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Showing results for tags 'gameplay'.
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Before you say anything, LRP doesnt mean common sense is gone, as would arrest someone by having a jumpsuit? And also remember that this is my opinion the the theme, you're free to give your opinion. Now, lets get to the point. Contraband and whatnot is something not usualy discussed, as most officers say "syndicate can buy that so you're a syndicate duh" wich gets annoying fast, not only because its metaknologe, you shouldnt arrest someoneone for wearing a syndicate scarf, just because it has the word syndicate does not mean its imediatly ilegal and AOS. Now, example, the web vest is a robust vest with advanced padding, this doesnt mean it can only be made by one company, its just a militar vest, because then, it would also be common sense to arrest someone with a merc vest, no? What im trying to say with this, is that there's a diference with syndicate gear and ilegal under space law, like a python (Ilegal under space law), or a jug suit (Syndicate gear) from legal under space law and syndicate merch, like a webbing (Legal under space law) or the syndicate pijamas (Syndicate merch). Now, as these arent the official rules, and just common sense, there is a lot of freeway here, im gonna give a couple of examples, if you agree or not, you can choose to give your opinion on it. (You dont need to take this word by word, im just trying to set some common ground for search/arrest motives) Syndicate merch/legal gear, like, operative jumpsuit, webbing, scarf, outlaw hat, web vest.. etc.. = As its just clothing, or general defensive gear, this should make you search them, or arrest them. (Unless the owner of the items is going to perma for an external issue not relating contraband, these items should not be kept by security.) Syndicate "Risk" merch [Still legal, but potentially used for malicious activity], like, Syndicate duffle bag, specialy tagged for containing an ilegal item, cybersun pen, syndicate smokes, extra-bright lantern, syndicate segway, chamelion clothing.. etc.. = This is gear that could potentionaly mean its being used for malicious activity, but still merch, or not ilegal. This should advise a search if in blue, red or higher alerts. You can also ask the warden or head of security for a warant, if you feel off about whoever has these items. (Im aware that the cybersun pen is a weapon, that does 15 pierce, but, its still just a pen, it does say cybersun pen, but its like the operative jumpsuit, just merch.) Syndicate low-risk gear/ilegal, like, syndicate eva suit, ilegal firearms₁ [If they are not being used], ilegal melee weapons₂ [If they are not being used], Undetonated explosives, Emag, Syndicate keys or headsets, blood-red magboots, suspicious toolbox, syndicate reinforcement teleporter, agent id, thief gloves, blood-red hardsuit.. etc.. = Proceed to arrest and bring to brig for possible perma-brig. Remember that you can call backup if you think the user might use a weapon to take you down when discovered to be a criminal in a moment of panic. Syndicate high-risk gear/Highly ilegal, like, used holoparasite injectors, Cerberus [Spawned through Necromion; a syndicate-exclusive bible] ilegal firearms₁ [If they are being used], active explosives, live carps [Dehydrated space carps turn into live carps with water], ilegal melee₂ [If they are being used], Elite and Commander blood-red hardsuits.. etc.. = Execution, as most of these whould kill you if you try to detain them. You can back up, report the threat and ask for armory to be opened. ₁ = Firearms refer to any gun that fires any caliber, like, .10, .20, .30, .35, .45, .60 or laser powered weapons, like, laser gun, retro laser gun, xray cannon and advanced laser gun. ₂ = Melee or tools that are designed to hurt people in close quarter combat, like, fire axe (Flamable version), fireaxe (unless the one carring it is a atmos tech or command member), energy melee weaponary[energy sword, energy dagger, double energy sword], cutlass.. As said, this is my opinion and you dont need to take this word by word, im open to comments about it.
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You can use the game's built in ability to bind commands to keys, including for chat commands. Limitations Certain uses of these commands may still be problematic, such as using them to spam.
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Why? Because right now people could be total newbies to the game, have no grasp of the controls or the chat system, roll up to be a nukie commander and cause grief for their fellow Nuclear Operatives. Or be one of those agents who don't even know what omnizine does and need to be explained that they are not the leader just because they wear the edgiest outfit. It's just a total disruption of gameplay, RP and I think there is literally no good reason why somebody with zero (or close to that) experience in the game should be eligible for rolling a nukie role. Especially recently I've had at least 1 member in my nuke-ops squads who had no idea what they were doing. And I am seeing the same opinion from a lot of other people. How could this be implemented? This is just a suggestion, since I feel like simply saying the WHAT without the HOW is a bit unproductive. First; nukie sign-ups should be further split. Right now you can already sign up for either Commander or to be a simple Operative. Add the Agent to that list. Agent is, even more so than the Commander I would say, an absolute machine and often times ends up being the deciding factor of if a squad will fail or go full flukie. If you've ever slowly bled out on the floor while the Agent with a full hypo of omnizine simply steps over your body then you know exactly what I mean. Secondly; add a playtime requirement to all nukie roles. Baseline should require having played at least a small dozen hours of Space Station 14 and to have at least been a Syndicate Agent once or twice. This way you at least get people that probably know how to play the game and they might even, God forbid, know how to reload a gun. Furthermore I would make the Agent role (the Nukie one, not the standard syndicate undercover spy) require having played some time in medical as a doctor and chemist. Again, the Agent is often the lynchpin of nukie squads and is very damn important. And playing that efficiently frankly requires a good understanding of both combat and medical mechanics. This is somewhat of a point 2.5 I am bringing up here; I think it would also be good to add mouse-over pop-ups for all the antag roles. Just a short summary of what one can expect. Lastly I'd just like to point out that everyone has to start somewhere, so I am not expecting every time I get to be a nukie to have a full squad of Sosas ready to just destroy fools. But for God's sake, can we please make it so that my fellow operatives at least know how the basic gameplay works? That would be just great.
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Exactly what the title is what is the quietest Syndie weapon?
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Antagonists are not exempt from the restrictions of any active rolebans.
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Hey hey hey it's me the berry here with the most important question this channel will ever receive When is it appropriate to escalate a non-violent conflict into a violent one? Examples: Assistant broke into cap's office, stole an item, refuses to drop it and leave. An atmos technician walks into atmos to find someone in a gas mask with no ID in atmos. A security officer is attempting to unjustifiably arrest a bartender for creating moonshine. A clown hops into botany and uses a spade to remove every single plant. Assume that the killing party makes an attempt to get the killed party to medical. Both parties have no way of knowing if the other is an antag or not, and assume that in all cases there are no non-lethal alternatives. Assume as well that none of these people have violated any other rules (besides perhaps "don't be a dick", fuck you clown who removed my corn!) All of these are situations that I have personally encountered in my time playing in the last two weeks and for each one I've seen people who believe that the case was either completely against the rules or was completely safe under the current rules. The hope is that we can find some kind of generalized rule qualifying when it is appropriate to escalate conflict IC.
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When a player refuses to play the game, or puts little to no effort into playing the game when they don't get an antag role, they are said to be antag rolling. This typically happens when a player has little to no interest in playing the game when they are not an antag. All players are expected to play through every round they join as a role in until the "natural end" of that role. Players are not expected or required to accept cloning. It is unreasonable to expect every player to play fully through every round they join so, often, there will be no admin action unless a pattern or high frequency is seen. Important roles, like command, are expected to ahelp before leaving, but even here there are situations where this may not be possible so no admin action is typically taken on a first offense. Players should never ghost, suicide, disconnect, or not put effort into playing their role based on them getting a certain role, or not getting antag status. While the goals of these rules can be described with little grey area for what is considered a violation, the fact that intent is a factor and the fact that there are multiple valid reasons that may cause behaviors that look like antag rolling means that the grey area is relatively large in practice and enforcement can be subjective. Players who believe an admin made a mistake in enforcement should appeal and do their best to describe the situation. Common examples of things that may be considered antag rolling: Suiciding or disconnecting near round join, specifically if it becomes a pattern AFKing for long periods of time, specifically if it becomes a pattern As a staff role, building or leaving on a shuttle near round start, or when any important work needs to be done by your department As a staff role, building unnecessary rooms in maintenance, like a maint bar, near round start, or when any important work needs to be done by your department
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How long is one expected to play in a round before they are given leeway to abandon their role? Furthermore, are passengers held to higher or lesser standards in terms of leaving their roles mid-way through round? Are they expected to stay passengers, never ghost, and play the round out every single round? Is suiciding/ghosting after 5 minutes in and of itself antag rolling, or only when it's done in excess? Is there a limitation/quantifiable model for "antag rolling" or is it solely at the discretion of the observing admin?