Regular Joe

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Regular Joe last won the day on March 4

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  1. Heh, quite just that, too bad I decipted it from the sec viewpoint but that was lost to the bit space. Consequences, indeed! It was a great one. Odd enough, about those members of sec who could stand the initial wizard attack, survived the shift to the bitter end.
  2. Damn, wrote a text to accompany these, but it vanished, poof. Honk, got to do it later again, as of the story was worth it - but here, in short, you have a course of yet another shift in NanoTrasen security.
  3. Medbay in the same shift: huge influx of patients, but everything is tolerable, until a blob appears to the morgue and swarmers become so many that they cease me to surge the same patient three times in row. By that moment, we were forced to leave. A few fixed people, axed blobspores and lasered swarmers later, the medbay resumes operation at mining lobby: internal bleeding surgery on the go, while watching the fireworks. Too bad hadn't time to screenshot any of it, that was very moody.
  4. That’s due to crit rework of feb-march this year, as of there is no more hard point of dying at combined -200, but they start to roll dying with high enough damage, that is added by crit symptoms once they kick in. So you’d land 5-6 shots (worth of 150-180 burn) to them and they will die in some minute or two.
  5. Sardele had a topic, not too long ago, on energy-based weapons - how they are less preferred by sec, even if they are more plenty in the armory. Referring that thread to here, we probably don't want to make it even more so. Instead, energy-based weapons could be more versatile, as suggested in that thread, though we're on thin ice here as of balance will certainly be an issue when considering a tweak to sec's gear. On enforcers in specific, they also serve quite the same role as eguns, so switching to them would not provide anything we don't have already (except of an unwanted buff to sec that more ballistics would pose. Not saying that I wouldn’t like enforcers, too - if traders appear, I’ll happily hand all my nanobucks for one. Issuing them, though, quite said above). But initial security gear is an interesting topic, on the other side of your suggestion. Alff said in a sec discussion topic, not too long ago too, that security, that has only nonlethals initally, resembles a market cop force rather than a security force. That being said on the gear restrictions, not meaning they should use lethals more often than they use now. It's kind of funny indeed, as of whether to use lethal force or not is anyway a matter of judgement on possible KOS order, situation, spacelaw and security SOP. If a lethal option (weak lethal like the egun, so that actual combat gear would be still behind the bars) was issued to officers initially, though, it would have it's obvious downside. But abusing the egun is more easily noticed and more gravely processed than abusing the taser - when the latter is, due to the instant nature, a more potent round-ender for the stealthy antag. Then, Coul was working on removal of instant ranged stuns. So perhaps roundstart tasers to eguns (instead of enforcers) could be a matter of discussion. Big discussion though, changing security affects lot of stuff and it's difficult. Personally, I don't know, I think balance is okay right now, and changing that would be difficult. So here just bringing together something that has been talked previously around this topic. Referring to them, I like individually the idea of tweaking energy-based guns and test-firing Coul's stun thing some day, though, to have officers an initial lethal option or not, well, could be worth of a test, for example in conjunction of ranged instastun removal, just like enforcers were tested year ago. Links here: Sardele's thread, Medi's thread, where many sec matters were recently discussed, and Coul's stun discussion:
  6. I've found IAA's very useful as a HoS - when they do the job like it's meant to be done. With full roster of sec, it's often difficult, due to the flow of events, to spot and correct badly doing officers or investigate more questionable sentences, as of the participiants in those kind of cases happen to have completely opposite opinions on what's the case - so that you'll need time to interrogate the persons in question and seek witnesses to find out what has actually been taking place. If I had a good IAA, I could just ask them to investigate, then they come back after some time with a report and suggestion of sanction to be taken, saving me the precious time that gaining grounds for an action would take. Problem is that, indeed, able IAA's are quite rare. Which is a kind of result of the loop mentioned: IAA's being disregarded -> people willing to make effort won't take the job -> low effort IAA's that are to be disregarded -> IAA's being disregarded. So, fixing the situation would be about giving IAA's more tools for doing their job and little more authority. Kyet's idea list seems great to me. Reassigning IAA's to be under the NTRep could be beneficial, as of Rep and IAA's have more in common than magistrate and IAA's. So it could lead to teamwork, if the rep and say both IAA's are present - more people driving the same thing has more chances to success. f there was a case about sentencing and-or reading the space law, the IAA team would then work with magistrate, if present, like they should do now. Tandem-work doesn't need boss though, it isn't necessary, but just having "a boss" assigned has a significance in it, a significance to work together more, as of you response directly to somebody. Presently the magistrate is just a supervisor for IAA's in cases regarding to space law and sentencing, rather than a boss.
  7. In the Finnish language, limppari, and hence we'd call it lemonade naturally in English. Also, thread: necro'd.
  8. Spiders took over the station. There were only couple of survivors: few cultists in their base, magistrate Yaya as of managed to escape into the space - and this. Clown Bobo, armed with a chainsaw - and the holy blessing of the Honkmother, which he got after being able to sneak into the escape pods and kill some spiders in the process. While intensely praying to Honkmother on his sole honk-crusade, he taunted his petty adversials. This was my favourite: *saw *saw GET HONKED! Sadly, Bobo finally died in the pod while riding it to the safety. Even Honkmother couldn't stop his organs dying of the extreme violence. But the legend lives on, inspiration to later generations of happy honkers that you don't want to mess with.
  9. Norwest’s post is mighty fine description on the issues of the security, and the suggestion there to tackle them seem very reasonable to me. I just love that idea to implement a junior role to sec. It would both answer the call of Medi’s original suggestion here and add to the sec gameplay, make it more fun, by adding there some variation. As of, the junior sec role as ”constable” would definitely not be just a pinata with different name - in contrast with cadets discussed earlier, as the constable role would have its own, meaningful share of the sec cake and the restriction to not to go after EoC-type threats like regular officers. I would, in certain, take shifts as departmental constable officer, for just having more time to interact with people, instead of running after the bad guys taser hot, which often has to be the case due the situation, even if the main reason I like the game and sec in specific is the interaction, paired with meaningful action. Then have an instructor to herd the red goons in general and the constables in specific, so that a) that kind of activity would actually happen and b) the new constables would have an overwatch that have time for their doings. HoS would have their time in making decisions and maintaining contact with their department, as it is (or should be) presently. As in the instructor thread, I support a tweak to sec’s organisation, to have some more designated jobs there, to make the good things happen more often.
  10. I remember the round of The Voice In Your Head case, was a sec back then. Great deciption of the outcome. And Robert Pond, well, is Robert Pond. Didn’t need to see the hidden comment to notice that’s him, it’s just as if I saw him in the station. Sketches are my personal favourite. You do them great and I once had a habit to play arond with them, but that was years ago and I’ve lost the ability, yet not the favor on them. Thanks and keep up the good work!
  11. Enjoyable art, thanks! I like reading your art thread, as well as the arts threads in general, it’s great that some will capture the beloved space persons to pictures. Can’t help myself from nerding on the hebrew spelling, have it אוּרִיאֵל reading ’uuriel’ from right to left, so it’s all correct, while what you’ve got there is besides the writing direction already quite fine!
  12. I noted it when it appeared - that's a while ago! - seems reasonable. There would more set in stone thresholds to trigger the crit effect, so that you could, if you got the time and gear, make sure someone falls down, while the random element, as described by Kyet, stays in that kind of combat, in which you get hit, but the opponent does not have the opportunity, time or willing to make sure just you are going to stay down. Which kind of suits the simulation, and deals with the not-going-down issue, which is an issue indeed in the latter situations. You might or might not survive your wounds due to fighting nukies or xenos and such, fighting as a part of a mob - but if an antag needs down you and has the tools and the opportunity for it, they could do it. TDS's patch having certain heart attack at -300 bruteburn would be one way to have that point. Stamina damage, sounds a possibility for me, too. If crit effects gave stamina damage, over time and increasing in severity, that would do the thing aswell. Excessive stamina damage, resulting of the critical state, would prevent healing a crit patient to full health and action in matter of seconds. The oxygen damage though plays that role, too, being that steep, and dealing brain damage - which will make things more interesting to treat, if somebody was critting for long time. So, stamina damage would not be an alternative for oxydamage, but another feature. On soundloss, I've had the habit to me hardly-understandable words or screams if urgently needed to communicate, I wouldn't personally say that as a problem. On the question, I'd prefer TDS's tweak. For the reason, it would give the certain point of damage in which you become disabled, rather in which you die. That said, I agree with the general issue here of people not going down after excessive violence. Otherwise I like newcrit as a feature.
  13. Yeah, I laughed a lot reading that, while writing the medical wikiguide (work still in progress). The bruised state of an organ was 10 to 30 points of damage, if I remember it correct; there were two other states and organdeath for more severe damage.