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Aces wrote:Wickedtemp wrote:You'd need to keep tabs on Security to actually ensure they do the job. There was one scenario where an officer searched through Medbay because a pizza was stolen, but ignored legitimate crime issues later on like trespassing, vandalism, etc.
I think it'd be fun to do, it could give Security an actual purpose (since there's so many OOC rules like "Don't intervene unless the victim explicitly requests aid." and the like).
But my concern is that it could be used as an excuse to just be a chucklefuck. If someone thinks it's fun to steal the surgical tools and other important medical equipment every other round, there will be an issue. I don't mind conflict, but I don't play on VS for a round of "traitor". So if people start doing some real antaggy shit and people die regularly as a result, the game might be more fun for them, but less fun for Medical (for me, anyways), because it's difficult to have a scene when there are people hurting each other and needing to be cloned.
So... Sure. Petty theft, fine. Even trying to steal some real important shit every now and then, go for it. As long as it doesn't cause disruptions every shift, I don't particularly mind.
I'm curious, however, about how it would effect the reputations of crew that are thought to be in the Guild, or have been proven to be involved in an organized station-wide crime organization. It would make sense to bar them from joining as Security to prevent meta-collaboration to flood Security with corrupt individuals just so their crime spree becomes inevitable. And I know that you can't have any real IC consequences for stuff you did in a previous shift, but would that change for characters who make "Is a member of an underground crime organization" a part of their character?
... I want to see something like this, but I'm just worried that like... I'm here, thinking that a wave or two in the calm ocean would be beneficial, but I'm dreading the fact that while a wave would be great, we'll be given a tsunami instead. I'm worried that a possibly fun idea will end up being much heavier than intended, instead of "theives guild" it becomes "super edgey dark brotherhood in space".
And yeah, a part of this is just me being overly-cautious. But given how there's already a fairly consistent level of petty crime that goes on (Security is just too busy with scenes or they don't think it's worth doing anything about it) I'm not entirely sure this would actually do more good than harm... So I guess a "trial run" at the very least would be warranted. Give it a shot and we'll see where it goes.
The only requirement to having a crooked character is to have some allusions to it in your character's employment and security records. For my character Jarome it straight up states he used to be a pirate leader and was imprisoned for five years. Security is explicitly told to keep an eye on him. These individuals wouldn't be trusted to join security so I'd invoke the "No unrealistic characters" rule because that'd be bullshit joining as security. On the other hand, convincing a security to become corrupt mid-shift is acceptable. But if it becomes a repeating theme, they should stop playing security out of fairness.
I've already done trial runs for this before. Lately Security has been making bullshit charges though. Someone tried to charge grand theft over a fucking stun baton.
Wickedtemp wrote:Aces wrote:Wickedtemp wrote:You'd need to keep tabs on Security to actually ensure they do the job. There was one scenario where an officer searched through Medbay because a pizza was stolen, but ignored legitimate crime issues later on like trespassing, vandalism, etc.
I think it'd be fun to do, it could give Security an actual purpose (since there's so many OOC rules like "Don't intervene unless the victim explicitly requests aid." and the like).
But my concern is that it could be used as an excuse to just be a chucklefuck. If someone thinks it's fun to steal the surgical tools and other important medical equipment every other round, there will be an issue. I don't mind conflict, but I don't play on VS for a round of "traitor". So if people start doing some real antaggy shit and people die regularly as a result, the game might be more fun for them, but less fun for Medical (for me, anyways), because it's difficult to have a scene when there are people hurting each other and needing to be cloned.
So... Sure. Petty theft, fine. Even trying to steal some real important shit every now and then, go for it. As long as it doesn't cause disruptions every shift, I don't particularly mind.
I'm curious, however, about how it would effect the reputations of crew that are thought to be in the Guild, or have been proven to be involved in an organized station-wide crime organization. It would make sense to bar them from joining as Security to prevent meta-collaboration to flood Security with corrupt individuals just so their crime spree becomes inevitable. And I know that you can't have any real IC consequences for stuff you did in a previous shift, but would that change for characters who make "Is a member of an underground crime organization" a part of their character?
... I want to see something like this, but I'm just worried that like... I'm here, thinking that a wave or two in the calm ocean would be beneficial, but I'm dreading the fact that while a wave would be great, we'll be given a tsunami instead. I'm worried that a possibly fun idea will end up being much heavier than intended, instead of "theives guild" it becomes "super edgey dark brotherhood in space".
And yeah, a part of this is just me being overly-cautious. But given how there's already a fairly consistent level of petty crime that goes on (Security is just too busy with scenes or they don't think it's worth doing anything about it) I'm not entirely sure this would actually do more good than harm... So I guess a "trial run" at the very least would be warranted. Give it a shot and we'll see where it goes.
The only requirement to having a crooked character is to have some allusions to it in your character's employment and security records. For my character Jarome it straight up states he used to be a pirate leader and was imprisoned for five years. Security is explicitly told to keep an eye on him. These individuals wouldn't be trusted to join security so I'd invoke the "No unrealistic characters" rule because that'd be bullshit joining as security. On the other hand, convincing a security to become corrupt mid-shift is acceptable. But if it becomes a repeating theme, they should stop playing security out of fairness.
I've already done trial runs for this before. Lately Security has been making bullshit charges though. Someone tried to charge grand theft over a fucking stun baton.
Okay, so they'd be required to be hinted at in the Employment and Security records. As CMO, if Tempest sees someone in Medical doing something illegal like...maybe stealing something bigger than a pen but not as serious as stealing a baton, kinda like a "medium severity" thing, normally shi'd get irritated but shi wouldn't fire them unless they do it again.
However if someone were to do something illegal and shi looks at their employment records and sees "Hint-hint at crime organization" then shi's much more likely to fire them on their first 'offense'.
Personally I find that to be reasonable, an employer doesn't want a law-breaker in their department, especially one that gives them access to things like napalm, bone-saws, and stupidly easy ways to kill people. "Someone's injured, they need surgery, I'll take care of it." *make several incisions, let them bleed out, cauterize in the OR* "Aw, man, I couldn't save them. Bummer." So... I find it reasonable. But I want to know your thoughts on it.
Basically it's "Doctor does illegal thing, no real harm done, is given a warning." vs "Doctor does illegal thing, no real harm done, CMO sees hints at a crime ring in employment records, fires doctor."
Would that be reasonable?
Also, what about characters that have been caught? From then on, everyone will know they're in the crime ring if the news gets out. I understand that you can't really do anything about past shifts, but you'd still have a well-known, actively-doing-illegal-shit criminal onboard. Would it be fair to keep a closer eye on them?
Gramzon_the_Dragon wrote:What is one supposed to do if their HoS goes "no fun allowed" and forbids you from even playing pred sec? I've been told off IC by a HoS after trying to belly brig a player and having the captain come in to break it up. "We have functioning brig cells, I don't want you eating any crewmembers"
If you're in a head role, try not to be a busybody to the point where it stifles the ability of other players to enjoy themselves. For instance, if two players joined as cargo techs in order to play with each other, the HoP or QM should think twice before ordering one of them to go mining - after all, if they wanted to mine, they'd have joined as a shaft miner. Likewise, ordering a lockdown on an area for no good reason, instructing someone to stand in a corner or be at their desk at all times even when nothing is happening, or otherwise flexing your authority in a way that renders other players unable to enjoy the game is frowned upon. Again, it's going out of your way to interfere that's the important part.
Scree wrote:Gramzon_the_Dragon wrote:What is one supposed to do if their HoS goes "no fun allowed" and forbids you from even playing pred sec? I've been told off IC by a HoS after trying to belly brig a player and having the captain come in to break it up. "We have functioning brig cells, I don't want you eating any crewmembers"
If you have logs of who that was, PM them to me.
Because of this.If you're in a head role, try not to be a busybody to the point where it stifles the ability of other players to enjoy themselves. For instance, if two players joined as cargo techs in order to play with each other, the HoP or QM should think twice before ordering one of them to go mining - after all, if they wanted to mine, they'd have joined as a shaft miner. Likewise, ordering a lockdown on an area for no good reason, instructing someone to stand in a corner or be at their desk at all times even when nothing is happening, or otherwise flexing your authority in a way that renders other players unable to enjoy the game is frowned upon. Again, it's going out of your way to interfere that's the important part.
(not that page isn't rules per se, but general advice and long-winded clarification on how not to make other players annoyed with you)
For example: An Engineer who doesn't start the engine or set up solars and instead runs straight to the bar for scene hunting is probably breaking this rule. On the other hand, if you got ambushed and ate before finishing your job, then that's just life on VORE and everyone will have to live without power for a bit.
Wickedtemp wrote:-snip- because the qoute is getting long.
So, my question in a sentence: You're the CMO, you see a Chemist on the manifest that's done very, very little work because they ran off to do a scene after making one or two bottles of Tricord, and this is a consistent trait with the Chemist in question. What do?
Gramzon_the_Dragon wrote:Wickedtemp wrote:-snip- because the qoute is getting long.
So, my question in a sentence: You're the CMO, you see a Chemist on the manifest that's done very, very little work because they ran off to do a scene after making one or two bottles of Tricord, and this is a consistent trait with the Chemist in question. What do?
It would be something to report them for as per https://wiki.vore-station.net/Rules#Do_ ... _scenes.21
"If you habitually join as jobs beside assistant and don't perform your job's most basic functions, you'll get job banned because it hogs the slot from people who actually want to do the job."
Generally as a chemist I think one should get the 4 basic medicines (Bicaridine, Dermaline, Dexalin plus, Dylovene) and hopefully some cryoxadone mix before running off for a scene unless they got kidnapped by a pred beforehand. Maybe mixing some Peridaxon if no surgeon is available. Most of the other medicines are situational and can be mixed before adminsitering. Or if a patient is in critical health, the cyro pods can keep them alive long enough for the needed strange meds to be mxed
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