoided by the player never revealing their Notes to anyone, which... well, see above for why all that does is gently nudge the goalposts. And how we already give people Notes if they have an actual reason to; Even with Notes being fully visible only to the relevant player, it should be noted that Notes are not an analogue to a criminal record. There's a good reason why we keep the Ban Appeals Accepted/Declined section public, because that is what ultimately ends up being a player's record. Notes, as the name implies, are often little more than footnotes kept in place to help the Admin staff make their decisions on any actual punishment/reward; On a more "selfish" perspective, as I'm sure most here are aware, SS13 has a rather active community on Reddit, which tends to veer towards the "less than civil", often with direct attacks on our server and its admin staff (and by often, read "mostly constantly over the past several years"). Considering that our Staff have been harassed, belittled, insulted and just out-and-out treated like complete shit, we can 100% see something like fully visible notes ending up giving even more ammunition to people who have been extremely vitriolic to us over far less. We'd rather not have our Admin staff think "How will this look like on the subreddit when I write it down?"; Semi-related to the above, Notes are often very, very informal, not at all like the Ban Reasons you often see on the Appeals section. While Alffd has noted on the associated PR that he doesn't think this will lead to a situation where people will want to appeal Notes, because the system would just make him outright ban instead of spending time Note'ing people down, the fact of the matter is, thousands upon thousands of Notes exist. If we allow Bans to be appealed, there's no real reason not to let Notes be appealed for the sake of fairness, and quite honestly, considering that Notes often refer to very, very specific incidents, allowing players to contest Notes would grind down Admin bureaucracy to a complete halt. Not to mention what Alffd said to begin with: it becomes easier to just ban someone than it is to potentially open up a door for a Note contention TL;DR: We already give people their exact Notes if they have an actual need for them, providing full transparency opens far more cans of worms than it solves problems
  17. 8 points
    My thoughts: Most notes are just a brief factual record of an admin's interaction with a player. e.g: "Warned for X", "Told they're not allowed to Y", etc. The idea is just to have a record that they were warned for something, so if they do it again, we know they were warned previously. There's really no reason to hide notes like this from the player. They don't contain anything the player doesn't already know. Some notes are the admin's personal impression of a player. "Has a really bad attitude towards admins" for example. These sort of notes might have bad consequences if revealed to players. For example, even a positive note like "did well in an event character role, consider for future event char roles" could have a bad consequence (player acting entitled to play event characters) if revealed. Conversely, they could help a player reform their attitude. Notes like this should probably be visible or invisible on a case-by-case basis. A very small number of notes relate to ongoing investigations or unproven concerns, e.g. "suspected of metacommunication with player X". These notes probably shouldn't be revealed. We can't make past notes public unless the admin who wrote them agrees, or (in exceptional cases) a head of staff approves it. To do otherwise is to betray the trust of the original note-writing admin who wrote the note with the expectation it would be secret. My proposal (requires a PR): All players get a new verb, 'Show Admin Notes' in the OOC tab. This verb would only show notes specifically set as 'player visible'. All notes added BEFORE this PR is merged are INVISIBLE, unless the issuing admin (or a head of staff) goes back and manually changes them. All notes added AFTER this PR is merged are VISIBLE, unless the admin who is issuing the note chooses to make it an invisible note. After the PR is merged, some admins (such as myself) might choose to retroactively make every note they've ever issued visible. Other admins might selectively make past notes visible if they come up again during an appeal or whatnot. Some admins might choose to keep all their past issued notes secret. All admins will, going forward, decide whether a note should be player-visible or not when its issued. Impact of my proposal: Already issued notes remain invisible unless the issuing admin (or a head of staff) decides to make them visible. Notes issued in future are visible by default, but admins can still set them as invisible when issued, or by changing the note's setting later, if they wish to do so.
  18. 8 points
    This is a comprehensive guide for the new player who wants to start playing security without becoming too overwhelmed when starting. There are a lot of things to know in regards to positions, best practices, equipment, etc. So, for the sake of brevity, this guide will only address the core basics of most things as to stay relevant for the longest time possible. Table of Contents: 1. Security Roles and Duties 2. Security Equipment 3. Basics of Law and SOP 4. How to Arrest / Brig 5. FAQ / Understanding Advanced Concepts SECURITY ROLES AND DUTIES Security Officers The basic security officer is primarily responsible for actually patrolling, arresting, and responding to threats appropriately. They are given their authority via Space Law, Security SOP, and Legal SOP. It should be mentioned that they are far from all powerful and are held to the standards outlined in those same guidelines. As a new member of security, you should start out here and become proficient in this job prior to branching off and joining other jobs (except for Detective). Detective This is a rather interesting role within security as they are responsible for using their Forensic Analyzer (see gear section for more details) to help security figure out who committed crimes. Additionally, they are charged with launching investigations that are a breach of Space Law and may require someone to be jailed. By default the detective actually does NOT have the authority to make arrests per SOP unless it is a matter of life or death. Don't get confused, just because you work for security does not make you a security officer, as such, you should not be attempting to do their jobs. You are there to assist them and in times of dire need, only then can you expect to potentially get in on the action. NOTE: You are the only one who spawns with a .38 with rubber rounds as well as a shoulder holster. The shoulder holster accepts the .38 as well as tazers as well. You can holster and unholster such weapons from and to your hand with the hotkey "H". Security Pod Pilot The Security Pod Pilot is given an armed space pod that is plated to give resistance against damage. The pod is armed with disabler and can be re-equipped with lethal lasers should the situation require it. Outside of piloting duties, the security pod pilot acts much like a regular security officer in that they are permitted to make arrests and patrol as they deem fit. The cost to play this role is currently 30 Karma points. Brig Physician The Brig Physician is a great role for those who enjoy medical but want a different flavor of it. The Brig Physician is in no way permitted to operate as a security officer yet they are given access to security areas as a way to help treat wounded officers and prisoners. Understand that unlike a regular doctor you have two additional requirements: 1. To be cautious with prisoners as they will want to kill you for your ID and subsequent access. 2. You have to pretty much build up Brig bay yourself to have scanners and gain the means of preforming surgery. It's unlocked for 5 Karma points. Warden The warden is labeled as a "Very Difficult" role to play and for a good reason. They are the ones primarily responsible for actually brigging, overseeing the armory and weapons distribution to security, and maintaining the integrity of security's brigs / cell systems. This job REQUIRES a strong knowledge of Space Law, Security SOP, and Legal SOP as it is the basis for how you will go about determining who gets brigged for how long and where. This includes working with short term and long term prisoners as well as knowing when people cannot be safely briged at all. Additionally, you are considered the "second in command" of Security thus you are required to have a strong understanding of not only your job but everyone's job as to effectively lead them. It is advised that you play several shifts in the fields of Security Officer and Detective prior to becoming the Warden. Head of Security The Head of Security is, as the namesake implies, the leader of security and thus the person with the highest amount of responsibilities and the highest amount of authority. You report to the Captain and Central Command but are under the magistrate's purview like everyone else when it comes to Space Law. You are also the third in line for the captain's chair if the Head of Personnel (HOP) goes missing. It is highly advised that you have no less then 20 hours minimum prior to even looking at attempting this job. Additionally, you should have spent a few shifts as both Security Officer and Warden at least prior to attempting this job. SECURITY EQUIPMENT The title of this section is also a hyperlink to the actual Security Items wiki. Rather then go line for line about what each object does, I am going to more over go over the proper use and function of items that you will typically interact with as a member of security. Bare in mind that I won't cover armor or worn equipment aside from the Security HUD as I feel they don't really warrant a lot of explanation. IMPORTANT NOTE: DO NOT ATTEMPT TO USE DISABLERS, TASERS, OR STUN BATONS ON NON-HUMANOIDS ESPECIALLY AS THEY ARE IMMUNE. DO NOT ATTEMPT TO STUN, TASER, OR FLASH SPIDERS, XENOS, OR OTHER CREATURES LIKE THAT AS THEY WILL SIMPLY LAUGH AT YOU WHILE RIPPING YOUR FACE OFF. YOU ARE TO KILL THESE CREATURES ON SIGHT INSTEAD, DON'T TRY TO STUN AND ARREST THEM. Stun Baton The ultimate symbol of space justice, this device is capable of emitting a very strong shock when applied to organic humanoids that will stun them on the ground long enough for you to apply handcuffs or zip restraints. To activate the device, hold it in hand and hit Z or Y (use / activate hotkeys) to enable it, you should hear it buzz to life. Be aware of your Intent. You SHOULD be on HELP intent when using this device to bring someone into custody. If activated, it will both stun and harm someone if you are on other intents which WILL get you into trouble if you're doing it in the wrong situation. However, for situations in which you are dealing with subjects who you need to dispatch, it's a very good if not powerful tool to use against someone's head to cave it in. Times you will use it to attempt to kill persons include: Syndicate Nuclear Operatives, Wizards, Non-Organic/Non-Humanoid Antagonists such as spiders and blobs, Pirates, Ashwalkers, Syndicate Traitors with Holoparasites, Changelings, Empowered Vampires, etc. The common theme here is that you cannot arrest / contain these creatures or lack an obligation to do so. Hybrid Taser The "Hybrid" aspect of the Hybrid Taser refers to its unique function of being able to switch between Taser and Disabler mode by using the activation key (z/y). In Taser mode, the device will appear yellow along the top as shown in the picture and will fire a single, powerful stun that will instantly down most humanoids for more then enough time to advance and arrest them. The downside to this mode is that it has a very slow firing rate and takes a few seconds to charge again before the next taser round is able to be fired, thus making it a mode very reliant on your ability to aim and anticipate your targets movements. The second mode is disabler mode which will make the device appear to be blue on top instead of yellow. In this mode, the device will fire blue beams that drain the target's stamina when they make contact. Unlike the taser, it takes multiple disabler shots to take down a standard person however each successful shot will actually make the target progressively slower as their stamina is sapped. Additionally, unlike the taser you can fire the disabler rather rapidly making it a better choice for those who are unsure how well they will hit their target or if their target is very fast/mobile. Note that people will automatically start recovering from stamina damage over time if not given more damage to their stamina. Rechargers Perhaps one of the most important pieces of equipment that are actually on the station. Rechargers come in two varieties, wall mounted ones like those next to the armory entrance door, and those that are small semi-portable ones like in the picture. Rechargers accept energy based weapons such as stun batons, tasers, energy guns, laser guns, and more and apply power to them to refill the internal batteries. You will know that the charger is done charging when it starts flashing yellow. Additionally, you can move non-wall mounted ones via a wrench, note that they must be wrenched in place prior to being used. Flash Flashes are extremely effective weapons against those who lack eye protection or against machine enemies such as Cyborgs as it overloads their sensors and stuns them. Note that there are some races such as the Vulpkanin and Kidians who have very sensitive eye-sight and it is considered cruel and sometimes punishable to use them against them due to this as you will always cause eye damage when you use this device, it just hurts them more then others. To use this device, stand right next to your target with it in hand and left click on them. Pepper Spray Like flashes, stuns targets who are not wearing appropriate eye protection. Unlike flashes that can go through most eyewear, any eye/headwear tends to block this effect and as such its very situational. The advantage of using this device is that it can be used more then a flash, it can be refilled unlike a flash, and can be be devastating to groups of people. Use of this device is the same as a flash yet can be deployed while aiming at a floor rather then a specific individual. Flashbangs Small grenades that emit bright flashes of light and sound and will down targets for a short time. Note that the down time on flashbangs is actually relatively short thus it is advised that if you manage to use this against an uncooperative target you rush them immediately with a followup stun from a device like a stun-baton. Note that using flashbangs inappropriately can and will get you reprimanded or fired. To use the device, hold in hand and activate. You will automatically have thrown turned on when this happens, thus you can simply left click in the direction you wish to toss it. Handcuffs Handcuffs are an EXTREMELY important tool to understand how to use properly. Handcuffs are the reusable version of Zipcuffs, this comes with advantages and disadvantages. Handcuffs will last you the entire shift and so long as you keep up with them and don't leave them on someone or laying somewhere, they're your trusty restraint system. The downside is that they lack the ability to distinguish between good and bad guys, thus the badguy can steal handcuffs from you if you leave them on them and use them on you or other targets later. To use handcuffs, stand next to your target with handcuffs in hand and left click on them, this will start a small countdown timer and will give a rather loud sound and chat notice. Once in restraints, the subject will drop whatever they were holding in their hands and will be unable to activate things around them but can run into doors to escape. It is advised that you drag them around IMMEDIATELY by control + left clicking them. You can also restrain people to chairs, beds, and pipes by dragging a restrained persons sprite over the target, left clicking the subject-holding-dragging-and releasing the left click over the item you're wanting to restrain them to. This adds another layer of security as it is something else they have to break out of prior to breaking out of handcuffs. Subjects can Resist to break out of handcuffs and will succeed after about a minute of not moving (hotkey B) thus you can stop them by simply moving them for a brief moment or interrupting them with a stun. To remove handcuffs from someone, left click and drag their sprite to your sprite while standing close to them. This will open their inventory interface. At the bottom you will see "Handcuffed" left click that and you will start to remove them. NOTE: If you choose to restrain someone to a bed while setting up their brig cell charges via the computer outside the cell please make sure that you recover your cuffs. You can do this by having your baton activated and in hand, removing their cuffs, stunning them quickly, and recovering your cuffs prior to leaving. DO NOT LEAVE HANDCUFFS ON PEOPLE OR THEY WILL BREAK OUT OF THEM EVENTUALLY AND USE THEM ON YOU LATER. NOTE: KEEP A PAIR OF HANDCUFFS IN YOUR POCKET! The longer it takes for you to reach and grab your handcuffs the higher the chance someone gets up and beats you to death. Do NOT keep your handcuffs in your bag, belt, and especially not in a box within your bag as this takes WAY too long to reach. Zipties Function the exact same as a pair of handcuffs but are not reusable. Once they are removed from the suspect they will be "cut" and unusable again. You cannot make them re-usable so do not waste the time and effort in trying. Security HUDs These stylish glasses will act as not only protection against flashes and pepperspray (provided that you get one that have BOTH lenses) but also allows you to see people's jobs as listed on their IDs as well as their wanted status. Rather then going through what all the icons will look like for jobs, just go around the station and learn by shift + left clicking on people to examine them and their jobs. Note that if they are not wearing an ID it will show up as a black box with a question mark in the middle of it. Note that if they are not wearing an ID and disguising themselves with a mask, you will not get a notice of their wanted status. If someone is wanted there will be a giant red "W" below their job indicator, meaning this person has a warrant for their arrest. If they have a grey X they're set for execution and if the situation calls, use lethal force against them. If they have an orange "P" they're a prisoner, and if they're outside of the brig you should probably arrest them. If they have a blue "R" they were released from jail after serving time. How do I see if someone's wanted? Can I see why someone is wanted? The answer to both is YES! Shift left click on someone to examine them, you'll see something come up that looks like this, the name of the person was removed for their protection. Notice at the bottom we see "Criminal Status, Security Records, Physical Status, and Medical records*. Criminal Status refers to their warrant status, in this case this person is set to arrest. If they were not wanted previously it would show "NONE" instead. We can edit their criminal status by left clicking that option which will bring up a screen that allows us to set their wanted status to whatever we see the need to do. Note that after setting their status you'll be prompted to type a reason, this is important to do as we'll see in the next couple of steps. Below "Criminal Status" is "Security Records". If we want to see WHY she is set to arrest, we're going to need to check there to see what's up. When we click on the "View" next to the "Security Records" option we'll get a chat notice that looks like this: Above we see details of their major and minor crimes. Under the Minor and Major Crimes and their details, officers who are sitting at a Security Records Computer can edit that information to reflect Why a subject was previously arrested. Whoever set this noted that they had an EMP kit but didn't elaborate in the details. Under that you see "NOTES" this is flavor text that can be added by the actual player of that character. As you notice we STILL don't see WHY they are set to "Arrest' so to find that let's keep digging, only option is "View Comment Log". When we hit that we get this little box: Ah ha, we can see the officer who set it, when they set it, and why they set it per the comment box they filled out at that time. In this case, they were a suspected Enemy of the Corporation, thus someone who is highly dangerous and will likely end up in perma brig. Basics of Law and SOP As previously mentioned, Sec have not one, not two, but three guidelines that govern their actions and authority. That is Space Law, Security SOP, and Legal SOP. Space law, describes the laws and conditions for various laws to have been broken on the station as well as the time and consideration aspects that come with said charge. Each part of Space Law is assigned a 3 part number such as 103 which is the code for Drug Possession. This is an extremely important number for a lot of reasons as it tells you a lot about the charge itself. The first number is a one, denoting the severity of the crime where 1 is the lowest and 5 is the absolute highest. The next two numbers denotes the Classification of that crime, as such all 03 related offenses are drug offenses where the only difference is severity. Space Law comes with a very good Quick Reference that shows this concept very well. Top of the table shows the level of the crime while the side of the table relates to the TYPE of crime, this is important to understand for a concept known as Crime Stacking which is a no-go. A person cannot be charged for something that shares the same CATEGORY of charge, regardless of the changes in SEVERITY. For example, you cannot charge someone with Petty Theft, Robbery, Theft, and Grand Theft (as they are all the same category since they share the last two numbers) at the same time, but you can charge someone for Indecent exposure, Abuse of Confiscated Equipment, and Theft (as they don't share the last two numbers). To understand more about Space Law, you NEED to read it at some point prior to playing Security as it's both impossible and impractical for me to outline all the details within it. Security SOP, like all departmental SOPs, describes the standards by which a person in a specific job is expected to respond to a change in the Alert Level of the station. These are also reflected to a degree in the "General SOP" area. It's important for you to read and understand these concepts as they are essentially the protocol you're expected to uphold based on the current alert level. This means that on code RED you are authorized to randomly search people but on code GREEN you can't even arrest someone without first speaking to them. You NEED to understand the difference in what you can and cannot do. Legal SOP is a bit special in that it described the methods and procedures for appropriately tossing someone in jail for short term, permanently, or executing them in a lawful manner. Security can, has been, and will be held responsible for illegal executions. Just because you have the power to do so doesn't mean you can kill people whenever and wherever you like. Even if someone is slotted for execution, they're due a proper execution via proper means such as the electric chair, lethal injection, or some other means. Read and understand Legal SOP as it pertains to your situation. Unlike most SOP, this one is the most strictly followed due to the gravity of what it deals with. Deviation from Legal SOP is generally seen as a one-way ticket to demotion, jail, or your own execution. How to Arrest / Brig As mentioned above, your methodology for arresting someone will largely depend on the current alert level and the nature of why they're being arrested. In this section we're going to break this down into a simplified checklist that will hopefully give you a guideline as to how to address a situation in the best manner possible. 1. Identify the wanted person. 2. If time permits, check why they are wanted. See above for how to do that via the Sec HUD. 3. Radio for backup/call out the location of the arrest. It's more important to do this then to rush into the arrest due to the fact that if you fail and they get the upper hand, you've got no backup coming. It's worth taking a moment to do this for your own safety. Even something as simple as "BACKUP MEDBAY" in sec comms is effective. 4. If time and situation permits, make initial contact with the person via speaking. If the person is running away, resisting, fighting back, or has killed people already you may wish to take a more aggressive approach to them. 5. If they are compliant, every attempt possible should be made to take them to security without handcuffs on unless the alert level or situation requires it. If you had to stun the person, you should be applying your handcuffs as soon as they are stunned. Proceed to then left control + left click drag them towards processing. 6. Buckle them to a chair and open their inventory. Based on the current threat and their charges, you should conduct a reasonably through search of their person to include: headset (traitors especially), PDAs (Traitors especially), pockets, bags, jackets, boxes within bags, eyewear, masks, etc. 7. Take note of any contraband items OR items that were used in a crime. Despite items such as tools being legal, if they were used in a crime such as Breaking and Entering, they are to be confiscated in the same manner as contraband. 8. Take them to their appropriate cell. We will not discuss Perma brig protocol as it is well discussed in Legal SOP. Proceed to then take the cuffed subject and buckle them to the bed and exit the room. 9. On the walls outside of the cell you will find a black screen, left click on it to open the cell computer. The first thing you enter is the TIME you plan to brig them for based on Space Law and modifiers or Magistrate direction. 10. Proceed to Activate the cell, this will prompt you for the subject's Name and what they are wanted for. If you did it correctly, they're status should automatically be shifted to "Prisoner". 11. Re-enter the cell and recover your handcuffs. If the subject is violent, consider stunning them, removing the cuffs, stunning them again, recover the cuffs, and quickly exit while they are still stunned. 12. Update the records by hand via a Security Records Terminal IF they're missing a record. FAQ / Advanced Concepts I and other mentors / Sec-Mains will try to provide answers to FAQs as we get them. Some of the biggest I will go ahead and address if I can: Q: How do I silence my boots? A: Use tape on your jackboots, you don't even have to take them off. This will immediately silence them and make it so that badguys stop knowing where you are before you even see them. Q: Can other members of the crew help Security? A: Only on specific occasions such as massive threats to the station such as Blobs, Nukies, Wizards, etc. Things such as Vampires, Traitors, and Changelings should be left to Security to Hunt. If you see someone being attacked or You are being attacked, you are always in the right for defending yourself/others you are witnessing being attacked with the amount of force necessary to FLEE. You should NOT attempt to kill the antagonist if it can be helped as that is NOT your job. Q: Can Security use confiscated items? A: The only item they are allowed to use per Space Law is the Syndicate Encryption Key to help listen for and identify other traitors. All other traitor items/gear is contraband, even to Sec. Q: Can the IAA / Magistrate Order Sec around? A: No, not really. The IAA especially have no control over security and are there as advisory roles at best. They're there to make sure they remain neutral to the entire case and approach it from the direction of fairness to SOP and Space Law, not whatever would be in the best interest of Sec, NT, or the subject involved. The Magistrate has the power and ability to overrule even the captain in matters of Space Law but ONLY space law. The magistrate CANNOT order security officers to do anything other then arrest and brig people, they cannot order the warden to open the armory nor could they order the HOS to break the law. Q: When does the armory open up? A: The armory is open, per SOP, during times when Security requires lethal solutions to their problems. Such times include: Wizards, Blobs, Xenomorphs, Empowered Vampires, Syndicate Nukies, Aggressive Traitors, etc. Q: What's the Ion Rifle for? A: The Ion rifle does component damage rather then burn/toxin/brute/suffocation damage, thus it is only good against borgs and synthetic targets. When it hits, it bursts and will disable electronics around that zone approximately 1 tile. This means that it will disable headsets, internal synthetic organs, robotic limbs, cameras, etc - So please be careful! Q: What weapons are good for what? A: Understanding your threat is important for this question. Due to their composition, blobs are inherently weak to burn damage however they have a special thing called Reflective blobs which can Bounce laser / energy based weaponry back at the source, thus using something like shotguns that are Projectile based damage are a lot SAFER option despite being a bit weaker against them. Additionally, flashbangs are extremely effective against blobs and will destroy multiple tiles of blobs if they're weakened, just an additional tip. Projectile based weaponry are also preferred against E-Sword users, such as nukies and traitors. The reasoning is that an e-sword has a 100% chance to reflect energy based weapons back to the source in the direction that they are facing but only have about a 70% chance to deflect projectiles. Thus, it's a safer alternative when you can't sneak up on your target. Against all other station threats laser weapons have a lot more advantages on top of their ability to be recharged.
  19. 8 points
    SO, I just spend 7 straight hours putting this together. I had possibly one of my favourite rounds, or at least my favourite involving an AI, yesterday night as CE. It was a custom event, a meteor shower, and then a Giant ass meteor heading towards Sec. So, as you can imagine, as CE, I had my hands... quite full... with trying to deal with everything. I got cargo to order as many meteor shields as their shuttle could carry, and tried my best to organize my WONDERFUL engineers into action. They were great. So, we managed to patch up the station with some help from CC, and sec opened up the giant ass meteor stuck in their armory to reveal an ash drake. But, it's my job to repair the damage AFTER it is done, so I didn't get involved much. However, the highlight of the game was when the starting AI stopped... well, working. It was still present, but it didn't wipe itself. So the RD had to make a new one, and a plucky little scientist volunteered- Ava. So they took out her brain and stuck it in an AI core, and brought it to upload, much closer to bridge. I had finished with most of the repairs that needed doing, and I'd never really... talked with an AI much, as I've never had the luxury of being actually in the same room as them (much). So I decided to talk, and I knew Ava was quite a good conversationalist. It got... pretty philosophical. At first I actually thought you could take the brain back out of the AI, but after trying to do that 'decommission (try every tool you know of to de-construct it then realize you can't and just harm-welder it to death0 the previous AI, I realized it wasn't actually possible to go back to ones fleshy organic form after you get AI'd. Ava slowly turned from their normal Vulpy self to something much more synthetic, which was fun to role-play out. Asking what would happen if they had different laws, they being unable to give any sort of opinion if they wanted their laws changed or not, just finding out the limits there were being an AI after the freedom of being a crew-member. Ava questioned if Giki would decommission her like she did the other AI, and some other pretty hard question. Perhaps the most major thing is that you're not getting payed anymore, and you become less of a crew-member and more of an object. Laws also influence you, so you could never be sure if you're actually you anymore or not... It's pretty spooky if you think about it, and quite a unique problem to the usual 'Non-post-organic AI'. Anyway, at the end when the shuttle was called, I asked the RD if i could add a new law. Law 15- "You are still the Vulp you once were, don't forget that." or something to that degree, so Ava could still hold on to that personality of hers without being overcome by the torrent of synthetic signals and directives. Though an Ion law came in right after saying 'You need week berries to survive but we... fixed that. ANYWAY it was a TERRIFIC round and honestly I'm so glad I stayed up way past a reasonable hour to play it. Ava is best Vulpai.
  20. 8 points
    Hello! Been playing on Paradise for years, new to the forum. Same old head pat loving vulp, nothing else. Move along. *wag
  21. 7 points
    The Psionic Versioning: 1.0.0 29-07-2019 Initial idea 1.0.1 29-07-2019 Extra clarifying abilities 1.0.2 29-07-2019 Start conditions 1.0.3 30-07-2019 Psionic vs Psionic VS crew. Added "Alter perception". Changed harvest thoughts. Changed Suggestion 1.0.4 30-07-2019 Added a list of suggestions 1.0.5 31-07-2019 Changed "Disguise self", changed "Hallucinations", Added "Cloak of darkness" and "Disguise other", added slave limit to mindslave 1.0.6 2-8-2019 Changed mind project completely. Any suggestions or additions are more than welcome! Main Idea The psionic is a mentally strong humanoid monster that is capable of altering ones mind. Due to this they are very brittle physically wise and have to rely on their brains for survival. They can’t use humanoid weapons either. They look humanoid but more monstrous. Think of sectoids from Xcom or the Controller from S.T.A.L.K.E.R. They will be from the type human and thus can manipulate tools and heal themselves. To gain power they have to harvest the thoughts of sleeping humanoids. These thoughts will heal them and make them able to gain powerful new abilities. The gameplay will be stealth oriented. Seeing he’s very weak physically. There will only be a small amount of psionics on the station. They are meant to be played as a lone antag. Seeing the way they grow in power will limit other psionics. There will be 1 psionic per +- 40 people. His abilities cost focus to use, a resource he has to manage. Most abilities take time to channel, the instant cast abilities are emergency abilities. If he gets caught in a fight he’ll probably lose unless he can get out. He has thermal and dark vision to give a small advantage in maintenance. The psionic slowly regains focus passively. But he can speed it up by going into a meditative trance. This trance will leave him vulnerable as he can’t move while doing it. Until interacted with which drops the trance. Mindshielded crew have an advantage in resisting the abilities. Start conditions The psionics will start out disguised as regular crew members with jobs. They will be set on a timer till their disguise wears off. They get the ability to remove their disguise so they can use the other abilities. They will start with the following abilities unlocked: Disguise self, they will get disguise self but they can only use it to disguise back to their "original" form. After removing their disguise at the start this will start to cost focus. Harvest Thoughts Teleport with 2 charges Sleep Depending on the server pop size they will also get additional bonus thoughts to spend on unlocks of their choice. Win condition They have stage objectives. The first objective will be a simple. Get X thoughts collected. Once they have that they will get a specific target to harvest their brain from (target has to be on station on the objective creation). This target can also be another psionic, the chance of this happening will be about 25-50%. If they use harvest thoughts on that target they will instead suck the brain out. The target can be dead while doing this but if he’s alive while being sucked then the psionic will get thoughts as a reward. They can switch targets at the cost of thoughts. If the person is to hard to reach or not on the station. This person is somehow tied to a bluespace rift that the psionic can use to empower himself. The last objective will be to go to one of 3 generated areas and connect with the bluespace weaves there. This will give out a loud sound and notification to the crew. The psionic just has to activate the rift there and then defend the location till the rift is active. Then channel himself in it. After which they ascend and get all powers upgraded fully and better. They also become nearly immune. (Think of a sling ascension) Psionic vs crew The psionic will be a threat that won't be noticed to much at the start but will ramp up in danger the more power it gets. With each victim the presense of the psionic will become more clear. At this point he should have enough abilities to escape security and to blend back in with the crew to move around. The crew will be afraid to be alone and will be paranoid of their surroundings due to the psionic. The crew will have no reason to work with the psionic and getting caught will mean that they get a permanent debuff. Psionic vs psionic The psionic is a lone antag. He acquires his power from harvesting thoughts which can only be done once. It's a very power hungry creature and other psionics will just get in his way. Psionics are immune to each others mind altering powers. Yet by the use of thralls the Psionic can kill one of his rivals. If this happens he can harvest the brain of this psionic and will absorb a part of the power the other psionic had. It will also free the mindslaves the dead psionic had. Abilities (costs are not set in stone) Each ability is unlocked separately at different costs. The focus pool will be big enough for the Psionic to cast quite a bit of abilities but the passive regeneration will be slow. This way the Psionic can burst out chaos and afterwards he'll need to find a place to meditate. The maintain costs are yet to be determent and the given costs are relative to one another. Harvest thoughts (melee range, channel, Upgrade makes it go faster, Cost 1) The psionic will get his powers from harvesting thoughts from sleeping victims. This takes a while to do and the psionic has to stand still for this. Afterwards the victim gets permanent brain damage and a permanent random mind related genetic defect. The victim won’t be able to get harvested again and the permanent damage will be shown when scanned by a body scanner. This ability is also used for the second stage objective and to harvest brains from other Psionics. Teleport (Self, instant, upgrade gives more charges, Cost 1 per charge) The psionic will get a limited amount of charges that he can use to quickly get out of trouble. He will teleport to a random safe spot on the station atleast X tiles away from his previous location. Without cameras or people nearby. He can regain charges by spending thoughts. Sleep (Ranged, Channel, upgrades make it go faster, Cost 2) The ability has 3 stages. The first channel will make the target get drowsy (blurry eyes, yawning). The second stage will give him stamine damage and the last stage will make him fall asleep. He’ll be asleep for 1-2 minutes. Enough time for the Psionic to harvest his thoughts or mindslave him. Force push (Cone, Instant, Upgraded will make it affect more people, Cost 2) Throw the closest target near you away from you. Will chose which target depending on position you point the ability to (middle mouse click or such). The throw will knock people down if they hit stuff just like a normal throw. Mind control (Ranged, Channel, upgrades make it last longer, Cost 2) Will give the psionic full control over the victim for a short amount of time. The psionic will stand in place and will stop the control when interacted with. The victim can talk to the psionic while this is happening. He however won’t see/hear what is happening to him as he is put to sleep himself. He is also given the message that he has lost all memories of what happened during him for the last few minutes. If the victim gets hurt enough the mindcontrol will break and will stun/hurt the psionic. Mind project (Ranged, Channel, upgrade makes it seem as if the victim is using the abilities, Cost 1) This ability will allow you to use a victims mind as your base to use abilities from for a short duration. Meaning that you will temporarily see what the target sees and will cast abilities from his location. If upgraded people surrounding him will see it as if the target is using those abilities. Hallucinations (Ranged, Channel, Upgraded will make it AOE around the target, Cost 1) Causes the target to get hallucinations. More dangerous ones than regular hallucinations. The user will get real damage from the hallucinations. If upgraded and used on yourself you will cast it as an AOE effect around you that will last a set duration. Terror (AOE, Instant, Upgraded will make the ability affect more targets, Cost 1) Makes the closest humanoid terrified of the psionic. He loses control of his character and starts to scream and run away from the psionic. If people are blocking him he’ll try to push them down. If there is no way out other than space he’ll flee into space. Invisibility (Self, Channel (maintain), Upgraded will make you move faster, Cost 2) The psionic will have to stand still for a bit and then turn invisible. They can’t use abilities while invisible and maintaining it costs focus. They also move slower than normal. This ability will cost a lot to maintain. Become ethereal (Self, Channel (maintain), Upgraded will make you move faster, Cost 1) After focusing for a bit the psionic turns into a mist form (still visible, same visible effect as the darkcloak). Using this they can go through walls. Keeping this up costs focus and you move slower. You won't be able to use abilities while in this form. But if you use one you will break concentration and get back to your normal form. If you stop the ability inside of a wall you will take damage and get pushed out to a random direction. This ability will cost a lot to maintain. Confusion (AOE, Instant, Upgraded will make it affect more targets, Cost 1) Makes the nearest creature confused. With a chance to start puking or falling down. Break mindshield (Ranged, Channel, Upgraded will make it go faster/AOE, Cost 2) Breaks a mindshield of a target after focussing on him for a while. The target will get messages saying he’s targeted. Moving out of sight will stop the channeling Mind slave (Melee, Channel, Upgraded will give the psionic a mindlink with the slaves (think hivemind idea but only in one directional, towards the slaves), Cost 3) The target will be mindslaved to the psionic. The mindslaving consists of 2 steps. The first step clears the mind of the victim and makes him sleep for longer after. It also does braindamage. The second step is to implant the loyalty into the brain of the victim. The first step takes the longest and the psionic can’t move while doing this. The process will stop when the psionic is interacted with. The target will be freed when he gets a mindshield. If the psionic dies it won't break the mindslave. Only when another psionic harvests the brain of the mind controlling psionic. You will have a limit of mindslaves you can have (1 per 3 harvested thoughts?) Increased concentration (Self, Passive, Upgraded will increase passive regen, Cost 1) The psionic gets a bigger focus pool to use. Suggestion (Ranged, Channel, Upgraded will speed up the channelling, Cost 2) Implant a chosen idea/objective (chosen from a preset list) into the brain of a victim. The victim has a chance to notice that he’s being influenced. The longer the psionic focusses on the victim the longer the suggestion stays. Each step will increase the duration with 1 minute. Each step having the chance that he will notice. After you cancel the current step progress you will implant the suggestion in to the brain of the victim. This is an objective that he has to achieve. After the duration he’ll lose his memories of what happened during the suggestion. Same idea as the chaplains staff Disguise self (Self, Channel (maintain), upgraded makes the illusion look real upon examine, Cost 1) Makes you appear as a chosen crewmember. On examination you will appear off without the upgrade just like a morph. You will have to target the target first. So he has to be in sight. This takes a bit to do. Then after you can disguise yourself as him after a short channel. This ability won't cost much to maintain. You can use most abilities while disguised. Illusion (Ranged, Channel (maintain), Upgraded will make the illusion real, Cost 2) Make a structure or effect appear for nearby viewers. Costs time to prepare and then is usable after a short channel. The upgrade will allow an additional channelling afterwards which takes a bit longer but will make the illusion become real. You can drop the effect by using the ability again. This ability will cost an average amount to maintain Alter perception(Ranged, Channel, Upgraded will make it AOE around the target, cost 1) Blinds and makes the target deaf to the real world after focusing for a bit. Will make the target stammer as well. While deaf and blind the person will hear and see things that are not there. As if he's somewhere completely else. Floors will turn into ash floors, other people will turn into weird beings etc. The psionic will be invisible in this perceived world. Summon visions (Self, Channel (maintain), Upgraded will summon another monster, Cost 4) Summons a monster that is player controlled. This monster is loyal to you and will disappear after a while. This ability will cost a lot to maintain Cloak of darkness (Self (AOE), Channel (duration), Upgraded will kill all light sources, Cost 1) After a short channel you will shroud yourself in darkness for a set time. Turning nearby lights off. If upgraded it will destroy the light sources if possible after you stand in the area for a bit. You will also become slightly transparent. Like the cloak of darkness from vampires. Disguise other (Ranged, Channel (duration), Upgraded will change the target voice, Cost 2) After a channel you will change the target of choice in a clone of your real form for a short duration. Unless upgraded the target can still talk in his normal voice. When upgraded it'll make the target sound like you. Suggestions The "Suggestion" abillity will implant a preset idea into the persons mind. These ideas are meant to not cause harm and are meant to single out targets or draw attention away from the psionic. You have a surprise for a coworker. Lure one into this room. Make sure he's alone since the suprise is only for that person! This room is to crowded. Make the other people leave to let you focus again. You have something to show security. Ensure they come to this room right now! You have something you don't want security to find. Make sure they will be on the other side of the station! You are done with the system! Make sure no security member enters this room, ensure you do this without harm since you are protesting peacefully. You need some time alone. The nearest maintenance looks like a fitting place to take a small break. You need some time alone so don't bring others. More to come later. Suggestions are welcome! The idea is a bit similair to the Assimilation on TG (removed since 25th of July) https://tgstation13.org/wiki/Assimilation
  22. 7 points
  23. 7 points
    So in case anyone has noticed, I haven't been around lately. I generally don't talk about irl stuff or my personal life, but I feel like I should say something instead of just disappearing. I finished studying for my A+ and I have a new job on an IT help desk. It's higher paying than my old position I was laid off from, and has a lot more opportunity for advancement. They're offering access to cbt nuggets and to pay for testing when I eventually go for my Network+ cert. However, while I am in training I have hours that require I endure a 2 hour plus commute each way, which means I've been putting in over 12 hours a day between actual work and the commute. I basically have about two and half hours of free time in the evenings to do anything I need to do, including cooking and eating dinner. Once I'm out of training, I'm going to be on a later shift where I avoid most of the traffic and cut the commute down by more than half. I'll be less tired once I'm acclimated to my new schedule as well and there may be some opportunity for work at home shifts in the future. I'll try to pop in here and there when I can. Good luck on your spess adventures in the meantime.
  24. 7 points
    New art, this time, something different... Babby Rsik!
  25. 7 points
    Alffd, who has hosted us for several years, is retiring from that role today. We owe him our thanks for years of high-quality hosting, managing the ~17 (!) back end servers that made up Paradise. We wish him well. As of today, I've officially taken on the role of host, and we have completed our migration to a new set of servers. You may notice some changes as I settle into the role and implement new back-end systems. For example, the game server MOTD now tells you the last time the server was updated, as well as what version of paracode it is running.
  26. 7 points
    Hello, I recently found out that back in the day the Blueshield had CQC before it was nerfed. I propose we bring it back and allow to Blueshield to have CQC, either in glove form like the Warden or just inherently known. I think we should implement this because the Blueshield is a highly trained bodyguard sent directly from centcomm. They are someone who has undergone extreme training in order to protect heads in the most hostile environments, it does not make sense to me that they don't know some form of martial arts. It is a karma bought job so the likelihood of abuse is lower I would imagine, for some people 30 karma is impossible to get. Anyways, I think this would be a great improvement and provide more roleplay aspects, being able to grab someone who runs straight for the captain with a knife or some such. Not having to rely on your advanced stun revolver and the likes. Make the Blueshield great again! If you have something to add please do, hopefully, we can get this added.
  27. 7 points
    Made forum account just to vote. There are other ways to make death impactful without hamstringing our already always-busy medbay, like increasing cloning timers and minor changes to chemistry, restricting the amount of omni they get at start of shift from the CMO-hypo, etc. I feel that these changes were made through theorycrafting. The reason medbay works (as well as it does, when it does work well) is because people who play it know what they're doing. Not because their tools are too strong. Now medbay is as annoying to play as it is to be stuck in as a patient. This didn't make death or injury more impactful in a healthy way, it just made the unfun parts of medbay more tedious, and puts unwanted pressure on chemists, a job which has all of its TG-shortcuts gutted from it/never implemented. Also there's lights above the chem machines that seem specifically designed to splash your chemicals on by accident - that's the PR we actually need. Not something to make playing a non-surgeon medbay staffperson into a dumpster fire the second it gets busy.
  28. 6 points
    Vespa. One heck of a squish! Pretty goopy.
  29. 6 points
    Gosh, there's so many amazing artists here, I thought I'd plonk down my work too. As you can see by my profile picture I've doodled my girl, Jay. (Jay 'Justine' Chase, I went with 'Justine Case' first, but then I realised having a pun for a name is a bad trait for a long term character... And everyone kept mistaking her for a guy.) She's a smilie human who's a bit bland, but tries her best. I really like starting items, and after a few tries, I found that the flat cap and the old scarf I realised that they fit together quite well. If I wrote a backstory for her it would probably come from one of her parents. Anyhow, I hope you like it! I hope to be posting a lot more art here, this is a very good game to draw, so many different characters and shenanigans... If you ever find Jay in game, if we happen to have a fun exchange just give me a message, I might as well draw up your character hanging out with her! I hope you all like it anyhow, I'm hoping to improve as time goes on.
  30. 6 points
    Hi there! As someone who has done a lot of background work on or around sec, I get it. In this specific case you're actually correct to not perma someone for this sorta possession alone. A great example of this is energy verses powered crossbows, one is considered contraband the other is at best a weapon possession charge. The wiki is written rather specifically for a reason and a lot of players fail to realize the importance in detail. Now, don't forget that the way in which you use an item can land you in perma as well. Class C contraband used for a major crime is insta perma worthy. Take the context of the situation into account and make a judgment call from there. My advice is that if you know you're right, show them in space law where you're right. IAA, the Magistrate, and to a lesser extent the NT Rep are all resources for that as well. Unfortunately, it's fun and easy to blame one guy in security even when it's not right to do so. Just keep at it and become knowledgeable in Space Law and SOP so you can make them look dumb later.
  31. 6 points
    So first off, I'm unsure if this is the correct sub-forum but at the heart of this thread will be a change of server policy that I think will make the server better so here goes. To get started, let me state how we go about admin notes for those who might not be aware. The basic idea is that when an admin sees a player do something wrong, be it an invalid murder or just poor behavior, and they message you about it they will usually leave a note on your account that other admins can see that describes what happened. It could be as simple as "Player killed some guy when he wasn't an antag, corrected behavior and issued a warning" or as complex as they like. From the little I know they are usually at least a few sentences that describe what the player did wrong and the steps that were taken to rectify the problem. These notes are kept a secret and can only be viewed by admins. Now let me talk about Colonial Marines. The basic principle is the same on CM, they see bad behavior, they correct it and make a note about it and how they handled it. The large difference is visibility. At any point if a player wanted to know about their notes all they could ahelp and the admin will show them their notes. Now, for a third example of how I've seen it done, let me talk about Bad Deathclaw, the Fallout server. Once again, the basic principle is the same except the big difference is there is a button in the OOC tab at the top right where you can just click the button and it'll pop up your admin notes, making it so that the player can view them whenever they want and see the names of the admins that left the notes so they know who to address questions to. Now, onto the problem. The last time I asked an admin, that I will not name unless asked by another admin, about what my notes were I was told that I was not allowed to know. They said that it was for admin use only and they were afraid that if players were able to view their own notes then the admins would be less likely to leave notes when they see players doing bad things. As much I can respect that thought I still disagree that it should be a barrier to players being able to know what they might have done wrong. I've been told different things in the past about my own notes but I've never been able to get a straight answer. Imagine, if you will, you were on trial before a judge. They had evidence against you but you and/or your lawyer weren't allowed to know what that evidence was and you would be judged by that evidence alone. I want to be able to know what I have done wrong in the past to eliminate that behavior for good. I want to know problems that admins have had with how I play so I can do a better job of trying to protect that behavior. Having something explained to me is never as effective as when I can just read it myself. My proposal should be obvious by this point. I suggest that we adopt one of the two systems in use by our sister servers of Bad Deathclaw or Colonial Marines. Either notes are something that the player can view whenever they want or they are something that we can just ask an admin to give to us if we feel we want to know what they are. Honestly, I doubt that the policy will change but I wanted to make a public statement on why I think they should change where others would be able to offer their own ideas and make the server better. ~~~~~~~~~~~~~~~ Something else that I wanted to address that is closely related to this but I don't think was worth it's own thread was the new policy on ban discussion on discord. I was fine with the old policy where active bans weren't to be discussed in the public discord because, honestly, that just wasn't the place for players to be discussing it with various staff members. The new policy though on no discussion of bans, past or present, is troubling to me. To me it signals a desire to shut down conversations about punitive measures that have been taken in the past and the reasons for which they were applied. If people aren't allowed to discuss what they might have done wrong in the past for others to read then how are they to know where the lines are drawn. The server rules aren't perfect and there are some grey areas in them, mainly in the self-defense area. I've seen players brutally kill antags in self-defense with no repercussions but then I've seen other situations that were vastly different. Obviously, I won't go into details for the reasons stated above. The lessons of past examples is invaluable, it allows players to share what is bannable behavior with actual in-game experiences and past admin actions. I know the ban appeal forum is there for everyone to read but it feels like it's not enough. Forums can feel dead and slow while the discord is a free forum for fast dialogue and expression that no forum will ever be able to match. I suggest that this new policy is reversed and we return to the previous policy where only current bans can't be discussed. If you've gotten to this point, thank you for reading.
  32. 6 points
    Art of Domitia Aquila in Trans-Solar Federation officer uniform
  33. 6 points
    Eyyy. I love Greys. They're always a fun race to interact with. This one is ooooof Gemini! Ionward's character! They are QUITE a talented artist, so I was so glad to get an art trade with them. Heck. YEAH.
  34. 6 points
    This one was drawn quick. It Praxis!
  35. 6 points
    Hello all, for the uninitiated let me introduce myself. I am IntentEldiablo, Mentor and also known as Ipsum Bellus Crinitus. I just recently finished my University Honors Degree in Audio Engineering and started to have ideas on what I could contribute, improve and/or add to the sound and quality of the audio on our server. So far, I have a number of ideas, such as adding more racial sounds, such as screams and yells or adding more ambient sounds too such as airlocks and maints. But I wanted to reach out to the community and gather your own thoughts and opinions on the different sound affects you would like to see added to the server, or any existing sounds that YOU feel can be made better and improved. I don't play a wide range of job rolls on the server, typically security and mining as such i would be relying on you to throw suggestions from different departments or roles in order to gain a bigger scope. Likewise, for those who are working on big projects or new PR's for the server who would like some assistance with audio files please feel free to message, I don't bite (Ipsum might). So, leave any suggestions down below, or Pm me on discord lists or single suggestions and I shall start looking into things this coming week. Let me know what you think Thank you :3
  36. 6 points
    Well I finally thought it's about time I actually use the forum! Ive been playing for about... 5-6 months give or take. This is my first actual experience with any kind of forum, so please excuse me if I don't take full advantage of features, or otherwise make mistakes! My main (And only) Character is Srusu Rskuzu! You've probably seen them around at some point! I look forward to being active here!
  37. 6 points
    Who is it? It's my favourite IPC! Torque! They taught me how nonchalant IPCs are about death, and how cool engineering is. *Bweep *Bwoop *BUZZ
  38. 6 points
    UPDATE 04/24/2019: The official Draft for the SEC Instructor is published along with a poll to determine which sprites should be commissioned! Both uniforms will eventually find their way into the role if everything goes according to plan, worst case scenario we will have to choose one or another. That's where the poll comes in! UPDATE 04/29/2019: The first iteration of the PR is up! Shout our to @AffectedArc07 as well as @Christasmurf and Mocha for their assistance! This is a vague post with not ALL the details inserted because this is all on the phone. Feel free to ask questions or assert opposing opinions! So we were having a discussion on discord in reference to the new wave of security officers joining the department without any guidance. Over the course of the discussion the idea of a Field Training Officer job came to light. . . In a time where the population influx is ALOT more than 8 officers can handle there is a need for a job where the job holder goes into the job knowing his responsibility is to train the newer officers coming into the department. Here are a couple footnotes brought up to help establish a foundation for the job. Criteria: 24-50 hours time as SEC ((or less depending on how this discussion goes) Job Name can either be Instructor, Drill sergeant, or FTO ((names suggested by discord)) Now many folks out there might be asking “Why is this needed? Why should I waste coding resources and time to make a job, a new premise ID, as well as new premade access? Why is Furasian on forums? Why isn’t the head of security doing this?” The reasoning behind this is that the job title helps new security officers designate who they can turn to in order to learn to ropes. The job holder also goes into the job understanding he/she also inherits the responsibility to guide and train sec officers on how to be robust and remain within the legal boundaries of space law at the same time. This also helps relieve a burden on the Head of Security’s shoulders so he/she can focus on the commanding responsibilities rather than balancing both teaching and commanding. Not to mention it’s less intimidating to turn towards someone of similar rank rather than your boss to tell them that you don’t know how to do your job in some aspects. Security officers are under great scrutiny and their walking targets for antagonists. To have a officer prepare them will help increase the retention rate and help establish a new wave of security mains. This also establishes a new layer of responsibility. NewSec won’t be able to just simply say “I didn’t know” everytime they step on their meat. I’ll try over the course of the week to test this idea out. In game I’ll try to get a custom job name of FTO and dedicate my time to training new officers to determine if this idea would have a significant impact. Please go into this idea with a open mind! I know everyone here has had a shitcurity moment where they wished someone who knew what they were doing had stepped in and educated the officer. OFFICIAL DRAFT *Icon here* SEC INSTRUCTOR Difficulty: Very Hard Guides: Guide to Security, Space Law, Standard Operating Procedure, Riot Control Access: Security, Brig Timers, Maintenance, Warden Sec Instructor is the field training officer of the Security Department. They consist of veteran SEC Officers who have walked the beat many shifts and survived the worst. With similar duties as a SEC Officer, it is their duty to shape up new recruits so they can be the next generation of veteran SEC Officers. TEACHING THE ROOKIES You are a instructor above all. While you carry a baton and a badge you should be more focused on making sure the rookies don't get themselves killed. They will look up to you, be sure to set a good example for them to follow. You are expected to be able to teach officers how to maintain all duties from patrol to perma brigging procedures to even some head of security responsibilities should your head request the guidance. While you might not end up taking over these roles over the course of the shift you should at least have knowledge of the roles. The Security Instructor is not required to report SOP Violations to IA Investigators and instead direct such reports to the Head of Security for corrective action. They still have the option to refer to Internal Affairs, should the officer show no remorse for his violation or no hope of improving. Old Green You are a officer among officers, you carry no rank over the Warden, Head of Security, or individual Officers unless stated otherwise by the Head of Security, Acting Head of Security, or Captain. Should the Warden or Head of Security go MIA/KIA, you are the third in line to be Acting Head of Security. As Stated before, the Head of Security or Captain, can give you command authority, but this is at their discretion. CODE GREEN PROCEDURES 1. Training new Security Officers takes priority. Security Instructors should take the initiative to identify and train new officers. 2. Security Instructors is permitted to carry out arrests under the same conditions as Security Officers, but they should not arrest if a Security Officer can make the arrest instead. 3. The Security Instructor is permitted to carry a taser, a flash, a stunbaton, and a can of pepperspray. 4. Security Instructors are expected to be able to brig in accordance to code green brigging procedures. 5. Security Instructors are not permitted to have weapons drawn during regular patrols. 6. Security Instructors should not conduct searches unless there is a clear and immediate threat or it is during brigging procedures. 7. Lethal Force is not authorized unless there is a clear and immediate threat to the station's integrity or the Officer's life. CODE BLUE PROCEDURES 1. Guidelines 1, 2, 3, 4, and 8 are carried over from code green. 2. Should security numbers decline, the Security Instructor may act as a reinforcement and assume all Security Officer Responsibilities. 3. Security Instructors are permitted to carry around any weapons or equipment available in the armory, at the Warden's discretion. 4. Security Instructors are permitted to carry weapons in hand during patrol should they have no equipment space. 5.Security instructors may demand entry into specific departments during regular patrols. 6. Security Instructors are expected to take new Security Officers during patrol. CODE RED PROCEDURES 1. Guidelines 2 3 4 5 and 6 Carry over from Code Blue 2. Security Instructors may arrest like normal Security Officers during code red. 3. Securities Instructors may forcefully relocate crewmembers to their respective departments if necessary. 4. Lethal force is permitted if the target is confirmed to be guilty of Capital Crimes and actively, and aggressively, resists arrest. CHAIN OF COMMAND The Security Instructor works under the Head of Security. During extreme circumstances the Head of Security or the Captain can promote the Security Instructor and give him command responsibilities. Should the Warden and Head of Security die or go missing, the Security Instructor is third in line for Acting Head of Security. POLL ANNOUNCEMENT Hello everyone! Furasian here, I have currently put out a poll to see if we can set a foundation for what the SEC Instructor should look like. Here are two options I've developed based on discussions here... Since we've weeded out the idea of SEC Instructor being a centcomm asset like the NT Rep and Blueshield I've currently taken those two appearance options out until otherwise. I am currently looking at two options, feel free to add more in the discussion! Option 1: 1980s copper- A true sign of a veteran! You've done your time and got some stripes. Now you stand with your fellow officers like the grumpy veteran you are! You smell bribes and loafing around so get those coppers on the streets to write those damn tickets! WHAT?! What do you mean we don't write tickets on this station?! Inspired by the pixel game Beat Cop, the true image of the tough old days, where you had to actually take fingerprints to a machine to get DNA instead of a handheld device. These rookies have it easy compared to the days you were on the street! Despite this vote having the upperhand as of 4/27/2019 Option 2 has been removed from the poll. Leaving only Option 1 to be our viable option Option 2: Drill Instructor- STAND AT ATTENTION! You lead these maggots and turn them into hard core officers! This is a paramilitary organization! If they don't like it they can leave! YOU ARE NO LONGER BLACK, OR YELLOW, OR GREEN, YOU ARE NOW RED! YOU ARE NOW DARK RED! Inspired by well.. Drill instructors. https://www.strawpoll.me/17878229 Vote now! Let your opinion shape this job the way YOU WANT it to be shaped! I've seen a couple discussions about the job along with a couple of ideas on the discord, reminder to post them here on this thread so it's all together in one location instead of being buried in the chaos that is discord THE VOTE WILL CLOSE ON 05/01/2019 (ONE WEEK FROM NOW) 05/04/2019 FINAL TALLY FOR DISCUSSION YAY: 5 NAY: 3
  39. 6 points
    Some backstory: Lich, everyone's favorite NT Rep, has been attempting to assist two of his friends in getting married. Every time they attempted to FINALLY get somewhere- all hell would break loose to the point that it was neigh impossible. Between the usual chaos of the station or one or more parties not being present, it turned into quite the wait before everything was minimally ready. After much patience and a few space cows: It finally happened.... Sorta. Current Story: So the shift started off rather normally, nothing jumping out as being otherwise dangerous or requiring a lot of action on anyone's part to handle. It just so happened to finally be the day that both parties were on the same shift with enough people to finally get the paperwork done. Lich, being the master of paperwork that he is, eagerly stepped up to the plate when it came to filling out the appropriate forms. With pen in hand, he laid down the foundations and before long- the basics of the marriage certificate were all but officiated. For the paperwork to be considered complete, Lich needed to get a Minister and three witnesses to make the document complete. With his own signature, he turned the number of witnesses down two just two. And so started Lich's adventure to get signatures on a piece of paper! What could possibly go wrong? Fast-forward ten minutes later and Lich is banging his head against the wall. Lich failed to remember that he had a strange encounter with the Chaplain and their friends prior to starting the paperwork. They were requesting the nuke of all damn things to worship! The captain was a bit unsure about giving it to them but wasn't tossing the idea out the window due to threats from the chaplain regarding the 'Wrath of Atom'. The captain decided at that point to leave to go ask CC if they could have it, this raised two problems: 1. The Chaplain was clearly not going to help Lich sign as a minister unless he was ultra lucky. 2. The Captain was too busy doing other things to actually sign his form and was not answering any of his requests regarding it for some time. Lich did what any rational person would do in his position. He sat infront of the captain's door and spammed the shit out of it until the captain got so annoyed they opened it up. Success! Once inside, Lich had it easy as the Captain was all too happy to sign... As a WITNESS. They signed it, stamped it, it was done unless he wanted to start all over again but apparently that's what the couple wanted anyway so-... He'd have to figure out Something. At the same time, the Captain politely informed Lich that the church was likely not going to be TOO happy given that CC gave a rather strongly worded response about handing the nuke out to random people. With this information in hand, he left and did what he could to try and make amends with the chaplain in HOPES that he could get this paperwork filled out. Another witness would be easy, the minister signature? Now that was a bit harder, so this was critical to his success. Lich made his way to the chapel and found one of the chaplain's friends in there but the chaplain was nowhere to be seen. Lich was apparently in so much of a rush that he didn't really register that the chaplain's friend was putting down green flooring... And was wearing a radiation suit... And was holding uranium... Needless to say Lich did his best to quickly leave that place and head towards the medbay, attempting to recover from this situation and get some treatment. Yeah.. That didn't happen. As Lich finally got to the Medbay, he learned very quickly that someone had gotten into the space lube and had coated all of the area in front of Medbay with it several times over. So there Lich was, slipping from one end of the hallway to the other, slowly dipping further and further into a crit state while he was clutching this precious document for all it was worth. Then... He passed out. Lich awoke with a start! The defibrillator going off as he was hip tossed into a cryopod and returned to his comatose like state... Another start! Again on the ground, Lich found himself being dragged up and hip tossed BACK into cryo. Another start! And again Lich was on the ground but he didn't even get to see the damn cryo before... Another Start! And again Lich... Another start!... This happened for about four or five times before they seemed to give up. He felt his spirit finally start to drift a bit as his body slowly rested... Another start! Lich was semi-conscious enough to look over and see himself... Sort of. A half of his face floated by in the mess of biomass that was the failed cloning attempt they had tried on him. Perhaps it was watching the literal blinder mess that was his clone's body or perhaps it was the fact that he was going into cardiac arrest, either way- you know the drill. Another start! Thankfully it's the last one. Lich finally stood up, stark naked in the middle of Medbay but not really caring. He NEEDED to get his paperwork back. He didn't care about ANYTHING other then his damn paperwork. Rushing to the cloning area, he managed to get in and recover his dignity as well as the precious documents before skulking off towards the bridge, defeated for the moment. Screw it, he decided, I'll just PDA them and tell them to come HERE. After all, it's the least they could do after THAT mess, right? Just as he hit Send on his PDA, asking rather politely for the chaplain to come to the medical bay he heard something in his headset: The chaplain was in critical state in the medbay reception area. Lich banged his head against the wall a few times before going to see if the chaplain would survive or if he'd have to wait for her to die about five times too before she'd be deemed okay to walk out again. As he entered the Medbay he noticed the CMO hovering over the chaplain, perhaps there was hope after all for this situation! The CMO, to their credit, wasn't involved in his care until the very end when he was able to walk away- so perhaps the chaplain would actually make it out of there in a timely manner!.. Eh, sorta... The chaplain died about two or three times total, a mixture of advanced radiation poisoning (ironic), cardiac arrest, and perhaps some legitimate wrath from a deity. Either way, the chaplain was FINALLY spit out of the cryotube and given the CMO's blessings to walk out. Lich was ecstatic, shaking the chaplain with the goal of waking her up or giving her brain damage in the process, which ever came first. She finally managed to stagger to her feet and Lich whipped out his trust PDA, eager to send his request to her to SIGN THE DAMN PAPER AND HOLD THE DAMN CEREMONY. Just as he was going to hit send he heard a ping overhead: Ionospheric anomalies... Telecoms down... FUCK IT! Lich grabbed the chaplain and handed her a pen, practically stabbing it into her with the urgency he had. As he went to hand her the other form he realized she had fused her arm into a fucking arm blade because of course she did. Frantically, Lich grabbed ahold of her and dragged her over towards the nearest table. He slapped that paper down and pointed to the Minister line. It was RIGHT there. The chaplain raised her hand, moving to sign before collapsing over again. Lich thought she died for a moment then he realized.. She's just asleep... SSD... Lich proceeded to flip the table and get on his knees, silently crying out to whatever god was deciding to take a serious piss on him at that moment. After a private pitty party, Lich grabbed the SSD chaplain by the ankle and hauled her to the bridge. If she was waking up, he'd be there dammit. And yet- he was running out of time! He had to think of SOMETHING! Smashing his head against the bridge walls again, it finally hit him- the chaplain's friends! They were given titles of Clergy! Frantically, Lich PDAed them as soon as he could and thankfully- it worked... They showed up, or the first one did and proceeded to hand it to the second one who THEN proceeded to hand it BACK to Lich until Lich showed them EXACTLY where to sign. Thankfully, he FINALLY got that signature! Lich turned around and went back into the bridge, having only been just outside of it. Now inside, the couple was there, their other friend signing as witness, THINGS WERE FINALLY GOING WELL! They even decided to hold the chapel service then and there, not wanting to hold any other delays, right on the bridge. They closed the shutters, blocking out the Christmas tree that was attempting to wail on the bridge window and actually managed to get through the whole process! They were finally married! Then they were all eaten by a slaughter demon... Literally. The end.
  40. 6 points
    About Antag Tokens: Antag tokens are given out by admins, at their discretion. Typically, they are only given out to antags who have their antag round ruined by an admin's mistake, such as if an admin accidentally crashes the server. You are never entitled to an antag token. If you want to know if you have any antag tokens, ahelp and ask. There is no other way for you to check if you have one. If you have an antag token, you can ahelp "''I would like to use my antag token to become an X''" (where X is "changeling", "traitor" or "vampire") at the start of the round, to become that type of antag. You cannot use antag tokens to become any other type of antag not listed above. You cannot use the same token more than once. Even if you die 20 seconds after using the token. You cannot use antag tokens if you are playing a job that is typically mindshielded, like Captain or Security. Admins may deny your request to use an antag token in any certain round. When this happens, it is probably because there are too many (or too powerful) antags already in the round. It can also be because you waited too long into the round to try to use the token. If this happens, your antag token is NOT used up, and you can try using it again in a future round.
  41. 6 points
    Kaskreyarawkta. I am not a bird.
  42. 6 points
    He is the worst enemy of any lazy cook or bartender and he's prepared to report even the smallest of health code violations! Enter: Health Inspector! His areas of access would be Bar, kitchen (and maybe botany not sure about that one). His job description? Enforce some basic hygienic standards. No food lying all over the floor and those blood stains on the kitchen floor better be cleaned up soon. Also the person you call for checking food left in random hallways for drugs. Job specific traitor item would be a box of hyper active mouses that he can let loose to let them eat the entire kitchens storage (Or a lot of wires) Now regarding any comparisons with the internal affairs agent, I think the health inspector job would be different enough to not overlap. Especially because the internal affairs agent is busy enough arguing with the heads about proper hiring/demotion procedures that he really doesn't have the time to check on food related service roles all the time. I know the idea is still in its early stages so I would love some feedback on how to turn this into a paradise worthy job.
  43. 6 points
    Runtime killed a mouse, like a good kitty. But it wasn't a mouse, it was a... BLOB MOUSTER
  44. 6 points
  45. 6 points
  46. 6 points
    I'd usually make a PR with my changes but with the flood of revivability PRs, the maints decided not to accept any further PRs about the topic, so instead I'll just write down my thoughts. I decided to make this its own thread instead of putting it in the crit discussion since it extends beyond the changes of the crit rework and touches on other things as well. Let me first define what I consider interesting and boring gameplay in medbay. The Issues First, interesting gameplay is when a doctor manually fixes a patient, using their knowledge of the game mechanics, chems, the patient's medical state and so on. What counts here is that he is making decisions and is actively engaged. The prime example of this is surgery, as the probably most involved medical procedure. But also things like brain and other organ transplants, etc. Secondly, boring gameplay is when a doctor puts a patient in a machine, turns it on and then walks away, or otherwise takes a single action and then leaves, especially if there is no or very little decision making involved in this. For example, deciding which chems to give someone in a sleeper is still somewhat more involved than pushing them in the cloner. The cloner is the single most boring and uninteractive machine in medbay. It fixes a patient regardless of their body's state and proceeds totally automatically. Most often the poor clonee even has to go poke a doctor for a mannitol pill for his brain damage. You can grab a greytider with no medical knowledge whatsoever, give him a one minute crash course and he can clone. Once cloners are upgraded, even that part is moot. The current main issue of medbay is that cloning is easier than fixing people in other ways. We've seen a PR that reduced defib time from 5 to 2 minutes, an attempt to increase cloning time and an attempt to make SR not work on non-clonable races. And now, the big crit rework will completely remove the revive function of defibs. Raising defib times was an attempt to, in the words of the author: "Push[ing] more individuals to use cloning". The now closed 'Revivability Update' attempted to double clone times as if it fixes anything besides doubling the time you can fuck off before checking on the cloner before putting the next body in it. The crit rework being test-merged has the same issues. By removing defibs as a revival method, you incentivise cloner use, pushing people into the least interesting 'mechanic' of medbay. Now, in the crit rework's credit it also attempts to make you survive longer in crit and give medbay lots of chances to stabilize and pull you out of crit, which is definitely interesting gameplay, but the issue persists that players can avoid that (and often do) simply by letting the patient die and putting them in the cloner. So, to summarize the current issues: 1. Involved, many-step processes that benefit from player knowledge and experience are interesting. IE surgery. 2. One-click solutions that fix all issues with a patient are boring. IE Cloning, Cryotubes to a lesser extent. Solutions Now, how do we fix this issue? Clearly, we should push people towards 1 and not 2. I've thought about a number of approaches: Make cloning take longer. This is a solution that's already been attempted, unsuccessfully. Faced with waiting 4 minutes for a patient to clone instead of 2 doesn't actually make doctors chose the more involved procedure, since they aren't the ones waiting as a ghost to rejoin the round. You could raise the time to ridiculous levels before this actually starts having an effect. This solution is clearly unworkable. Rejected. Make cloning consume meaningful resources. Biomass is easy to make in raw amounts, and besides that all a cloner needs is some power. You could make it necessary for cloners to be fed with some hard to get or valuable ingredient to work, but it would be hard to think of something lorewise fitting, imo (maybe something cargo has to order in an expensive crate?). At least, of something that doesn't just tax the chemist even more. Other servers have cloning cost money I think, but money has no meaning in our economy. Rather bad, imo. Make cloning come with not easily removed downsides. Having cloning cause some permanent downside or disability that isn't instantly removed by a pill of mannitol or clean SE could potentially work. For example, you could give cloned people a chance of getting a 'cloning trauma', which gives them a mental issue that they then have to play out (maybe even give them a little 'objective' like abductor victims get?). (Bonus: Give the psych something to do). Potentially interesting idea. Less RP-intense alternatives might just be stuff like unremovable disabilities, but I can already see players REEing about that. Workable, maybe? Make cloning no longer the default/lowest tier revival method. The most 'radical' method. Cloning is used because it is easy and available from roundstart. We could simply...change that. Remove the roundstart cloning setup and lock cloning behind decent research levels. You'd have to undo the nerfs to alternative revival methods while doing that (IE give the CMO omnizine in his hypospray again, raise defib timer, make defibs not insta-kill slimes again because brain damage multiplier lol). This would mean medbay has to carefully preserve their SR pills, patch people up, rush in with their defibs to save on SR, perform surgery to fix internal bleeding, broken bones, etc each time someone dies. Radical, but IMO the best idea so far. Something that can go hand in hand with 4., make more people reach medbay alive. The crit rework, as far as I can tell, somewhat intends this already. Have the paramedic bring in less dead people and more crit people, so medbay can patch them up, work under time pressure to stabilize, etc. To do so, we could introduce some more tools to stabilize patients, like stasis bags, or simple tweak the crit numbers to make dying slower. Nice but not enough on its own, imo. So, what do you all think? Do you agree or disagree with my analysis of medbay's issues and what makes good gameplay? And what do you think of the possible solutions I talk about?
  47. 5 points
  48. 5 points
    An aaaaaaaaaart trade! Phoebe, nice purple hat. Keepin' an eye on those halls... I wonder what could be lurking around the corner. Probably nothing. Just another relaxing day outside bar...
  49. 5 points
    more of my cute au! And here we have my Spidersona!!
  50. 5 points
    To be fair, isn't how people feel about the changes part of the feedback and discussion?
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