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Showing content with the highest reputation since 06/19/18 in all areas

  1. 27 points
    Hi all, As some of you may be aware, a few days ago 6 people were banned for metagaming, including two mentors. More bans may follow as we continue to investigate. Needless to say I'm incredibly disappointed, especially with the two mentors we placed our trust in. Not only does this completely violate the letter and spirit of the rules, but is a personal insult to have our trust violated by people who claimed they wanted to help new players by mentoring them. Taking advantage of our trust and their positions to supposedly help the community is incredibly low. This occured on a private discord server, whose owners seem quite upset that someone would reveal that it's being used to metagame. I've seen terms like "metagrudge" and "witchhunt", being thrown around at the people they suspect revealed them, as well as people being put in "quarantine" to avoid further leaks. This is pretty blatent admission to me that they have no issue with said metagaming - just it being revealed. . We will have absolutely no tolerance for that at all, and I personally find it pathetic that they think that those who were "undermining integrity of server" were those who revealed it, not those who metagamed in the first place. The evidence provided to us was concrete, and I have no reason to doubt its authenticity - especially seeing as there have been admissions of guilt from some of the parties. However, if people wish to dispute that they were breaking the rules, they're more than free to appeal. We've acted on the information we are given, but are happy to discuss such things. I'd also like to take this chance to remind you we take allegations like this seriously. If you suspect something like this is going on without proof, please let an admin know - we won't be banning anyone for unfounded allegations, but tipping us off means we can look into it with the many tools we have. As long as you're not clearly using this to attack people you dislike, then it's ok to be wrong here.
  2. 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
  3. 16 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
  4. 16 points
    Abbreviations for common terms used on the server. RP: Roleplay - To take up a character and act like they would, performing out their emotions, feelings, characteristics and actions. IC: In Character - When you are Roleplaying and are in your character. OOC: Out of Character - This has two applications within the server. Something done outside of your character, this may be a list of things but all boil down to things that would not been done while In Character. To use the server wide OOC chat, where you may talk OOCly with other players about various things. LOOC: Local Out of Character - Only the people near your character will see this out of character text. Deadchat: A special chat for observers/ghosts who've died in game. People are free to discuss current round information in this chat, and it is considered to be another form of OOC. SSD: Sudden Sleep Disorder - When a player disconnects or loses connection, his character will fall over and begin to sleep. This phenomenon is referred to as going ‘SSD.’ Antag: Antagonist - A player that has gotten an antagonist role, designed to add some chaos to the round to make things fun. Valid: Mostly referring to Antagonists that are able to be killed by other players under any context. Certain Antagonists (Nuke ops, Wizard, Blob, Xenos, Terror Spiders) are all considered valid, while others (Traitor, Changeling, Cult, Shadowlings) are not. Cluwnes are always valid under any and all circumstances. Murderboning: Excessive Killing - A player who excessively kills everyone in his path not because he has to but rather he wants to do so. Self Antaging: Antagonizing without being an Antag - Self Antaging refers to players who decide to do actions that normally only a Antagonist would do, i.e; Murdering other players, heavily damaging the station or causing chaos on a mass scale. Disclaimer: Paradise Station is a private server. The Server Staff reserves the right to refuse entry to anyone they believe is detrimental to the server and its community. Even if no Rules are broken, but we believe the spirit of them has been, we may ban you. This decision will not be made on the spot, and will require discussion and consent of the Senior Staff Rule 0: Don't be a dick Practice common sense while consulting these rules. The general idea counts, not the exact wording. The rules are guidelines for the server and should be interpreted to suit the situation at hand, not manipulated to suit your needs. Attempting to Rules-Lawyer an Administrator is never a good idea, and likely to result in harsher punishment The Server Staff retains the right to issue Permanent Bans to players that they consider to be a consistent net negative to the community and server, without the need for any specific Rule to be broken. Rule 1: Listen to the Admins The Staff Members have final say on the server. If you are banned or job banned from the server, you are to write an appeal instead of continuing the conversation via Adminhelp or Discord messages. The Adminhelp system is not to be spammed. If you do not get a response, the Administrators are either busy with other matters or not available. If no Administrators are available, you may take your request to the forums if needed. If an Administrator asks you to stop arguing over the in-game PMs, you must stop but may take it to the Review Board; We hold the right to deem a Ckey inappropriate to the server and can ask you to make a separate account to log in with. Examples of inappropriateness include, but are not limited to, excessive vulgar language, bigotry or references to real life celebrities; When in doubt, Adminhelp any question you may have about the Server Rules. Rule 2: Roleplaying Standards The following behaviors are prohibited on Paradise Station: Metagaming (using OOC information acquired via means unavailable to other players. Examples include, but are not limited to, third-party software or direct, physical communication). This includes streaming; inform the Server Staff before streaming a round; Placing current round information into OOC chat (IC in OOC); Using LOOC to talk to others to give them current round information. This applies to Ghosts as well. If you want to provide minor instruction to a nearby player, please inform the Server Staff before doing so; Using multiple accounts for yourself during a round (Multikeying) is not allowed. Simply having multiple accounts, by itself, is permitted - but we require you to inform us so we can add a note that these accounts are both yours; When it comes to suiciding, do not suicide upon getting caught, or when converted by a conversion Antagonist. Regarding Roleplaying: Obligatory Wikipedia link. Paradise Station is a Medium Roleplaying Server. This means that we do not expect players to completely and absolutely immerse themselves in the universe of the game. However, we still expect players to act in-character at all times, in a manner befitting the overall scenario: that of working aboard a high-tech research space station owned by a Galactic MegaCorp with dubious moral standards. We do not restrict knowledge on any Antagonists, but you may pick and choose what your character knows. Similarly, we do not enforce Clone Memory Disorder (amnesia after cloning/borging), but you may freely play it straight in your character. We also do not restrict knowledge based on your job. Administrators may ask you to change your behavior if it is seen by the Server Staff as damaging the IC atmosphere of the server. Examples include, but are not limited to: references to memes or real life events, full reference characters (such as a Diona named Groot who says nothing but "I am Groot"), or an excessive amount of unserious, out-of-universe behavior in an IC context (with the obvious exception of the Clown and Mime). Regarding Non-Serious and/or Improper character names: Your character is an employee of a powerful corporation serving on a cutting edge space station. Names should be context appropriate and support appropriate role-play. The clown will have considerably more freedom of "meme" naming then the captain. Failing to adhere to these standards will result to either IC or OOC consequences (including changing the name) depending on play history, severity, subjective quality of role play (with a preference on "medium") and OOC factors. If you think a name should be allowed that an admins thinks of otherwise, this can be sent for review. However, until the review is finalized, the decision of the admin at the time remains. Regarding In-Character speech: The use of ‘Netspeak’( Th15 15 1337 sp33k), Internet Acronyms ("lol", "lmao", "rofl") and ‘Smilies’(:D) are prohibited from use in In-Character verbal chat but are allowed through IC written text such as a sheet of paper or PDA messaging. Regarding "Powergaming": The Server Staff retain the right to ask you to tone down what is perceived as being excessive powergaming that causes noticeable disruption to the rest of the playerbase. Powergaming is readily defined as the prioritization of amassing mechanical advantages for yourself, to the detriment of the enjoyment of others or the creation of interesting RP situations, and is to be avoided in favor of methods that both encourage and promote the fun of all parties involved in interactions where such moderation is possible. Regarding Flavour Text: Your character's flavor text should only contain information that any other character could discern at a glance. Any characteristic that would not be physically visible at a glance (such as personality, backstory, and so on) should not be included in the flavor text. Providing a link to drawn art of your character or your character bio/crew records is acceptable, though it must remain within SFW boundaries. Rule 3: SSD Players SSD Players are players that have disconnected from the game. They can be identified by examining them, which will reveal that “They have suddenly fallen asleep!”, or by clicking on them with Help Intent selected, which will outright tell you they are SSD. You may not touch or interact with people under the influence of 'Sudden Sleep Disorder' except to pull them to Cryodorms and place them in a Cryosleeper, to provide medical care to SSD players, such as medication or surgery, or to remove them from an immediate life threatening situation, such as a plasma fire; Even if the person in question who goes SSD is wanted, you may not arrest them without Adminhelping for permission. Likewise, you may not kill them if they are your assassination target. In this last case, place them in Cryodorms, and after they are removed from the round, you will automatically be given a new target; If the person goes SSD immediately after an arrest, you are free to continue processing and brigging them as if they were still awake. Likewise, if your assassination target goes SSD immediately after you begin attacking them, you are free to continue your assault; If you believe an SSD person needs to be interacted with (such as an SSD Captain needing to have their equipment removed), ask the Administrators first. Rule 4: Maintaining a Respectful Environment Under no circumstances is OOC harassment of another player allowed, regardless of who the victim is. Repeated IC harassment with little to no reason can be considered metagrudging; Racial, Homophobic, Ethnic, Religious, etc, slurs are not allowed ICly or OOCly. Terms such as "faggot" and "nigger", or any variations on them (such as "ligger", "furfag", etc.) are expressly not allowed. Interspecies racism is allowed (so long as no other Rules are broken), as it is considered IC; Excessive profanity in OOC is not allowed. Keep profanity to a minimum and completely stop if it begins to upset other players or you are asked to stop by a member of the Server Staff; Do not use the server to advertise other servers or for other commercial interests. An exception may be made if you seek Administrator approval (e,g, if you require help to test a server feature on a local testing server). Do not put down, invalidate, berate and/or otherwise insult any player, community or server. While anger, frustration, and abuse may be quite suitable ICly, you may be asked to stop by an Administrator if it is seen as over the top, spamming, or without good cause. You can easily enjoy your time on a specific server without having to share your disinterest or plain criticism of other ones. Rule 5: Play the Role you've chosen Choose the role based on what you want to spend the round doing; Choosing a Head of Staff role (such as Chief Medical Officer) means you will be expected to play to a higher standard of roleplay, seriousness and competence. You may be Jobbaned from Command if you fail to meet these standards, or if you ignore your duties; If you need to leave the round early as a member of Command, inform the rest of Command and Adminhelp it to inform the Administrators. Removing yourself from the round without doing this will lead to a Permanent Command Jobban; If for some emergency or technical issue you disconnect as a sensitive role and are Jobbanned on the pretense of leaving without notifying an Administrator, a quick appeal on the forums explaining what happened will solve the issue and revert the Jobban; Frequently joining a round, only to then leave if you did not get an Antagonist Role (Antag Fishing), is not permitted; If you choose to join as a more important role, such as a Doctor, Engineer or Security Officer, you are expected to be able to fulfill said role's duties to a reasonable extent when work is actually needed to be done. Using the job just for the equipment and then ignoring any emergencies that may require your attention consistently may lead to a Jobban; The following or not of SOP (Standard Operating Procedure) is an IC issue, and should be handled and enforced in-character, not via Adminhelp, unless the player in question runs afoul of other Server Rules or the behavior persists excessively over multiple rounds. However, jobs which specifically involve SoP - NT Rep , IAA and Magistrate - are required to follow it. Rule 6: Play Antagonists Responsibly Remember the goal of an Antagonist is to make the round exciting, fun, and dangerous, within limits. You should make an effort to add to the round, as opposed to simply completing your objectives and carrying on normally. The role of the Antagonist may pit you against the station. However, this is not grounds for murderboning the entire crew if your objective is to steal a jetpack, as you must work towards your objectives, not general mayhem. You may, however, antagonize/murder specific people who will help you complete your objective or who are hindering you from completing said objective. You are also permitted to freely defend yourself with lethal force if another player attempts to capture/hinder you; The “Die a Glorious Death” objective does not mean “Kill until killed”, nor is it an excuse to take a large segment of the station down with you; If you are not willing to act as an Antagonist, or if you have to leave the round midway, Adminhelp so someone else can fill your role; The “Hijack the Shuttle” objective means you are able to unleash whatever chaos is required on the station to accomplish your objectives. Certain rules, such as the ones concerning Metagaming and ERP, still apply. If in doubt, Adminhelp it; Lone Antagonists (Traitors, Changelings, Vampires, Malfunctioning AIs, Wizards) are under no obligation to work together, and are free to attack/hinder/mess with one another. However, Team Antagonists (Nuke Ops, Cult, Shadowlings, Abductors, Swarmers, Revolutionariess) must work together at all times; Antagonists are permitted to assist other antagonists with their objectives. They must tell you what their objectives are, before you can help them. They cannot simply request 'help'. They have to be specific about what the objective is, e.g: "The Syndicate asked me to kill X. Will you help?". This does not entitle you to mass-murder, or take other hijack-only actions, unless the person you are helping clearly tells you that they have hijack. If they do tell you that they have hijack, and you plan to help them by doing hijack-only actions, please ahelp this to let us know; Releasing the Singularity or the Tesla, tampering with Atmospherics, large scale destruction, or any other action that directly warrants a Shuttle Call, is reserved for those who have the "Hijack the Shuttle" Antagonist objective, or are a round-ending Antagonist by default (such as a Malfunctioning AI, Nuclear Operative or Wizard). The exception is if you have been given permission by the Server Staff; Antagonists are permitted to pursue their objectives even on the Escape Shuttle; Antagonists may not spawn camp the Arrivals Shuttle, or the immediate area, for late arrival victims Rule 7: Self-Antagging Some forms of Self-Antagging may be highly subjective. If an Administrator tells you to stop certain actions, you are to stop. An Administrator may also warn you if your general behavior over multiple rounds is becoming a problem, in which case you are to stop. If you need more clarification as to what behavior is a problem, you're highly encouraged to talk to the Server Staff about this. General Rules: Minor criminal activity is allowed as a Non-Antagonist. However, it will be considered Self-Antagging if it negatively affects a significant portion of the crew, or is done without any reasonable IC justification and/or provocation; The use of bombs as a Non-Antagonist is only acceptable in the bomb range, mining asteroid, and other Z-level variants. If you wish to use bombs on the station for any reason such as a Blob, Alien infestation, etc., contact the Server Staff and get their approval before doing anything; While the Escape Shuttle is in transit, Shuttle Grief is not allowed. Attacking people on the shuttle for any reason other than self-defense may lead to a Ban for Shuttle Griefing, with the exception of Antagonists completing their objectives. Violence is allowed once the shuttle has docked and end round statistics are displayed; Stealing high-value items (such as the Hand Teleporter) is generally considered Self-Antagging, as it is literally fulfilling the objectives of an Antagonist. If you believe that your theft of a high-value item is necessary given an emergency situation, please Adminhelp it first; Breaking people out of the Security Brig area is allowed as a Non-Antagonist to the extent of minor damage to the station. Releasing anyone from the Permabrig as a Non-Antagonist requires Administrator permission; Resisting arrest as a Non-Antagonist is allowed, but not to a lethal degree; Actively diverting Security personnel and resources away from an active and direct Antagonist threat in order to deal with you and your actions will be considered Self-Antagging; Claiming your character is a psychopath, has mental disorders, or any other related justification, does not change any of these rules, and is unacceptable as an excuse Assault and Self-Defense: Murder is not acceptable for non-antags. Killing should only be done in extreme self-defense, during an authorized execution, or in any situation Security can employ lethal force. If you wish to murder, or at least seriously injure, someone, Administrator permission is required; Violence capable of inflicting serious damage to someone, especially anything that places them into a critical state, is reserved for Antagonists. Outside Self-Defense, this kind of violence is not permitted; Self-defense is allowed to the extent of saving your own life. Putting someone into Critical Condition is considered self-defense only if they attempted to severely hurt/kill you. Preemptively disabling someone, responding with disproportionate force, or hitting someone while they are already down, is not self-defense; Minor assault and fistfights are acceptable, assuming that both players have a reasonable justification as to why the fight started. Assault without any provocation or warning is strictly disallowed under a majority of circumstances Clown and Mime: Being the Clown or Mime does not give you a license to break any Server Rules, much less any Rules regarding violence. You are here to entertain the crew, and can do so via light pranking, puns, jokes or artistic miming; While defining “humour” is, in fact, very difficult, actions like kidnapping, stabbing someone with a screwdriver or slipping people who are fighting Nuclear Operatives, should be avoided. Deliberately hampering the crew during a Code Red, or higher, crisis, will give them ample justification to retaliate accordingly. Rule 8: Validhunting It is only the job of Security to stop Antagonists. If you are not a member of Security, then hunting Antagonists is not something you should be doing. You may not drop your job, or go out of your way, to hunt Antagonists. You may, however, defend yourself or others from Antagonist attack if you happen to witness it; Antagonists that seek to destroy the station itself (Blob, Nuclear Operatives, Malfunctioning AI or Swarmers), or exterminate the whole crew (Xenomorphs or Wizards) are exempt from this Rule. However, players in jobs such as Medical, or Cargo, are expected to do those jobs if they are better suited to help the station; Evidence of Antagonist activity is required before you take steps to treat anyone as an Antagonist. For example, you may not force random people to drink holy water or randomly drag people into the Chapel Rule 9: Synthetics The order of the Laws is what determines the priority of the Laws. If two Laws contradict one another, you are to follow the one that is highest in the list, as it would overrule any contradictory Laws that come under it; Common sense is to be used with all default Lawsets – they have been installed by NT for the protection of the station and their interests. Rules Lawyering Lawsets in order to antagonize the crew is not allowed; As the AI, you may not ask for Law changes, attempt to force the crew to change your Laws, or prevent the Command staff from changing your Laws, unless you are an Antagonist, subverted, or your Laws require it. If you suspect a Law change to be grief, Adminhelp it, so it can be looked into, before you act on the new Law; The AI role is under the same scrutiny as Head of Staff roles. Administrators may Jobban you from this role if they feel you cannot live up to it. If you must leave the round as AI, announce to the crew that you are leaving, Adminhelp that you are leaving as AI, then use OOC -> Wipe Core. Failing to Adminhelp when leaving as AI is grounds for a permanent Jobban from AI; When performing duties as a Cyborg, you are to follow the same guidelines as the organic crewmembers charged with those tasks, unless your Laws state otherwise; Spamming AI Voice Announcements, or using it for long strings of nonsensical/unserious words, is not permitted. Rule 10: Corporate Security As a member of Security, higher standards of play are expected of you. You are expected to follow Space Law and Standard Operating Procedure correctly, when playing Security. Adminhelping or posting the words "Vox Can't Love" in an appeal will also let us know you've read the Rules; If you wish to RP a corrupt member of Security (taking bribes, beating a prisoner, etc), then Adminhelp for permission first. We're generally willing to give permission if the situation warrants it, or you have a valid justification Rule 11: Karma Trading Swapping Karma between friends repeatedly or other methods of 'Farming' is an offense that will result in being banned from the Karma system and all of its unlocks. Exchanging Karma between the same IP is forbidden as well Rule 12: Erotic Content As a general rule, anything more sexualized than kissing and hugging is considered ERP. We obviously cannot list all the fetishes that exist here, so please use common sense. Administrators may ask you to stop anything they feel is borderline, in which case you are to stop at once; Sexual innuendos, jokes, remarks, and comments are allowed to only a certain extent. They should not be used excessively and not overdone with details. Examples such as "Go blow one", "Eat a dick", or "Go twiddle the Captain" are fine; Linking any type of NSFW content anywhere on the server is strictly prohibited A massive thanks to Necaladun, Freestyla, SkyPing, Kyet, Scrubmcnoob, FlattestGuitar, Jedr, Fethas, LightFire and Saywat for putting up with my constant requests for nitpicks
  5. 15 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)
  6. 15 points
    Hiya! This is going to be a pretty long post considering it's kind of a big thing for me and I want to write out everything I can. I'll still be in discord if anyone's got any questions, but having a lot of answers in one place is probably a good idea. So you guys have probably noticed that I've been showing up less and less over the past few months up until now, until I've pretty much been entirely silent a good majority of the time. I've got busy work with school and the like to deal with since I've started at college, and I've been working more towards getting things settled life-wise. On top of that, my interests have shifted pretty significantly since around the start of summer, changing to different games and hobbies that I've been having a lot more fun with. I'm not nearly as in touch as I used to be, and I've been taking what feels like too much of a back-seated approach to headminning for some time, which, being an advocate for a much more active headmin role, doesn't sit right with me. I've had a lot of fun with you guys over these last 4 years, and I hope to continue to later, maybe as a player again, or as an admin if I ever find myself invested again, throwing about seals and random space horrors as usual. I've also met a lot of good people, some of whom I'm spending a lot more time with as of late, who've hopefully become lifelong friends of mine. For as eccentric and strange as the community is, the majority I've met are pretty awesome people, and I hope that doesn't change. As far as what I've been doing, I've been getting into other games and text roleplay with some of our community members and staff. Nonsense involving For Honor, Divinity OS 2, Pillars of Eternity 2, and some more casual stuff D&D with some people IRL (If you want my steam I'll throw it here https://steamcommunity.com/id/dumbdumn/ ). In terms of more serious stuff, I've been upholding my grades and handling my current job working for my university. With only so many hours in the week, all of these things combined makes it hard to focus and usually ends up in me jumping from one thing to the next without much of a coherent schedule. As of next week on Saturday, I'll be stepping down from my position and hanging around as a bluemin to see if less responsibility from the role has any effect on my activity or interest, since sometimes headminning and playing the game can feel more like work and less like a neat thing I can chill out with. If that doesn't work I still fully intend to stick around in the general discord, retired or not. That's about as general as I can make it without throwing in an information overload, but if you guys have questions or want to talk about something I'll be looking out for replies on this thread for the next few days. See you nerds around, Dumb.
  7. 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.
  8. 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!
  9. 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.
  10. 9 points
    Encyclopedia Medicina When I first started playing SS13 the first job I picked up was medical doctor. Over the years I code dived to learn more about the profession and recording my findings. I eventually moved on from medical, but the notes remained. I've reformatted all the data I've mined from looking at the code and placed it into Encyclopedia format, along with my own experiences and advice in medical. Because the info was extracted over a period of a few years some info might not still be accurate although I've tried to go back and update everything. If there is anything you know for sure is inaccurate please let me know. I've tried to stick mostly to facts and not opinions although a but of editorializing was necessary. If you disagree with anything herein feel free to reply and give your reasons respectfully. If anything is inaccurate or incomplete please let me know so a correction can be made.
  11. 9 points
    Xray vision has been a pretty controversial topic. Many of us have stories about when it has screwed us over and ended our round pre-maturely. Here is a story of a unique problem I had with Xray… I am the Blueshield. I slide a cig out of my pack of Robusts and fire one up. I grab my gear and take a peek at the manifest to see who I’m keeping an eye on this shift. The captain is Gerhard Van Lutz. Been a long time since I’ve worked with Gerhard…haven’t seen him much since the accident that changed him from a human to a vulp. This will be interesting…I think to myself. I head to the bridge. As I enter I see a male vulp partially hidden by the chair he is occupying in front of the crew monitor terminal. I say “Sup bos---ohhh you aren’t the captain.” Stupid me…mistaking one vulp for another. This particular specimen happened to be the NT Rep, Wolf O’Shaw. How could I NOT notice it was him? He’s not wearing a shirt, I mean…he NEVER wears a shirt…and those muscles….oh my…get it together Tet... He grins and says “Nah, I’m the more handsome one” Such ARROGANCE but…well…who am I kidding… Flustered, I stammer “You all look magnificent to me…” as I look away shyly. YOU ALL LOOK MAGNIFICENT TO ME? WHAT THE HELL WAS THAT!? STUPID! GET IT TOGETHER! Seemingly unphased by my blunder he reinforces his previous statement saying “But I’m better” as the captain emerges from his quarters. We exchange salutes and he greets me with a familiar “Hello there, madam” He’s always been so proper…so much less brash than Wolf. I’ve mostly only worked with him back when he was human…he’s…well he’s different now… FOCUS!! I shake away my thoughts. Over comms we are hearing confirmations of a cult. So soon? I haven’t even finished my first cig yet. This reminds me, the one I’m currently working on has lost its flavor, so I stomp it out on the floor and swap it out for a new one. Confirmed cult and I am stuck on the bridge babysitting these two? Lucky me! NO! BE PROFFESSIONAL! This is gonna be a looong shift…I should take a walk to get my mind off things. I inform the two of my intentions and begin hunting down the rest of command to implant them, as well as gather supplies from Security. Now that I’m fully geared up I start making my way back to the bridge. What is that GODAWFUL sound I hear echoing down the hallway?! The clown, Loud (yes...thats his name) is standing in front of the bridge, playing as many instruments as they can at once, as awful as they possibly can. The noise was disabling. I swiftly draw my revolver from its holster and silence the noise with one golden bolt. The NT Rep and captain both protest my action over comms. I plainly respond “I had to end the noise” Wolf counters “I’ll end your noise in a minute” I continue with “It was dangerous to your ears.” I glide past the still convulsing clown heading towards the locker room. At the beginning of the shift Slith recommended I dye my hair blue, voicing some complaint about a Redshield. I figured I’d give it a shot. I stand in front of the mirror and use its built in RHD (Rapid Hair Dyer…kek) to change my hair to various shades of blue. AWFUL! I dye it back to its unnatural bright anime gurl red and I notify Slith that the blue hair is a no-go and head back to the bridge. The clown is gone now. No more noise. “See?” I say “Threat neutralized.” Gerhard questions “The clown?” “Yea…notice how your ears don’t hurt anymore? Your welcome.” Wolf grumbles “You are making my ears hurt” Gerhard says “As I was just saying to the NT rep…I am pretty sure that ‘song’ will keep anyone away, cultist or not…” We enjoy a moment or two of peace until… Gerhard groans “There it is again!” as he retreats to the conference room. Wolf leans back in his chair and sighs. I screech “Oh—god—its—AWFUL!” as cover my ears. Through the now muffled noise I hears a report of someone being attacked on security comms. Annoyed I respond “My EARS are under attack by the CLOWN!” Gerhard returns holding an unopened pack of Robusts and morbidly says "I think I need an additional pack today..." I perk up and exclaim "Aha! Cheers!" as I rattle the last cigarette out of my first pack. I swiftly swap out the old with the new as I adjust my vision in Wolf's direction. My eyes widen as I watch him pull a cigarette out of his pack of Uplifts with his fangs. My mechanical heart begins to overclock as I am filled with uneasiness. Oh dear… I stammer "Oh my...I need to uh...get some stuff from Medbay..." I quickly rush off while keeping my eyes fixed to the floor in front of me. I don’t NEED anything from Medbay but...I needed a change of scenery... Be careful what you wish for. As I stand in front of the Nanomed stuffing the basics into my bag, the geneticist, Val Ragnar waves me in his direction. Val offers “Xray?” I reluctantly say “Eh…sure…though it always makes me a bit queasy…” He preps the syringe and injects me. “GAH!” I blink rapidly as my vision alters “I’ll never get used to that” Not even sure why I agreed to this…but…whatever…can’t hurt…right? I receive a non-supportive “Walk it off weakling!” from Val as I rub my eyes and return to the bridge. The captain and NT rep are chatting in some language I don’t understand as I come into their view. Oh god… I stiffen. I stammer “Oh my…this xray vision may not have been the best choice…” I begin to sweat as I try to process what I am seeing. Gerhard appears to be too focused on comms to notice. Wolf barks “Stop staring” I dart my eyes around the room looking for some recluse. “I’ll be uhhh” I barely manage to choke out as I quickly move over to the crew monitor console and bury my face in it. Gerhard finishes what he was doing on comms and says “wait a second...did you...do you...are you able to see through clothing Tetra?” He DID notice! CRAP! Trying to hide how my emotions, I laugh out nervously “NOPE! JUST…WALLS…” Wolf prods “Why are you blushing?” What the hell have I gotten myself INTO!? Gerhard raises and eyebrow and questions “Just walls?” “YUP!” I lie again. Wolf retorts “You’re blushing more red…you are filth” as he blows a large cloud of smoke and rolls his eyes. I can’t help but glance over at Gerhard, then quickly dart my eyes back to the console in front of me. You aren’t fooling anyone. They KNOW! With a resigned tone I pointlessly repeat “Just….walls.…” Gerhard coughs “Aha…ehm…yes…surely…just walls.” Wolf laughs to himself and then begins another conversation with Gerhard in the unknown language. What are they talking about? Are they talking about me? I'd kill to know what they are saying! To add to my annoyance, there is a Medibot in front of the bridge that is repeatedly announcing that I require attention. My readings are probably a bit off due to the alteration. I frown. “This medibot aint gonna shut up” I state angrily as I exit the bridge to seek its treatment. As I walk back onto the bridge Wolf and Gerhard continue their conversation. Wolf has an amused look on his face and Gerhard appears worried. My face contorts as I weakly leak out a “Ehm…” Gerhard echos “Ehm…anyways...” Wolf instructs “Stop. Staring.” My shoulders sink as I slink over to the crew monitor once more. Looking for a distraction himself, Gerhard says “Right…new cigs…that’s what I wanted to do…” and he walks into his quarters. “You’re lewd” Wolf accuses. I offer no argument but glance over at him and quickly look away again. Wolf says “I’m not covering myself up for your benefit” Chewing on my cigarette I grumble “I don’t think it’ll help” Gerhard chimes in as he returns to the room “Help with what?” Frustrated, I stand and point accusingly at both of them “I TOLD YOU BOTH! JUST---WALLS!” as I cross my arms, scoff, and turn away. Wolf heckles “You keep blushing, I wasn’t born yesterday” Why am I even bothering to attempt this charade…this is the WORST! There is an uncomfortable silence for a moment, broken by Gerhard barking “God damnit!” I become alert and raise an eyebrow as I turn towards him “Hmmm?” He gestures around the room “I need a janitor stationed right here for the whole shift!” he angrily scurries around the room picking up the cigarette butts that have accumulated. Sorry boss I DIDN’T NOTICE. I’ve been DISTRACTED! Is THIS his idea of trying to change the subject?! Does he think this HELPS?! I frown and take a long drag to finish off my current cig. Wolf scratches the back of his neck and grins. As he finishes cleaning up the mess Gerhard exclaims “This was one of my main duties so far! Collecting trash in the bridge!” followed by a sarcastic clap. “Fucking glorious!” I defiantly throw my first empty pack on a table as Gerhard finishes depositing the mess in his quarters and returns. Sadly he doesn't notice. As I light up the first cig from my freshly opened pack, I glance back and forth between the two of them scanning them up and down. Less flustered than I initially was, I’m now filled with a bit of excitement. I could get used to this… The thought is fleeting as Wolf interrupts “Tetra?” Innocently I say “Hmmmm?” “Who’s bigger?” he mocks with a wicked grin. I turn pale as I once again stiffen and weakly chirp “I….” Wait…did he just…? What…WHAT?!? I quickly retreat to the corner of the room and gasp out “OH MY GOD!” while covering my face. “What?” he chuckles innocently “I was just talking about our muscles” as he flexes. While I try to hide my embarrassment, they continue chatting in their unknown language while laughing and chuckling. This is a disaster… The cigarette I’ve been working on has yet again lost its flavor. There is not enough nicotine in the GALAXY to deal with this shit! As I shakily remove another cigarette from the pack I hear Gerhard reverts back to speaking a language I understand again “How many are left madam?” What?! Is this another attempt to diffuse the situation? I respond “Oh um…there’s…I’m on my second pack…” He exclaims “Really?! Impressive!” I quietly respond “They lose flavor quickly…and I’m KINDA stressed this shift” as I turn my attention to the greytide standing out front the bridge. THIS is a welcome distraction. A muffled voice comes through his gas mask “Open please” Very firmly Wolf says “You aren’t boarding a restricted area” Time to take out some frustration on this baldie. “What a lovely gas mask you have!” I say cheerily while clapping my hands together. I grin and change to a low mocking tone “All the cool kids wear those, don’t they?” He scurries off without another word. Skittish little shit. I turn my attention back towards the Wolf’s grinning face and he sarcastically asks “Stress? But Agent Vega, you have Gerhard and I here? You think it would be the opposite.” I glare at him and then quickly turn my back to him as he flexes again. I take a deep breath. He is enjoying this WAY too much! Maybe I’m enjoying it way too much… DO! YOUR! JOB! I get a bit lost in my thoughts as the familiar sounds of an unfamiliar language and laughter come from behind me. A familiar face returns to the front of the bridge. More accurately a familiar mask. The clown, Loud, living up to his name, loudly announces “WITNESS ME!” With a sigh of relief I say “Please, clown, I will welcome ANY distraction right now.” I hear Wolf’s voice increasingly unwelcome voice behind me “Agent Vega, you are in the gun show, there are no time for distractions.” There is a pause followed by a hearty “Ka-paw!” I catch a glimpse of Wolf’s reflection in the glass in front of the bridge. HE IS FLEXING AND POSING?!?! I gasp “MY GOD! I’M GOING TO GENETICS! RIGHT NOW!” Wolf victoriously states “You’re welcome” as I run past him towards Medbay. I frantically bang on the window for genetics while trying to catch my breath “I NEED….CLEAN…SE…SO…BADLY!” What appears to be a glowing and disfigured humanoid resembling the geneticist who bestowed this curse upon me answers the door and screams “DEAF! BORK BORK!” and points to his PDA. I pull out my PDA and frantically message my request to him, shortly after he tosses me a needle. I close my eyes, inject it in my arm, and let out a sigh of relief as my vision returns to normal. Finally this nightmare will come to an end. I return to the bridge. Gerhard is holding his cigarette in hand watching it burn off. Wolf is chewing his cigarette with an annoyed look on his face. “Say madam, would you like a new one?” Gerhard says while offering me a cig. This is much easier to digest. “I uhh…” I wave him off and light another of my own. He inquires “And let me guess, you had xray removed?” I scan both of them with my eyes, look sideways and sigh “Yes. It was---unnecessary…” This is still pretty distracting...hold it together... Wolf’s annoyed look returns to amusement “I think you did it intentionally” he grins. I frown. More unknown words and chuckling from them as I mumble to myself “I’ll never forget it…” That’s for damn sure. His ears twitch and he prods “What was that?” Attempting to maintain my innocence I lie “Hmmm? Nothing” He grins “It sounded like it wasn't nothing, but if you says so…” This son of a bitch won’t lay off! Gerhard offers “Don’t worry madam. We believe you!” followed with a clap. I clear my throat and grumble “Something new every time I work this job…” I plop down in front of the crew monitor yet again. At this point security has cleaned up most of the cult. I glance over at them and sigh “Yea…things are kinda boring now…” and quietly mumble to myself “Maybe I should have kept xray…” Gerhard says “Ohhh of course!” while waving around a cigarette butt he grabbed off the floor “Trash again!” I chuckle. At least I'm not the only one suffering discomfort this shift. Wolf nods towards me “Those were Vega’s. Wasn’t me. All Vega” Gerhard demands “Clean it up goddamnit!” I shrug and say “Yessir!” and begin to march around the bridge picking up all the trash. I deposit it in the trash can in the conference room, march back into the bridge, and stand at attention while saluting and announce “Mission complete. Sir!” That’ll show him. I hold the pose for a few seconds before I burst out laughing. Not seeming the least bit amused he points to a spot on the floor “Missed one” He groans and retreats to the conference room, but quickly returns. “You bought all of them?” he asks Me “Hmmmm?” He sighs “The Robusts.” Delighted I say “Oh you smoke Robusts too? Here, I’ll fetch some more” as I hand him an unopened pack from my bag. Wolf shakes his head and chuckles to himself. “Thank you madam” Gerhard says as I head towards the dorms to restock my supply. When I return to the bridge the Captain and NT Rep are having yet another conversation in their unknown language. I glance back and forth between them silently. Wolf squints at me “You got xray again, didn’t you?” REALLY?! Well…I’d be lying if I said I didn’t think about it… I remorsefully respond “No…” then murmur out of the corner of my mouth “…not yet” I scan them with my eyes once more, then let out a sigh. Wolf grins “Like what you see, Vega?” With a saddened look I turn away and say “I’ll live. I’m just uhh…just remembering what it was like when I could see through walls.” I begin twirling my hair and get lost in my thoughts again. Then the Head of Personnel, Aevon Cook, enters through the conference room. He greets “ ’Sup lads, this where all the cool kids hang out?” His voice has a bit of an accent to it. I respond “Doing our best to fill the bridge with smoke.” He scorns us “Smoking ain’t cool, aight? Stop hotboxing the fuckin’ bridge.” I retort “Ohhh trust me, you don’t want to see me without my nicotine.” as I fire up a fresh cig from my newly acquired pack. Aevon says “We should probs do somethin' about that cult.” Wolf says “Thats what security is there for” I agree “Thats right. Our job is to sit here and look pretty.” Then mumble to myself “…especially the Captain and NT rep…” I don’t have xray anymore but they are still easy on the eyes… Wolfs ears twitch and he raises an eyebrow towards me, flexes, and grins. Aevon replies “They dealin' with it?” Gerhard says “Of course they are, excuse me, Blueshield?” Annoyed, Aevon sarcastically says “Sure, lemme just pull out my security headset.” Aevon SHOULD have access to security comms... Ignoring the Captain I make my way over to him “Ohh you must not have security comms switched on, here” I help him adjust his headset. “There!” Wolf and Gerhard begin another conversation in their unknown language, and then Aevon joins them. Another one…great… I roll my eyes and say “Ohhh yall have your own special language…speaking of cool kids…” Annoyed, I demand “The fuck yall sayin?” Aevon chuckles and says “They talkin’ bout how big they dicks are” Gerhard quickly objects “Excuse me?” Wolf teases “Mines bigger” Gerhard commands “That’s highly inappropriate” Aevon chuckles “See?” I stiffen. What?! WHAT?! Wolf!? Gerard?! WOLF!!!! THIS WAS WOLF DOING!!! HE STARTED THIS!!! BUT GERHARD TOO?! NO! HES NOT LIKE THI--- My face red with anger and confusion, I explode “WHAAAAT!?!” Wolf laughs and Gerhard face palms himself. Aevon adds “Fuckin’ dodgy ass captain” I continue “OH—MY—GOD!!!” Through my blind rage I fail no notice Gerhard attempting to explain that this is all a ruse. Wolf rolls with it and can barely contain himself. Aevon has a sly smirk on his face. Terry Watson suddenly appears in front of the bridge and awoos “I thought I smelled something off” “YEA!” I point at Gerhard and Wolf accusingly “ITS THESE TWO!” I scoff at them and then stomp out of the bridge. As I leave Aevon pours on “HOLY SHITE SIR HOW COULD YA SAY THAT?!” while holding back his laughter. My mind races. There’s no way…what else have they been talking about?! DISGUSTING! UGH! MEN!! This is the worst day ever! I retreat to the familiarity of the brig to find some comfort. After a few moments sitting in the brig meeting room burning through the rest of my Robusts I hear Wolf through my headset “Vega, we were just kidding. Don’t be sour.” I take a deep breath as I grab a new pack of cigs from the vending machine next to me, then nervously respond “I’m not sour about anything, just checking up on the HOS” No you aren’t. You are HIDING. Liar. Get off your ass. You have a job to do. Wolf informs me “Well…the CMO is on the bridge bleeding out” FUCK!!! I rush to the bridge to find the CMO perfectly fine. He apparently patched himself up. But there is blood everywhere. I gesture around the room while looking at Gerhard “You yelled at me for my cigs…just sayin” The AI chides off an annoyingly familiar “ASS BLAST USA” I scorn them “AI…stop talking nonsense about ancient civilizations” I swear to god it’s like NT is letting stupid teenagers program these AI’s lately… Gerhard looks at the floor with disgust. I persist “You made me clean up all my own shit. Maybe get the CMO in here with a spray bottle” I try to snap my finger but it snaps right off!! OHH GOD! THE PAIN!! I scream “OH MY GOD!!!” Gerhard winces “Tetra...thats...not healthy...maybe you can tell the CMO while having them reattach your finger..." I decide to seek treatment in the brig. I spend a few moments chatting with the brig doc about how things are going for them and complimenting their setup. Our conversation is interrupted by reports of spiderlings. Time to get back to work… I offer the brig doc a casual salute and take my leave. As I head back towards the bridge I notice the blast doors are down. I quickly unholster my revolver and press my back against the wall while scanning the room. I calmly say into comms “Why is the bridge locked down?” Gerhard replies “Noise control” and shortly after the lockdown is lifted. My posture relaxes as I holster my revolver. Must have been the fucking clown again… As I walk onto the bridge I glance around. The CMOs now dry blood on the floor. Other garbage laying around. I clap and sarcastically state “Good thing I cleaned up my cigs!” Gerhard agrees while looking around the room “Yes…this is a mess…a disgusting m---” A warning siren goes off. A radiation field is approaching. We need to retreat to maintenance. I escort the captain and NT rep to EVA maint. As we stand silently in maint waiting for the storm to pass I reflect on the craziness of this shift and whisper to myself “I can’t tell if this is one of my greatest dreams or worst nightmares” Both of their ears twitch. Freaking vulps. God I love and hate them so much at the same time. Wolf says “What was that?” Gerhard questions “Your greatest dream, madam?” I defensively say “It was nothing. I was talking to myself.” The janitor suddenly joins us. I point at him and say “HE! JANITOR!” and he zips away on his janicart. I pursue him. He cannot leave due to the radiation so I have him cornered. I request “Hey man, once this storm is over, come clean the bridge, ya?” He yells back at me “BLIND AND DEAF” I frown and walk away. I approach the NT Rep and Captain and say “WELP! I know why the station is such a goddamned mess! The JANITOR is blind AND deaf.” while clapping. We all chuckle and shake our heads while the radiation storm ends. As we return to the bridge from the shelter of maintenance, I glance at the clock. Finally, this shift is almost ov--- My thoughts are interrupted by another deafening siren. Oh god...Terror Spiders... THE SPIDERS SPREAD THRU THE STATION A DEATHSQUAD CAME IN TO PEW PEW THEN NUKE THE STATION AND EVERYONE DIED THE END!!! Special thanks to @Normalyman and @Trubus for playing their parts and anyone else who contributed to allowing this ridiculous story to become what it did. I did want to note that none of the quotes or emotes were embellished to make this more interesting. I used my evil admin powers to dig up the exact lines. It was all actually typed out and happened in the round. At times I simply added tone to the speech based on how I perceived it personally, though even the tone was sometimes typed out as well, and Tetra's THOUGHTS to add some flavor. Stories like this are why I continue to play this game.
  12. 9 points
    A drunk Zeke Here's Zeke in a pretty dress. I was then told to draw more males in dresses, so here's a sketch And here's Terry and Gerhard in a dress!! they're pretty and cute.
  13. 8 points
    A Short Introduction Much has been said about the curious specimens colloquially known as "Shadowlings" by the doomed crew of many a research station and scientific outpost. Despite the numerous encounters with the creatures, as well as a multitude of detailed after-action reports from failed Ascendance Events, very little is known about them, be it their history, behavioral patterns outside known encounters and even biology, if such a thing even applies. While officially NanoTrasen defines Shadowlings as Xenos Umbra, following in the naming scheme utilized for other creatures such as the Xenos Mutatio ("changelings") and Xenos Venenum (genus utilized for a variety of giant spider species), recent findings (Bolton & Carter, 2512) have cast doubt on the notion that Shadowlings can even be classified under the same taxonomic rules as Realspace animals, considering their innate connection to Bluespace. Curiously, it appears that the creatures have an increased interest in NanoTrasen assets and activities when compared to other companies, sovereign governments or other smaller independent polities, most likely due to the former's heavy interest in Bluespace experimentation and various active Research&Development projects dedicated almost exclusively to the weaponization of this dimension of space, hinting at their true nature. However, despite this fact, and due to the disparate sources involved in collecting data about the creatures, a full picture of their species as a whole has never been painted before, something that presents itself as a clear and present security risk for the company, its employees and its shareholders, considering the disastrous effects of Ascendance Events and the amount of damage involved. Due to this lack of a complete picture, the NanoTrasen Board of Directors has empowered me, Senior Research Director Quincy D. Huxley, to seek out and compile any information available on the Xenos Umbra, with the ultimate goal of compiling a full compendium of the sum total of knowledge available at this point in time on the creatures themselves, starting with the first recorded encounters and ending in the current day and the verifiable increase in Ascendance Events. This will most likely require vast amounts of resources; therefore, full access to a special company wallet has been granted, and a personal shuttle provided for any transportation required; this shuttle will be equipped with a small library and research laboratory, as well as a Series-17 Bluespace Restrictor Cell, meant to house exactly one (1) Shadowling specimen, should one be acquired. This will most likely be a long-term endeavour, and I have therefore terminated my current contract for the sake of proceeding with this study. Provided enough space is available, I will inquire into the possibility of recruiting additional trusted researchers. For now, however, I must gather what little data I have available, and set course for my first chosen destination. Signed, Quincy D. Huxley References: Bolton, K. D., & Carter, L. L. (2512). Anomalous readings in post-experimentation toolsets: an investigative report on Xenos Umbra effects on laboratory equipment. NanoTrasen Science Report, 4685(15542), 425-498. END LOG.
  14. 8 points
    This is a complete compilation of all Syndicate Traitor purchases for the last 30 days (22/09/18 - 22/10/18). I thought it would be fun for both admins and players to see what the buying habits of traitors are and discuss it, so with permission from @necaladun these are the lists for traitor item purchasing. I will insert two lists, one sorted by category on the uplink and one sorted by most purchased items. Note: This list filters out any nuclear operatives purchases. This only includes Traitors, Traitor Changeling and Traitor Vampires. This also does not include the item being gained through a surplus crate. Note 2: Due to logging issues, which do not effect our ability to administrate due to us easily able to find out what the item was during the round and was only found out via this statistic gathering, the following items are NOT included in the list: Energy Daggers, Sleepy Pens, Poison Pens, Syndicate Bombs and Power Beacons. For disclosure anyway, the combined amounts of Energy Daggers/Sleepy Pens/Poison pens was 196 and Syndicate Bombs/Power Beacons 54. All statistics below do not include these, including the telecrystal count. Note 3: This took 2 and a half hours to make kill me. TOTAL AMOUNT OF TELECRYSTALS SPENT: 16603 List via Category Job Specific Items Highly Visible and Dangerous Weapons Ammunition Stealthy and Inconspicuous Weapons Stealth and Camouflage Items Devices and Tools Space Suits and Hardsuits Implants (Pointless) Badassery List via Amount Purchased (Highest to Lowest) Cryptographic Sequencer - 374 Standard Encryption Key - 175 Energy Sword - 151 FK-69 'Stechkin' Pistol - 147 Holoparasite Injector Kit - 130 Magazine - 10mm - 123 Composition C4 - 113 Agent ID Card - 98 Syndicate Surplus Crate - 95 Syndicate Soap - 91 Storage Implant - 89 Syndicate Minibomb - 86 Advanced Pinpointer - 74 EMP Grenades and Implanter Kit - 68 Detomatix PDA Cartridge - 56 Universal Suppressor - 56 Artificial Intelligence Detector - 55 EMP Flashlight - 49 No-Slip Syndicate Shoes - 45 Martial Arts Scroll (Carp) - 42 Fully Loaded Toolbox - 42 Gloves of the North Star - 41 Chameleon-Projector - 37 Raw Telecrystal - 37 Voice Changer - 35 Pizza Bomb - 34 Andrenal Implant - 34 Chameleon Security HUD - 29 Thermal Imaging Glasses - 29 Syndicate Space Suit - 29 Poison Bottle - 29 Mini Energy Crossbow - 28 Fiber Wire Garrote - 28 Mindslave Implant - 26 Chameleon Jumpsuit - 25 Syndicate .357 Revolver - 24 Smuggler's Satchel - 22 Magazine - 10mm Armor Piercing - 21 Pickpocket Gloves - 21 Syndicate Smokes - 20 Syndicate Bundle - 19 Syndicate Briefcase Full of Cash - 19 Magazine - 10mm Hollow Point - 17 Camera Bug - 16 Freedom Implant - 16 Radiation Laser - 15 Mind Batterer - 14 Syndicate Hardsuit - 14 Toy Gun (with stun darts) - 13 Hacked AI Upload Module - 12 .357 Speedloader - 11 DNA Scrambler - 11 Stimulants - 11 Atmos Grenades - 10 Dehydrated Space Carp - 10 Binary Translator Key - 10 F.R.A.M.E. PDA Cartridge - 9 Uplink Implant - 9 Magazine - 10mm Incendiary - 8 Dart Pistol - 8 Blood Red Magboots - 7 Contortionist Jumpsuit - 7 Syndicate Playing Cards - 6 Chef Excellence Special Sauce - 6 Box of Throwing Weapons - 5 Chameleon Stamp - 5 Meat Cleaver - 5 Power Gloves - 5 Syndicate Surgery Duffelbag - 4 Power Sink - 4 Radio Jammer - 4 Briefcase full of bees - 4 Missionary Starter Kit - 4 Chainsaw - 3 Adaptive Cardboard Cutouts - 3 Voodoo Doll - 3 Power Fist - 2 Prototype Bone Repair Kit (Nanocalcium) - 2 Military Belt - 2 Banana Grenade - 2 Proximity Mine - 2 Telegun - 2 For showing that you are The Boss (Balloon) - 1 Chameleon Flag - 1 Safety Scissors - 1 Boozey Shotgun Shells - 1 His Grace - 0
  15. 8 points
    Field Report A-2: The NSS Discovery Incident The NanoTrasen Science Station Discovery remains as one of the company's darkest and most well-hidden mysteries, one that remains secured behind Authorization Level Epsilon to this day; I myself was only authorized to peruse through existing logs due to the nature of my investigation, and even then was forbidden from directly quoting any part of them, being forced to utilize indirect references and "close-enough" paraphrasing. With construction beginning in 2401 and ending in 2432, the NSS Discovery was the first in a new series of research station design iterations that would eventually culminate in the Cyberiad-Pattern Research Station design. The Discovery was set to become the very first NanoTrasen-owned installation dedicated entirely to Xenobiological studies. To that end, it was equipped with multiple decks of reinforced containment cells, several high-tech Hydroponics units and approximately three times more weaponry and riot control gear than most other research installations extant at the time of its inaugural shift. Its final location was chosen to be the Tau-56 system, located in the far reaches of the Tau Fringe, next to a star cluster notable for its high incidence of Earth-like planets inhabited by unique fauna and flora. It operated from 2432 to 2498, after which it was officially declared "Missing Under Suspicious Circumstances". The loss was designed as "Category C", ostensibly standing for "Catastrophic", considering the amount of resources and personnel invested into the facility. While officially NanoTrasen has never provided a reason for the Discovery's disappearance, the "unofficially accepted" explanation is that it was destroyed via unauthorized activation of the on-board Nuclear Failsafe Device, ostensibly installed in order to prevent hostile takeover by the part of any hostile entities, sentient or not. However, the few records that do exist in regards to the Discovery do not support this hypothesis, as no radiation bursts were detected from its last known location, and no debris belonging to the station was ever found. For all intents and purposes, the station disappeared, and was not simply destroyed. However, the last two shifts recorded as having taken place aboard the NSS Discovery shed a light on the most likely reason for the facility's vanishing: a successful Ascendance Event. Approximately sixteen hours before all communication with the Discovery ceases, the second-to-last ever shift begins with no incident. Research into captured Xenos specimens continues as programmed, with only a few minor scuffles reported by on-site Security staff, ostensibly over a "rigged" arcade machine that on-site Engineering staff had installed in the cantina. However, approximately eleven hours before communications cease, just beyond the halfway point of the shift, several abnormalities in the station's power grid are reported, with several departments issuing formal complaints with the on-site Chief Engineer, one James Blasky, over the constant brownouts experienced by the crew. No abnormalities with the Singularity Engine are reported, and Engineering officially explains the power grid failures as being the result of faulty wiring. Despite extensive repairs over the course of the rest of the shift, powergrid issues persist without being resolved, and Chief Engineer Blasky officially faxes the NAS Karakorum (attendant administrative center to the NSS Discovery) requesting the following shift be equipped for more in-depth repairs of the grid, including potential SMES unit replacements. The rest of the shift proceeds without other incidents. However, at the beginning of the following (and final) shift, the NAS Karakorum issues a notification to the NSS Discovery, warning on-site captain, Melinda Bernstein, that a crewmember from the previous shift, one John Berkeley, never reported at the end of their work period, and that a full search of the station was mandatory in order to ascertain their whereabouts. Captain Bernstein indeed orders on-site Security staff to search the station for Mr. Berkeley, to no avail. Powergrid issues persist, and in fact worsen throughout the first half of the shift, until an odd report on the part of the on-site Cook has Security staff investigate the walk-in freezer, where they find multiple slabs of meat missing, along with one of the back doors being hacked open. Security is unable to follow any trail, but comms chatter logs indicates that Security staff suspected it was the work of the missing crewmember. Approximately three hours before communications cease, all lights within the Medical Department simultaneously fail, plunging the area into darkness for approximately ten minutes before Engineering staff respond with enough replacements. All contact with medical personnel ceases past this point, and Medbay goes into lockdown. On-site Security staff respond by issuing an arrest order for the on-site Chief Medical Officer, one Andrew Adams, and issuing Riot Control gear to multiple officers. Approximately two hours before communications cease, the NSS Discovery's powergrid shuts down, plunging the station into complete darkness. On-site Engineering staff do not respond to this, claiming they were evacuating and citing multiple encounters with hostile entities in the maintenance tunnels around Medbay and within the department proper. Command-level comms chatter is rather confusing, and it seems that the administrative staff was never quite aware of what was happening, believing the situation to be some sort of mutiny, up until approximately one hour before communications cease, when Captain Bernstein issues a request for an Emergency Response Team, citing an infestation by unknown lifeforms that had, to their best of their knowledge, consumed most of the Medical and Engineering staff. The NAS Karakorum scrambles ERT Gallia-15, a Red-Level Emergency Response Team composed mostly of close combat specialists and accompanied by three medics. Upon boarding the NSS Discovery, approximately 15 minutes before communications cease, Gallia-15 reports that all on-site comms chatter has died down, and that none of the facility's electronics appeared to be functional, the team being forced to use emergency crowbars to force open depowered airlocks in order to progress. Gallia-15 reaches the Discovery's Bridge, only to find it empty, and the Captain's office ransacked. Gallia-15 reports this to the NAS Karakorum, presumably the reason why an unauthorized nuclear activation is believed to have been the cause for the disaster, the on-site Authentication Disk being missing. At this point, approximately 5 minutes before all communications cease, Gallia-15 reports a loud scream that seemed to be audible throughout the entire station. Following this message, Bluespace distortions severely compromise communications with Gallia-15, with the last few words audible in the logged recordings speaking of red eyes, Bluespace teleportation and large mobs of brainwashed crewmembers. Eventually, all communications with Gallia-15 cease, and no further messages are received from the NSS Discovery from that point forward. With no further information to work with, the NAS Karakorum authorizes activating ERT Mercury-3, a Gamma-Level Emergency Response Team. Mercury-3 would deploy to the last known location of the Discovery, only to find all traces of it had disappeared. Despite searching the Tau-56 system and surrounding star cluster, no signs of the station, or debris belonging to it, were ever found, and NanoTrasen officially files the "Missing Under Suspicious Circumstances" notice 3 standard days later, followed by classifying all information pertaining to it as Authorization Level Epsilon, despite the lack of any hard evidence concerning any tangible, known threats. However, NanoTrasen's actions betray an already budding interest in the Xenos Umbra threat, as the disappearance of the Discovery occurs several years after the company was made aware of the species' existence, and follows many of the patterns exhibited by known and recorded Ascendance Events, such as frequent powergrid issues, lighting system malfunctions and progressive subversion of the crew, in addition to frequent mentions of red eyes and brainwashing, not to forget the massive amounts of Bluespace distortions both reported by Gallia-15 and recorded on long-range scanner arrays. This seems to indicate that early action taken towards these creatures involved an attempted suppressing of information, rather than dissemination and study. To this end, I will need to attempt to identify similar attempts at censoring vital information, and seeing where they may lead me, then attempt to ascertain what caused a shift in attitude towards these creatures, seeing as modern NanoTrasen policy both acknowledges the existence of the creatures, and actively encourages its research divisions to acquire as much information as possible about them. Signed, Quincy D. Huxley END LOG.
  16. 8 points
    Has been over a year now, and despite me being full of errors and mistakes to the point of me being an anxiety fueled paranoid toxic wreck, that spits caustic shit at everyone approaching, I always had people in this community standing by my side helping me during my worst times. This is the most welcoming, warm community I have been in so far and I hope it stays like this for a long time... I am just glad you people exist, you made a huge difference in my life, turning it from an inconvencience and just downright pain into something more or less enjoyable for me. Nowadays I am looking forward to the evenings where I have off to spend time with all the friends I have made here, all the gentle and nice people. Thank you everyone for this, for showing me that there are good peopple out there and being always patient with me. That theres something different than just plain out work till you can't anymore. I love every single one of you. Thought that was necessary to say this. Thank you.
  17. 8 points
    Last year around today is when I started playing space station 13, and paradise station. I've been able to have all sorts of fun with people, and being part of this has improved my life (before this, I usually play single-player games, etc). I've gotten to know quite a few people (even a few who are very dear to me now). For about 8 months I have played the character Szlaa Kaallu, and have felt comfortable. I'm not always good with socializing with people, but I hope I can have another nice year of playing with everyone here, even if different people come and go.
  18. 8 points
  19. 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.
  20. 7 points
    Hey all, TL;DR: If you're interested, some of the game files could be made smaller with assistance to keep the process ongoing for new files. Cut the current sprite source size by 27% (12.8MB), audio source by ~38% (~30.7MB), paradise.rsc lowered ~28% (~28MB) with sound optimisation, another ~12% (~12MB) with sprite optimisation (~100MB -> ~66MB total) Too long; read anyway: (thanks for reading :) ) This isn't a code thing or feature to be added, but I know someone involved in the server and through them took an interest in the game data. I have experience in image / web site data optimisation and used those eyes to look over the git repo. After I grabbed a copy of it I saw that there was some data being used up that didn't need to be in the game resources. I'm not intending to step on any toes so any issues / rejections aren't a problem, just something I managed to do relatively easily (taught myself a few things) and figured I'd offer it up to take a look at in case it was helpful to the people running the server as it can be integrated into the media workflow or simply done on a semi-regular basic after a number of updates. Basic explanation: Sprites and sound files can be optimised to keep 100% of their quality (or 99.99% in the case of sound) with, in some cases, significantly smaller file sizes. What does this accomplish? Aside from the game taking up less space (Yes, it's already extremely small by todays standards) it means that the server updating clients takes less time, the resource file can be pushed out in a shorter time in a smaller size, consuming less bandwidth for the server infrastructure etc. The savings get multiplied for every player that connects for the first time, or with a broken resource cache, or after an update etc. How is this done? The sprites can be batch optimised, I've already done a complete test to crush them as far as they can possibly go with 100% exact pixel accuracy to their originals. I've written a batch script for this but I want to add some final safety measures so that I can package it and provide it in a 'anyone can use this without necessarily knowing how it works, or risking data damage in the process' with statistics and warnings if issues arise (also without overwriting files if there's an error etc). The final step is just a safety check to confirm that the DMI metadata (The bit that tells BYOND how to render the directions and animations of the sprite sheet) is completely unaltered during the process so that it can warn if an issue arises that may need manual intervention. If a user repeats the optimisation on already processed data there will be no change and no damage, just wasted CPU time. The audio optimisations are a lot more complex and I do not have a way to automate them (and might not ever without potentially destroying quality or losing space efficiency), but someone with enough knowledge / practice and a Digital Audio Workstation (even a free one) can do some manual analysis and alterations (spectrum analysis, lowering the sample rate if it doesn't need to be so high based on frequencies used etc) to the sound files before encoding them, and testing which encoding setting provides the most accurate data for the lowest file size (basically encoding several examples at different settings and then just comparing them to the original, because 'the highest setting' is not always the best. A file might only need to be 1MB in order to be 'perceptably perfect', but higher settings may make that same file significantly larger). These kinds of optimisations must be done on the highest quality source available (not the existing ogg files unless absolutely necessary) and should only ever be done once per new sound file added. As I've gone I've also been writing the basic outline of a tutorial / best (ish) practice to guide others through the process, depending on demand that may be turned into a full fledged tutorial on the process. After the sprite optimisation I ran up a private server and had a poke around, but not being a player I was only able to run around and do basic interactions, the sprites seemed fine as far as I tested. The sound optimisation I'm not currently 100% sure will work as I have not tested that and there may be edge cases with the alterations I've made that cause some files to fail, though I am not able to actively test this myself, I have simply stuck to the limitations of the FMODex sound system that BYOND uses, so 'on paper' they should work. In reality however, I do not know and would appreciate testers if people are interested. I've forked the repo and added a testing branch to my own for this purpose until I know my alterations are sound, it can be found at: https://github.com/timegrinder/SS13-Paradise/tree/testing Currently it only has the audio optimisations as I want to thoroughly check the DMI metadata on the sprites to make sure they are all intact before uploading them. The process can also be backported to the other stations / code bases if people care, whether just them finding out your data is in a better envelope and pulling it, or them processing their own in some way. Hope you survived the rant! Any responses or comments / questions etc are welcome, I might not respond terribly quickly or sometimes forget to check back.
  21. 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.
  22. 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.
  23. 7 points
    My most beautiful creation! Credit to Alffd for the images.
  24. 7 points
    Private detective clown out to solve crimes for a fee: This guy was so ashamed his fibers were on the glass he walked back into the cell and repaired it. The actual detective was fairly amused. Went out to get a proper hat, and found a syndie crate with apron fibers, tho sec never aprehended the botanist. Followed some cold case trails to an abandoned ambulance, then had to use my mighty cap gun to escape from a suspicious snowman that chased me away from the scene. After writing a report for the detective, I repo'd next the botanist's janicart from chapel maint, and sold him the fingerprints for 250 credits. Some called for help for a Ripley thievery. The guy had used it to drill Ian to death. Got his confession on tape and Miranda paid me 2500 for handing it to Security and helping to get him out of the Ripley. Tho I have to say, cap guns aren't very effective against mechas. QM blew up! Not much on the scene, but then my keen souless eyes noticed a shipping manifest on the desk. QM had bought security gear for his office. And, as it turned out, they had actually been buying null crates and selling illegal gear all shift without being busted until then! After all that work I finished the shift as any proper private detective -- gambling and drinking.
  25. 7 points
    Field Report A-3: The New Langdon Infestation Perhaps one of the most curious events related to the Xenos Umbra was the massive infestation that took place in the colony of New Langdon between the years of 2487 and 2489; these three years, while taking a severe toll on the population in terms of physical and mental exhaustion, allowed NanoTrasen researchers and security personnel to observe and register novel behavioral patterns, chart the progression of individual power of these creatures, and first begin true inquiry into the nature of the individuals subverted by the species, commonly called "thralls". The colony of New Langdon was officially founded in 2315, on a planet christened Nuova Roma, located in the Sigma-17 binary system, and funded almost entirely by NanoTrasen, with minor contributions from private investors securing transit in the colony ship. The entirety of the population was gathered from Mars, and the new colony was to serve as an innovative, long-term commercial venture by the since-defunct NanoTrasen New Worlds Project (initially established to fund and exploit colonial ventures, but shut down in late 2425 due to rampant corruption in the administrative staff and "gigantic monetary losses" in its operation). Its initial population amounted to 5000 individuals, with more being encouraged to migrate with financial incentives and company care packages; many were relocated from NanoTrasen housing facilities to planet-side domiciles, in order to boost the population numbers. Curiously, no Bluespace research, or indeed any company-related research, was ever conducted on New Langdon, making it puzzling as to why an infestation took place in this location. Colony development is uneventful and proceeds in accordance with expected models for most of its existence, until the year of 2487 rolls over and, over the course of the first few months, a familiar pattern emerges: increased failures in the electrical infrastructure, powergrid malfunctions coupled with higher-than-average occurrences of brownouts and blackouts, and a gradually increasing number of medical complaints related to insomnia, night terrors, vivid nightmares and heightened aggression. Seeing as NanoTrasen were, at this point, already aware of the existence of the Xenos Umbra, a team of specialists was dispatched, headed by one [REDACTED]. How unfortunate. The team is listed as having been composed of seventeen Xenobiologists, fifteen security personnel armed with a surprising amount of weaponry, and a company representative meant to serve as a liaison between the team, the local colony council and the NAS Sirius, the closest NanoTrasen administrative center. The team was officially designated "Jackal Sierra", and acted mostly independently from any other entity, under the leadership of Representative [REDACTED]. Over the rest of 2487, "Jackal Sierra" worked extensively in coordination with the colony council in the installation of a newer, more distributed energy grid, training of law enforcement personnel and distribution of select amounts of classified information meant to better prepare the population for what might possibly be a public calamity of unseen proportions; with no prior incidents of Xenos Umbra infestations in large population centers, it was impossible to know what the end result would be. While it had been hypothesized that a hard "cap" existed to the amount of power one specimen could accrue before an Ascendance Event took place, no experimentation had taken place to find a definitive answer; and regardless, an Ascendance Event taking place in such a location would be a catastrophic disaster, one that would not only force NanoTrasen to publicly acknowledge the existence of the species, but would also most likely bankrupt it with the sheer costs of repaying the investments made towards New Langdon and the life insurance payoffs towards the surviving family members of anyone on the planet at the time. However, such an hypothesis would be quickly put to the test when the first confirmed sighting of a Xenos Umbra specimen was confirmed in a sewer system in late 2487, with members of "Jackal Sierra" initiating pursuit but losing track of the creature and falling back to their field HQ. After this sighting, Representative [REDACTED] issues a single message to the NAS Sirius: The wording used seems to indicate that "Jackal Sierra's" objective was not so much to help contain the infestation, but to chart its progress for the sake of increasing the knowledge pool on this species of parasites, potentially at the expense of the local population. While I cannot tell for certain, it would be consistent with future decisions made by NanoTrasen, and the relative success of the New Langdon infestation study most likely contributed to increased risk-taking on the part of the company. But I digress. Over the course of the next few months, a curious phenomenon began to arise: the number of sightings of Xenos Umbra specimens began to rise more quickly than expected, far more than what would be possible with a singular entity infestation like NanoTrasen had seen before, until, in mid 2488, "Jackal Sierra" confirms the existence of a second entity, followed by a third one three weeks later, a fourth one two weeks after that, and twelve more over the week after that. The research team's records seem to indicate a heightened state of alarm, and the number of confirmed specimens was never revealed to the colony council, instead being reported directly to the NAS Sirius; in response, NanoTrasen authorizes the activation of ERT Lambda-7 (Code Name: Last Out), their finest Gamma-level Emergency Response Team, only used in extreme, company-threatening circumstances. Lambda-7 immediately scrambles to New Langdon a mere ten minutes after activation, and sets up a secondary field HQ next to the existing one manned by "Jackal Sierra". Here, the operation takes on different, and slightly bizarre contours, with "Jackal Sierra" and Lambda-7 apparently working both in tandem, and independently, with the former attempting to capture and study live thralls and Xenos Umbra specimens, and the latter overseeing police and military training, weapons distribution and powergrid reinforcement efforts, along with leading occasional raids into suspected thrall hideouts. It is also noteworthy that, despite the number of active specimens, and the population of the colony exceeding 50,000 individuals at the time of the infestation, no more than fifty simultaneously extant thralls were ever positively identified, and the amount of Bluespace distortions that could be verified by long-range scanners barely diverged from expected, background values. Despite this, "Jackal Sierra" acquired a number of thralled individuals for study (in fact, the very first recorded use of the word "thrall" dates back to this infestation, as a means of classifying general behavioral patterns), using them as test subjects in a myriad of ad hoc tests designed to testevaluate motor function, logical thinking and emotional intelligence; curiously, while the first two remained unaffected when in comparison with unaffected members of their species, individuals thralled by Xenos Umbra specimens exhibited traits commonly associated with sociopathic individuals. Additionally, while upper brain functions remained unaffected, thralled individuals were often spotted undergoing long periods of starvation and general deprivation in order to accomplish goals presumably set by their parasitic host, with seventeen recorded cases of death by starvation, and twelve recorded instances of death by dehydration. It is also here that NanoTrasen first becomes aware of what causes the process of thralling to begin with, with MRI scans of affected individuals revealing large, tumorous growths seemingly "attached" to their frontal lobes, presumably a means for the parasitic organism to enforce its influence onto the subject's conscious mind. Much like Xenos Umbra specimens, these tumors were highly sensitive to direct light, and would quickly shrivel and melt into undifferentiated cell matter upon being exposed to direct lighting for more than a few seconds. This is also when the first recorded instances of "de-thralling" took place, and the New Langdon infestation served as the field manual for emergency "de-thralling" surgery. Eventually, in late 2488 and early 2489, Representative [REDACTED] receives a series of orders from the NAS Sirius ordering the end of any field observations, and mandating the termination of all confirmed active specimens. Over the course of the following months, Lambda-7, in conjunction with local police and military forces, launch a series of strikes against known hotspots, culminating in the destruction or capture of all known Xenos Umbra specimens, all of them terminated and subjected to intense sunlight for a period of no less than three (3) hours. The surviving corpses were encased in concrete and shipped to the NAS Sirius, where the trail grows cold. All company operations related to the Xenos Umbra threat cease in mid 2489, with no further reported cases of Bluespace distortions or infestation from the colony. Lambda-7 is officially recalled, as is "Jackal Sierra", as New Langdon celebrates Victory of Light Day. The New Langdon infestation is curious, as it never quite progressed to any level close to an Ascendance Event, despite the number of active specimens and simultaneously extant thralls. This seems to indicate that the progression of power required for such a thing to occur is fluid, rather than static, and perhaps even linked to the population size of the infestation site, which opens up a series of interesting hypotheses. Nonetheless, the infestation also informs us on NanoTrasen's increased interest in the creatures, what lengths it would go to in order to prolong an infestation to study it, and what it would do with such information; emergency "de-thralling" procedures would, from that point forward, be included in a small package of classified information reserved for on-site Captains for NanoTrasen installations, to be used at their discretion, and a series of missives from company HQ in Sol indicate the establishment of a special sub-division of NanoTrasen's Xenobiological Research Division dedicated entirely to locating and studying Xenos Umbra specimens. This sub-division, aptly code-named "Shade in the Sun", was based on the NSS Ragnarok, and continues to operate mainly from there to this day. This is my next destination. Signed, Quincy D. Huxley END LOG.
  26. 7 points
    Field Report A-1: Resource Acquisition Site Romeo-19 While the shuttle I've been assigned is anything but comfortable, it does the job it was designed to do. As I was informed, it possesses all the amenities required for a long-term field study, as well as the facilities necessary to keep me alive and well-fed for the foreseeable future. On a further positive note, a fully furnished and supplied Autolathe and Cyberiad-Pattern Protolathe have been installed on a last minute recommendation by the overseer assigned to pre-flight maintenance; this should mean that if I do not possess a tool for the job at hand, I can simply make one. This will most likely make things extremely simpler, as the stylish sunglasses I'm now wearing most definitely prove. Nevertheless, I digress. The first officially recorded contact with a Xenos Umbra specimen occurred in 2389, though previous, unrecorded encounters have not been ruled out at this moment (it being likely that, given the apparently supernatural abilities of these creatures, precious encounters may have been passed down through tales of "Shadow People" present in various cultures across the galaxy), in Resource Acquisition Site Romeo-19, my very first destination. It is currently a sprawling industrial complex built around a city-sized asteroid, and located within the asteroid belt surrounding CHA-12312B, the G-class star of the Lambda-15 system. Its current assigned goal is the exploitation and strip-mining of the asteroid belt, and it currently produces mostly Titanium and Plasteel for delivery to the Tau Fringe and the Omicron Core Worlds. However, at the time of First Contact, it was little more than a series of hastily-pressurized habitation blocks connected by umbilical tubes that were prone to failure and malfunction, something that cost the lives of 37 personnel during the initial construction period, which lasted from 2387 to 2391. Full mining operations only began in 2493, and expansion of the facility only began in earnest in 2446. The encounter with the specimen, heretofore referred to as U-1, is therefore poorly logged in company records, having occurred in a barely functional construction site staffed entirely by low-grade miners and only a half dozen trained engineers. For this reason, I have traveled to the complex myself, where I met with Chief Engineer Aaron Kemsley, current on-site Chief of Operations. Thankfully for my research, on-site records have been well kept in backup hard copies, and Dr. Kemsley permitted me access to the databanks for the duration of my stay. The findings, while minuscule in comparison with future ones, nonetheless shed a much-needed light on the early history of NanoTrasen's involvement with these creatures, and their methods (or lack thereof) to combat possible infestation. Anomalous reports first began appearing in early 2388, with the construction staff reporting multiple power outages, unusually frequent light fixture malfunctions and, eventually, high incidence of migraines, insomnia and nightmares in the staff. As the situation degraded, and multiple individuals began issuing formal complaints with the site's engineers, then-current Chief of Operations, one Michael Brattis, requests emergency medical aid from the NCS Venture, the nearest NanoTrasen installation, located in the Lambda-13 system. Due to the relative unimportance of the construction site at that time, along with the lack of trained medical personnel on-board the Venture, the request went unheeded for approximately 3 STT (Standard Terran Time) months, during which the medical condition of the construction staff deteriorated further. Eventually, as a team of emergency medical personnel arrived, the continued operations aboard Romeo-19 were deemed unfeasible; on-site Staff were evacuated and construction was halted until a replacement team was found. The original crew, which had been working on-site since the start of the construction process, made a full recovery, but refused to return, citing "horrible things" happening to them in their sleep, but refusing to elaborate further. The trail grows cold, as the records proceed to the next staff rotation. Is it notable that NanoTrasen does not seek to investigate these complications further, as no reports of further inquiries into these medical conditions are logged. The issues present with the first rotation carried on with the second one, with early 2388 logs reporting a much quicker-acting onset of nightmares and night terrors, along with several incidents of miners disappearing during work hours and reappearing several hours later with little to no memory of the time lost. One of the miners, one Robert Proudhon, would never return, though his corpse (or what became of it) would be found later (see below). This would carry on throughout the following standard weeks until, at a certain point, on-site Chief of Operations Sarah Carver sends the following message to the NCS Venture: The records show the reason for this message: earlier in the work shift, one of the mining teams reports spotting an "unidentified creature" in one of the deeper mining tunnels. One of the miners reports having spotted a "hole full of resin", which was quickly ordered to be torched. What happens afterwards is unknown, but the next communication arrives approximately 5 minutes later, with the mining team reporting having killed a "black humanoid thing", specimen U-1, which was quickly dumped into a deeper tunnel. After evacuating the mining site and sealing the entrance, construction is once again halted until reinforcements from the NCS Venture arrive. Further expeditions into the mining tunnels revealed that the resin was made of an hitherto unknown material, and that the corpse of U-1 was dressed in the tatters of a uniform reminiscent of the one used by on-site construction crew. An ID Card was never found, but odds are good that U-1 was, in fact, Proudhon, having transformed into a Xenos Umbra specimen. The Security team from the Venture is recorded as having safeguarded the corpse, which was brought off-site by a team of scientists from the NSS Shiva, the closest research installation with Xenobiological research facilities. The trail disappears after this point, but on-site medical complaints ceased following this incident, and RAS Romeo-19 proceeded with regular operations as scheduled, with Robert Proudhon still officially marked as "Missing" in company records. It is worth nothing that the dispatched team of Scientists recorded the corpse of U-1 as being covered in a "layer of light-reactive chitin", and possessing "remarkable regenerative qualities", though further inquiries into the possible origin of this creature were not performed. This incident provides some information on possible infestation methods, as it is clear that none of the members of the initial staff rotation were turned into a Xenos Umbra specimen, but suffered through the same symptoms as the second rotation, which produced U-1. This may indicate that whatever causes the transformation, be it a viral agent, bacterium or Bluespace anomaly, it is capable of affecting a geographical area independent of any host, with the actual infestation and transformation occurring afterwards, a pattern repeated throughout history in regards to these creatures. It is also an indicator of NanoTrasen's attitude towards them, as the corpse was immediately sent for further study. It is, however, impossible to follow the trail to the NSS Shiva, as it was decommissioned in 2485, and all on-site records erased from company databanks. The next step is still unknown to me. More research is required. Signed, Quincy D. Huxley END LOG.
  27. 7 points
    This happened in a round earlier on today. I was the QM as Rsik, and it was late in the shift. Decided to head to the bar with Rioz (who was a shaft miner) to chill for a bit. Came into the bar to find it mostly empty, so we helped ourselves behind the counter. As we were getting our drinks, Bubbles, the clown, came up to the bar, asking for a glass of banana juice. Rsik being Rsik, who despises clowns, tells him that clowns are barred, and his request is denied, in true quartermaster fashion. The clown shouts, "YOU DENY MY BANANA JUICE!!!" and takes out a pistol loaded with incendiary rounds and proceeds to shoot both me and Rioz with the intent to murder. We ended up getting shot with about 5-7 bullets between us before the clown does a legger into maints, fleeing from security. So yea, don't deny a clown his banana juice... Even though Rsik will every time, despite the risks...
  28. 7 points
    Since a few people have been asking for it, I'm posting up a loading screen for Paradise. This should already be resized to fit the loading screen in-game, all anyone has to do is right click and save as.
  29. 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!
  30. 6 points
    New art, this time, something different... Babby Rsik!
  31. 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
  32. 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.
  33. 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.
  34. 6 points
    Kaskreyarawkta. I am not a bird.
  35. 6 points
    Runtime killed a mouse, like a good kitty. But it wasn't a mouse, it was a... BLOB MOUSTER
  36. 6 points
  37. 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?
  38. 6 points
    I can't believe no one has posted this yet:
  39. 6 points
    Galaxy brain cultists fill their base with a plasma-air mix. It had predictable results
  40. 6 points
    Centcom got invaded by clowns! It's now the Clown Command so still CC, sounds fair to me.
  41. 6 points
    Ansari has become a maintainer, as some of you might have noticed on the github! He's also stepped down from CM to focus on this. DarkPyroLord has been granted leave as a Christmas present, stepping down as CM and going on leave. Guiltybeans has stepped down as a CM back to a regular GA. Normalyman, Shadeykins, and Dragonslayer/Shatteredcoyote/Terry/too many names has become our new CMs! Dumbdumn has stepped down from Headmin, and FreeStylaLT has been elected to replace him Brandon, Denth, and Shockpoint, have passed their TA terms, and are full GAs BryanR, EvadableMoxie, Breenland, and 6thechamp9, have been signed up as TA's Neca should do these posts more often.
  42. 6 points
    Hello, everyone. I'm aware a lot of you don't really look at me as pleasant person to be around, or deserve to be around, hell I don't even feel like I deserve a place on Paradise anymore. During the last couple of months, as quite a few of you know I haven't really been myself, feeling constantly down, trying to think of different methods to right myself, and this is sort of my last ditch effort, I tried everything else that I could think of, but now I must apologise to the Paradise station community in general. Writing to such a large amount of people scares me...So please spare me, and yes. I am man enough to admit that I have cried at this several times, even in the presence of admins. I'm sorry. Ever since I started playing Space Station in June of 2017, it meant the world to me I'd come from work, and play a good couple of shifts, and go to bed. Rinse and repeat. I established good relationships with people, people who I trusted dearly, but they came and went, with either personal lives, bans, other stations, ETC. With only a handful remaining of who I remember, and I hold them people dearly and wish to remain friends with them for a long time. But then, when people started to look up to me for advice, when I was a mentor for example, I took that for granted, started to treat people like shit, and began a long slope down when it finally hit me in September and I lost it, while yes, it hurts, I realised that my own sadness/depression wasn't because I lost some fancy title, or being in a staff position, I realised that the reason I feel terrible is because I've disappointed a lot of you guys, whether be admins, mentors, coders, or simple players, I want to apologise to the utmost for everything I have been in the last six months, I know from various Discords I've been apart of that I've been compared to having a very large ego, portraying my own job harder than it actually is, basically trying to pass myself off as someone important, where no, I am just a simple player. Always have been, my brain just always told me that I was doing an extremely good job and that I should continue at it. I don't blame anyone here, as its my own stupid fault for the things I have done, and I feel this is taking a large step into putting everything correct for myself, I don't deserve your pity, or sympathy's, I just need to get this off my chest, so that I can play the server again, make new friends, regain old ones that was lost along the way. And generally attempt to fix what I can of this situation I've put myself in here. Again, you have absolutely no reason to accept my apology, but I have to say, that I am sorry, if I have ever taken a patient from you in medical, ever called you a terrible doctor, ridiculed you, got in your way, made you feel like you shouldn't ever play again, please don't see that as the real me. Because its not, deep down I'm just a lad from the North of England who wants to make friends and role-play. I'm sorry. And yes...I will be returning...as a better, more mature player than I previously was, I just hope you can forgive me, and we can forget about all the wrong I have done in the past.... I was never really good at writing apologies...and I know there will be the people who think I am just...begging for attention, but believe me when I say... I'm sorry. Yours sincerely. E.L.O.
  43. 6 points
    I got a commission ordered for my character Szlaa Kaallu, I'm sooo happy with how it turned out, having it for profile pic makes me so happy ? The artist's deviantart deviantart.com/sumicoarts/ Discord @Sumico#7836
  44. 6 points
    Here's an animation!! Look at this sexy bastard being all full of himself.
  45. 6 points
    Author of fastmos, which is an addition to Linda. Our atmos is a few years behind the other code bases, in both features and performance. The throwing mechanic makes it appear faster, but the reality is, its super expensive to do tile by tile calculations, which means that to make it spread faster, we would have to increase the rate at which it calculates all active tiles. So essentially, short of porting Bay or TGs system, this is about as good as we will be able to get. Considering that byond is single threaded, this is extremely unlikely to change in the future. Its a known limitation of our atmospherics system. Anything short of a port of a more modern system will not change this dynamic. As far as the 24 minute thing goes, before fastmos, our atmospherics system was 4 times slower. So um, that would be 100 minutes.
  46. 6 points
    Name of Event: Fashion Police One Sentence Description: The Fashion Police think that the NSS Cyberiad's crew are long overdue for a makeover. Map Changes: No Any of the shuttles can be used to get the Fashion Police to the station; the Trader shuttle is probably best. Code Changes: No* Suggested Number of Players: Could be feasible in low pop but would be better with higher population. Preferably midround. Full Description of Event: Similarly to Abductors, the Fashion Police has a list of crew that need a make over. Their Ship (The Trader ship can be used) has lockers with garish haute couture that the designated crew are to be restrained and dressed with. The Fashion police are armed with "Fabulous Batons" (See below*), Fluffy cuffs and maybe additional equipment such as a Glitter Grenade (Again see below*) Its an RP event with little aggressive/killing people from the Fashion Police, probably a healthy amount of Zoolander quotes thrown in for good measure. Once the fashion police have given makeovers to the designated crew they can leave the station. Naturally the crew and security will be apprehensive about a group of fashionable mercenaries abducting and forcibly giving make overs to the crew and so the is good opportunities for some RP shenanigans. I'd love to hear anyone else's ideas towards this and get some feedback. *With regards to the unique equipment I'm not fully sure of the extent that admins can VV items. If its possible to spawn a telebaton, rename it to "Fabulous Baton", increase its knockdown time so that the victim can be restrained and even spawn confetti when it connects with someone (Oh hit effect?) then I think this could not require any code change and can be purely adminbussed. Like with the baton hopefully additional equipment can also be adminbussed in. If an admin could weigh in with what is and isn't feasible that'd be great.
  47. 6 points
    Here we have a commission for @Pokemon_Joey; E.L.O, MURA-128, Artonya, and Asrair And a commission done for @Normalyman of their character Gerhard Van Lutz
  48. 6 points
    This is still a Work In Progress and any and all Feedback to make this viable in game is welcome. To break away from the idea that Karma roles are intended to be better roles than their base department, I submit the idea for Convicts as a job role, round start Permabrig prisoners used by Security and the station as a whole for manual labor. There is a number of possible applications, but lets start with the basics. The Primary function of this Role is to give Security personal a form of interaction within their department during low population rounds as well as giving them something to barter with other departments should relations become tense. (Go go Nations mode slaves) Karma Cost: 5. This job offers no special access and in lore the station is allotted a higher budget to hold and care for them.This is a job for masochists and people who want a new, if challenging, RP and playstyle. Spawn Area: Convicts have previously been convicted of a Major Crime prior to round start and their sentence has already been handed down by CentComm or a previous shift. Because of this, they spawn in the PermaBrig (or a Protective Custody wing if such a thing were to be added.) They are not eligible for Execution at round start. They can volunteer for Cyborgification how ever. Late Join Convicts would spawn at a sleeper located in the permabrig. Access: Convicts have NO default access, starting with Prisoner IDs and tracking beacons maxed by default in their orange jumpsuits. They do not receive a backpack or PDA, and security is allowed to revoke their headset privileges if they are abusing them. Job Responsibilities: In theory, none. By default, Convicts exist to serve out their sentence and CC sends a regular allowance to the Security Department for every Convict the station is safely housing. In low activity rounds CC might want reports on their status or could send over equipment and experiments to utilize on Convict. Security may also use Convicts for manual labor as they see fit, be it Gulag mining or allowing Science to requisition a Convict for human testing of their various experiments. SOP of course would require an active clone scan to be on file during any activity that might endanger the Convict's life, as any unlawful reduction to a Convicts sentence would come back down on the Warden and/or Head of Security (and Captain as well.) Janitorial, Kitchen, Hydroponics, and Cargo work would also be acceptable under SOP with proper supervision. Convicts who are daring may attempt to escape, and their Rules of Engagement would be somewhat loosened compared to otherwise loyal crew. They are not antags and should not act like them, though they would be allowed to attack Security and Crew alike (or threaten such violence) if it could reasonably be asserted to lead to their escape (such as holding a Doctor prisoner) If possible, Convicts would be weighted higher for Kill Objectives from Syndicate Agents, as they themselves most likely failed their previous assignment and the Syndicate doesn't need any loose ends (thus, forcing Convicts to weigh the balance of cooperating with security or escaping and risking an assassination themselves.) Other Antagonists might be tasked with ensuring the escape of a Convict, or even a hard mode objective of requiring a Hijack with the convict(s) in custody for 'DeBriefing' by Syndicate Interrogations. Labor Detail: When a Convict is assigned to work a job on the Cyberaid, voluntarily or otherwise, it is referred to as a Labor Detail. Security MUST ensure the Convict is wearing their Orange jumpsuit to differentiate them from regular Crew, their sensors maxed out, and Power Pack equipped to their back for tracking and remote disciplinary processing. Unruly or Uncooperative convicts should not be assigned Details without good reason, and any convict failing to complete their detail should be apprehended and disciplined by Security personnel.(Please note these are SOP/IC guidelines and not mandated rules OOC) Head of Personnel may customize an ID for Convicts on long term details, otherwise a standard Guest Pass may be issued if an escort is unable to supervise the convict during their detail. Convicts may work any of the following Jobs if requested by appropriate head of staff: Mining (Convicts may work in the Gulag or Mining Asteroid Abroad. They are NOT allowed use of a Kinetic Accelerator or Kinetic Crusher without specific permission from Head of Security. All mining points gathered by Convict are to be forfeited to Quartermaster.) Botany (Convicts may grow edible plants and medicinal herbs in Hydroponics or Permabrig. Convicts are NOT allowed use of a Hatchet without direct supervision. Convicts are not allowed to ingest or partake in use of any hallucinogenic compounds found in various medicinal strains of plants. All produce must be forfeited to Supervisor or Botanists.) Kitchen (Convicts may work in the Kitchen preparing food for crew. Use of a knife is permitted only under Supervision and may not be stored on the person of the Convict or taken outside of the bounds of the kitchen. At request of Crew, Convicts may ordered to deliver food to workstation and offices.) Custodial (Convicts may be assigned to work in various departments of the station collecting trash, cleaning up messes and ensuring a Hygienic work environment. Convicts should only be assigned one Department or work area at a time to clean, and should be thoroughly searched by Security before returning to the brig or assigned another detail. Cargo (Convicts may work in Cargo bay transporting and recovering crates only. Convicts are not allowed to approve or deny Supply orders and must be supervised while working with unlocked crates containing goods.) Test Subject (Convicts may be requested for use as Test Subjects for Genetics, Virology, Robotics or Research Lab. A Clone Back up should be acquired before partaking in such experimentation. Security may force uncooperative Convicts to be test subjects, but should only select cooperative ones who volunteer. Any enhancements gained through such experimentation should be removed prior to end of testing unless authorized by Head of Security.) Construction (Convicts may be requested by Engineering department to aid in construction, remodeling or repair details as appropriate. Convicts should not be given tools without supervision, but should be given EVA Softsuits as needed. Primary tasks would include carrying extra construction material and preparing groundwork for Engineers such as placing lattice or plating. Ensure all convicts are searched prior to end of detail to prevent smuggling of tools or equipment.) Other (Convicts may be requested by general crew for mundane tasks and labors as needed and approved by Security. Convicts should not be assigned as personal servants or aides, but can otherwise be utilized for odd jobs around the station where manpower is low. Convicts should not be sent through the Gateway or given Exile implants without CC approval, nor should they be tasked with exploring space around the station.) Other Info: Convict's role on the station is designed to add a dynamic of Non-Crew to the station, they have little to no rights save for what Space Law provides them, and the individual crew members are free to decide how to treat them or feel about their presence on the station. Convicts are considered Station Property, similiar to pets and Borgs, and should be treated as such if crew attacks them or otherwise interferes with their details. (Murder of a Convict still counts as Sabotage, breaching the brig to kill multiple Convicts counts as Grand Sabotage.) Convicts would still be eligible for appropriate Antagonist roles (Such as Vampire or Changeling) but have lower roll rates on Syndicate Agents or Cultists (as they spawn with no inventory or bag to hide their gear.) Optional Additions: These are ideas that could be implemented alongside or after Convicts to add flavor or use to the role.Security Points: Side-Antag: Pirates/ Prison Break: If three or more Convicts are active and alive on the station, a group of Pirates, Criminal Gangs or other nefarious may spawn with the intent of Liberating the Convicts and getting them off the station. This event would only fire 60 minutes into a round, and less likely to fire if an Syndicate Agents present among the crew had free, capture or kill objectives.
  49. 6 points
    New piece done by Sumico, this one of Szlaa and Kerri Mendy
  50. 6 points
    I did an animation thing, and I'll probably do more in the future!!
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