The Good, The Bad, and the Grey (SECURITY UPDATE)

Spessmens go here
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2bubberducky2
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Re: The Good, The Bad, and the Grey (SECURITY UPDATE)

Post by 2bubberducky2 » June 13th, 2019, 4:39 pm

this gives me an erection
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Axanthic
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Re: The Good, The Bad, and the Grey (SECURITY UPDATE)

Post by Axanthic » June 16th, 2019, 9:38 am

Would it be possible to elaborate more on the following?

-forcefield generator
-Brigsphere
-Taser's disabler setting change

Main changes that concern me are in regards to the massive maps changes perhaps you can share what the layout of these will look like?

I like the ideas behind this for sure, I think the main problems sec are
-The disproportionately large target on your back in relation to the gear sec gets.
I.e Taser, laser gun, riot slugs all take multiple shots where as chemist can shoot you once with a syringe gun and kill you.

-Admin hover
Anything that you do as sec will need to be justified to an admin after someone complains. I've had many rounds where I'm a lone officer following space law and have to spend more of the round justifying my actions as opposed to playing the game. It fuckin sucks.

-Typically returning fire as opposed to opening fire.

I've thought about this a bit and here are the solutions I've thought of:

In theory think that more defense is the solution for sec, but at the same time I wouldn't want antags to have these tools.

Better logging and such for sec.

Use of force authorized for sec. Non-lethal has such significant disadvantages. I feel like any crimes during red alert should allow lethal force. So I'm thinking, lethal force with some way to clone so you can then interrogate them.

Crime timers, I think ontop of being able to manually put in what time you want for cells there should also be presets - I.e button for breaking and entering = 1 min. Think perhaps these will prevent stupid long timers.

Some sort of crime reporting, perhaps if cameras detect unauthorized access or violence it notifies sec?

Maybe some sort of map for sec to track each other so they can better black each other up or save each other when in need?


My ideas probably suck but hey, worst case just add more beepsky.
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LoLSwat
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Re: The Good, The Bad, and the Grey (SECURITY UPDATE)

Post by LoLSwat » June 28th, 2019, 1:22 am

If you cant put tasers / eguns in your backpack, sec wont want to carry it around, and it looks like an easy disarm
If you can put rifles in your bag, those will instead be hoarded UNLESS it turns out that ballistics arent very useful, which im predicting

Although we butt heads a lot, i know you want the best for the server which is why im trying to give honest input from a different perspective
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KBB
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Re: The Good, The Bad, and the Grey (SECURITY UPDATE)

Post by KBB » June 28th, 2019, 2:50 am

this is taking a while because I got bored of coding it and decided traitor was more fun to code for
whoops. I guess it's just The Bad. No good or grey, that'll come in about ten years :smug:
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gaylard
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Re: The Good, The Bad, and the Grey (SECURITY UPDATE)

Post by gaylard » June 28th, 2019, 3:11 am

better unping us all then.
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NautilusV
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Re: The Good, The Bad, and the Grey (SECURITY UPDATE)

Post by NautilusV » June 28th, 2019, 5:02 pm

I like everything in this update except for two things.

First thing: Advanced taser changes. Holy shit fucking god no, fuck hard stuns. Do not do this. What I WOULD be okay with is if the alternate fire were changed to a single point-blank unload-the-entire-battery-into-the-greyshirt zap that deals burn damage and a shock stun like you'd get from running into a live grille, the damage and stun duration of which would scale off of how much charge the taser has left. Consider it a last-ditch lethal option. Or just funny.

Second thing: All of the new hat sprites. I like bluecurity from the neck down, the sprites are good and I can take them seriously. The hats are fucking stupid and bulbous and hideous and I hate them. Keep them in the drobe if you absolutely have to but the standard issue helmets for sec and various hats for the warden and head of security are perfectly great and fantastic.
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KBB
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Re: The Good, The Bad, and the Grey (SECURITY UPDATE)

Post by KBB » June 28th, 2019, 6:34 pm

First thing: I ain't stupid, it's not true onestun. Even then it chews through your ammo and has shorter range than a regular bolt.

Second thing: R.I.P.
The helmets are actually that huge in real life, so this isn't some comedic SS13 sprite exaggeration.
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NautilusV
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Re: The Good, The Bad, and the Grey (SECURITY UPDATE)

Post by NautilusV » June 28th, 2019, 6:42 pm

KBB wrote:
June 28th, 2019, 6:34 pm
First thing: I ain't stupid, it's not true onestun. Even then it chews through your ammo and has shorter range than a regular bolt.

Second thing: R.I.P.
The helmets are actually that huge in real life, so this isn't some comedic SS13 sprite exaggeration.
I like my idea better, but as long as it isn't hard stuns I guess I can't complain.

I know the helmets and hats are fairly on model, my problem is that they look very stupid and for the brief period this update was testmerged I ALWAYS took off my headwear and a couple others did the same. The best balance would be new bluecurity outfits with the same headgear we have, recolored to fit the blue scheme if need be. Also keep things like the greatcoat.
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