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⠀technokek wrote:Cannot prove this so just belive me if when say this
⠀technokek wrote:Cannot prove this so just belive me if when say this
cacogen wrote:Code problem, should be made harder to do than it currently is. It was nerfed in a controversial, extreme way a long time ago by making crates far more durable than they were but that only made people rely on emitters (not to mention private orders) instead of the bartender's shotgun and lethal shells or whatever else was used.
vkalls wrote:Alright, to Timberpoes and Misdoubtful. A lot of admins do agree that it's powergaming, but not all admins that I've spoken to. I'd like to get ordering guns without an actual threat, period, not allowed. It always leads to either cargo self-antaging and getting bwoinked anyway, while maybe killing a few along the way, or, the worse one in my opinion, them running around validhunting after the slightest justification. And again, in my experience around 50% of the time security does nothing to stop this or they even encourage it. Gun cargo hasn't been as common the past few weeks, but I'd like to just get this done so we have a consistent view on it.
Gearing up/stocking up/preparing in cargo being cool when there is a credible threat/issue on the station.
Do not powergame. Powergaming is gearing up or preparing in other ways to face an issue that is not related to your job and is not currently a credible threat. Someone going missing on the station, and then you making a stunprod to wield whenever you go into maint is powergaming. However; knowing there have been murders occurring across the station, and grabbing a stunprod while you go to fix wires in maint is fine.
... You can't kill or maim security for trying to arrest you for legitimate reasons
oranges wrote:cacogen wrote:Code problem, should be made harder to do than it currently is. It was nerfed in a controversial, extreme way a long time ago by making crates far more durable than they were but that only made people rely on emitters (not to mention private orders) instead of the bartender's shotgun and lethal shells or whatever else was used.
This is a policy problem first, not a code one, crates being so indestructible already tests the suspension of disbelief and the only way to fix this behaviour in the code is to make crates immutable and indestructible. This is a poor solution, it would in fact be better to back in the opposite direction and solve it through administrative and policy action.
⠀technokek wrote:Cannot prove this so just belive me if when say this
Misdoubtful wrote:
Cobby said sec gets the right of way when it comes to this sort of thing by default with escalation if they want to take that route and it shouldn't result in sec getting blasted, but it would be kinda unreasonable to expect them to be perfect crime stoppers and always jump on the case wouldn't it? If they had to be perfect wouldn't everyone else?
Cobby wrote:Misdoubtful wrote:
Cobby said sec gets the right of way when it comes to this sort of thing by default with escalation if they want to take that route and it shouldn't result in sec getting blasted, but it would be kinda unreasonable to expect them to be perfect crime stoppers and always jump on the case wouldn't it? If they had to be perfect wouldn't everyone else?
The thought process behind "I need to admin because the IC method isnt perfect" is really dangerous. Somethings are ok to IC issue even if you know sec is braindead R* this round and nothing is actually going to get done because you, the admin, are NOT a replacement for sec. It's only "ok" in this instance because you arent getting onto them for the part sec would arrest them for, but rather the OOC purpose behind their IC actions (to gear up to kill le epic antags that might not even exist) and the overall disruption it causes to the game.
Otherwise people wont ever go sec because its more/less easier to do what they want to do as sec as assistant (at least on LRP) and admins will fit the bill.
apart from that i think i agree
it doesn't mean sec should be expected/required to use it at every opportunity and always catch every cargo tech with a gun in response to a statement about them not always doing something about the guns being around IC.
Jaredfogle wrote:What Cobby said--this sounds like a problem that can be solved through security players that do their jobs, and is not necessary to be solved with administration. It gives me pause that nothing in game really discourages you from buying guns compared to anything else, but that you just have to know that the admins won't be okay if you buy it unless under emergency situations (in which case, why is it not locked behind something like red alert? That would encourage roleplay too, with giving mechanical reinforcement to be switching threat levels as command)
Also, because I honestly don't know what else cargo techs doit doesn't mean sec should be expected/required to use it at every opportunity and always catch every cargo tech with a gun in response to a statement about them not always doing something about the guns being around IC.
If security players crack down on this, I believe it will shift the culture to be have players be more cautious about ordering guns. I imagine one of the reasons behind separate security posts is to encourage security to have tight control over the station as a whole.
Fikou wrote:we let people like xenobiologists gear up in instaheals, passive healing, massive speedboosts, proofing themselves from everything just because its their job, i dont see the issue in a cargo tech grabbing a gun from their job place
Yeah I'd love to see more little things get cracked down on IC myself, some people use posts and stuff, others don't.
But it'd be silly for everyone to expect it to be done all the time really.
Really, I'd just hate to see it be a minefield that people have to tread through. But, there's a difference between prepping for antags or the station to explode just because (which the powergaming rule explains nicely), doing something that will make a round worse, and a department doing an interesting gimmick. Like making a firing range or something.
Jaredfogle wrote:Yeah I'd love to see more little things get cracked down on IC myself, some people use posts and stuff, others don't.
Just to clarify, I didn't mean that I expect people to stick out their posts, I was using to show the mechanics encouraging security to split up and cover separate ground. Ideally, some security officers are handling a given pressing situation (like a confirmed traitor), while others are handling the non-antag keeping-the stationBut it'd be silly for everyone to expect it to be done all the time really.
I do truly believe that if security players cracked down on it, it'd happen much less to the point that when it does happen it can be handled on a more manageable level.Really, I'd just hate to see it be a minefield that people have to tread through. But, there's a difference between prepping for antags or the station to explode just because (which the powergaming rule explains nicely), doing something that will make a round worse, and a department doing an interesting gimmick. Like making a firing range or something.
I agree, I just speak as a designer who disagrees with oranges on where we can help reinforce the behavior we want to achieve through gameplay and not policy.
oranges wrote:cacogen wrote:Code problem, should be made harder to do than it currently is. It was nerfed in a controversial, extreme way a long time ago by making crates far more durable than they were but that only made people rely on emitters (not to mention private orders) instead of the bartender's shotgun and lethal shells or whatever else was used.
This is a policy problem first, not a code one, crates being so indestructible already tests the suspension of disbelief and the only way to fix this behaviour in the code is to make crates immutable and indestructible. This is a poor solution, it would in fact be better to back in the opposite direction and solve it through administrative and policy action.
Fikou wrote:we let people like xenobiologists gear up in instaheals, passive healing, massive speedboosts, proofing themselves from everything just because its their job, i dont see the issue in a cargo tech grabbing a gun from their job place
Screemonster wrote:what if certain cargo crates had anti-tamper mechanisms like abandoned crates that destroyed the contents if you try to just shoot them open
less destructive than actual abandoned crates obviously
⠀technokek wrote:Cannot prove this so just belive me if when say this
cacogen wrote:Fikou wrote:we let people like xenobiologists gear up in instaheals, passive healing, massive speedboosts, proofing themselves from everything just because its their job, i dont see the issue in a cargo tech grabbing a gun from their job place
Well, it's a job that unlocks this stuff and it's always gone without saying that the reward is to be able to use it and hand it out to the crew. Should the same be true of cargo crates? I dunno, it's not like ordering a crate and breaking it open with an emitter takes much effort compared to the time involved and tedious repetition of xenobiology. It's also not what the player is intended to do with the job, as unlocking things with xenobiology is.
⠀technokek wrote:Cannot prove this so just belive me if when say this
Kassori wrote:Can I get an idea of what mass-ordering is? Arming the 3 or 4 people in cargo takes like, 2 crates.
Misdoubtful wrote:meow
⠀technokek wrote:Cannot prove this so just belive me if when say this
cacogen wrote: it's nearly always blue it's usually only changed manually to adjust shuttle times
Also I forget if it needs access to do but I'm imagining QM Brick Carr on the bridge at the still logged in comms console changing alert level for cheaper guns
Jaredfogle wrote:cacogen wrote: it's nearly always blue it's usually only changed manually to adjust shuttle times
Because it's not tied to anything else! Nobody uses it for roleplay as a "we're in danger" or ever even lowers it because the mechanics don't give you any reason to.Also I forget if it needs access to do but I'm imagining QM Brick Carr on the bridge at the still logged in comms console changing alert level for cheaper guns
Two people with command access for red alert (or one if you're smart with the hand tele), adds a stop gap for people just going it for something trivial. Could even do something like auto emergency access on red alert to provide a mechanical reason to be cautious with it.
Just to clarify, I'm not really suggesting this formally, I'm using it to show how we *could* communicate "don't buy guns with no threat" other than a bullet point in the rules or, marginally better, some bold text on the description.
Cobby wrote:Misdoubtful wrote:meow
I read the imperfect nature of security as a failing (that requires admins to step in), I couldnt really see how else that statement fell into the discussion or if it was a random blurb.
Misdoubtful wrote:
I saw a server do something somewhat similar to this where weapons had firemodes that would be enabled and disabled according to the security alert level. It was a pretty cool concept to see actualized. Maybe not really the most fitting thing for us though, it was cool to see alert levels have more impact though.
⠀technokek wrote:Cannot prove this so just belive me if when say this
Not-Dorsidarf wrote:Locking to red alert just means people will go red alert to unlock their stuff, since unless the shuttle is called it has no other meaning
Jaredfogle wrote:"IC administration"...so security and command?
⠀technokek wrote:Cannot prove this so just belive me if when say this
cacogen wrote:It's especially an issue on LRP because those servers attract the types of powergamers who use it.
Tlaltecuhtli wrote:cacogen wrote:It's especially an issue on LRP because those servers attract the types of powergamers who use it.
lol
Tlaltecuhtli wrote:cacogen wrote:It's especially an issue on LRP because those servers attract the types of powergamers who use it.
lol
⠀technokek wrote:Cannot prove this so just belive me if when say this
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