Security improvements and QOL changes
Posted: Tue May 10, 2016 8:33 pm
I posted this in the coding thread but since it's not really an ideas thing, I figured I'd post it here and see if anyone wanted to flesh out or take a crack at one of these. I already opened a battering ram PR, but the rest are fair game for anyone to attempt to implement:
I see it like this, there are two ways to make security more enjoyable for sec players. Improve their combat experience, or improve their non-combat experience.
Combat experience is stuff strictly dealing with them actively engaged in fighting the enemy. Non-combat can indirectly influence the combat experience, but is largely just about making security a less terrible experience.
There are very few combat things I want to touch. One change I'd -love- to see even if it would realistically require more coordination than security can manage would be a "brace" option for riot shields that would require about ~2 seconds to engage. The riot shield user would 2-hand the shield, move at a very slow speed, and gain 100% block rate to range projectiles and melee attack coming from the 180 degrees in front of the user (180 degrees from the tile in front of the user basically, direct side-shot would still land). Anyone shooting/throwing from 180 degrees behind the user would have their projectiles pass over the user unless the user was directly targeted).
Non-combat leaves a lot more room for improvement:
1) One idea would be a "muster for battle" (RIP GvG) type alert for security, it would provide a large text + sound notification for all sec players (especially those tabbed out of boredom) to return to the brig. All armory doors would become accessible for regular security members.
2) Explicitly change our security policy on armory fortification. This wouldn't allow for "lol I put all the guns in a disabled disposal in warden's office", weapons would still have to stay in the armory until distributed (or until sec had IC knowledge that the armory could be vulnerable) but would allow for security to make whatever preparations they wanted to fortify the brig and armory. After code blue it's not even meta to want to drop some additional barriers, plus it might give sec or the warden something to do early-round while things are so slow you want to go braindead.
3) Put sliding glass doors in front of the 3 main gun racks. It's just a tiny improvement that gives the warden a chance to tell morphs, abductors, x4 babbies, etc. to fuck right off. Right now warden's job is basically "the guy who yells that all the guns are stolen, after the fact, because within 1 second of entering the armory, any intruder is now more heavily armed than the warden".
4) Let Sec PDA's (with restrictions similar to sechuds) set people to arrest (or take them off arrest) simply by entering their full name. It's a nightmare trying to manage records because unless you have the best AI or warden player in the universe, nobody is actually going to be working those records and it just ends up a confusing mismash of existing warrants that should have been removed and non-existant warrants that should have been added.
5) Move the damn warden medkit somewhere where 80% of sec can reach it, like perma. It also shouldnt be out of the question for security to get a couple advanced chems, whether its just a couple anti-toxin pills, or some patches. I would also argue that security deserves its own sleeper. Nothing is more frustrating than 90% of the station having easier access to medical supplies than the dept. that actually, desperately, needs them. Yet when sec tries to grab those supplies from medbay there is wide protest about shitcurity and retaliation against sec for "stealing" supplies.
6) Upon declaration of red-alert, security ID's would function similar to the HoS-tier of access, minus bridge, HoS office, command computers. They would have general access to science, medbay, engineering and perhaps all security would gain access to crematorium and kitchen. Security access is a tricky issue but I have no doubt that its currently too biased against security. The odds of having a cooperative HoP who will readily, quickly, and conveniently pass access to security members is less than 30% in my experience, yet without that HoP or an equally exceptional AI, security is all too often forced to stand outside science, medbay, cargo, and engineering while someone murders/converts/builds WMD's because security has jack-shit to deal with doors. There are other solutions to this issue too but breaching shells (like the nukeops have) and other devices get the typical "coderbus experience" when proposed. I think Steelpoint's HoS gun with a breaching setting was the single most contentious PR in Github history. Regardless of the solution, security having shit access and being unable to respond to a large majority of crises on the station is a huge part of why its generally just a shit experience.
7) A streamlined prison management system. The ability to teleport prisoners back would be a huge boon to security without affecting combat balance, but that ease-of-use rustles too many jimmies because god forbid you have to do something more complicated than lube the sec hall + maint if you want to prevent arrests from being processed. A compromise would be a prisoner-processor where the current brig checkpoint is. You drag in your criminal, they could be placed inside the processor like an abductor tube, the tube would prompt the officer to set a time, cell #, and crime description. The processor would give one final option whether to leave the prisoner with current clothing/headset or do a full strip into prisoner's garb. The processor would then teleport them to their designated cell and leave their gear on the teleporter pad/pod/whatever. The prisoner's gear will be placed in a cardboard box with their name on it, that gear can then be inspected, sent to the prisoner's locker via teleporter, or left at the checkpoint desk or elsewhere to be personally returned.
I see it like this, there are two ways to make security more enjoyable for sec players. Improve their combat experience, or improve their non-combat experience.
Combat experience is stuff strictly dealing with them actively engaged in fighting the enemy. Non-combat can indirectly influence the combat experience, but is largely just about making security a less terrible experience.
There are very few combat things I want to touch. One change I'd -love- to see even if it would realistically require more coordination than security can manage would be a "brace" option for riot shields that would require about ~2 seconds to engage. The riot shield user would 2-hand the shield, move at a very slow speed, and gain 100% block rate to range projectiles and melee attack coming from the 180 degrees in front of the user (180 degrees from the tile in front of the user basically, direct side-shot would still land). Anyone shooting/throwing from 180 degrees behind the user would have their projectiles pass over the user unless the user was directly targeted).
Non-combat leaves a lot more room for improvement:
1) One idea would be a "muster for battle" (RIP GvG) type alert for security, it would provide a large text + sound notification for all sec players (especially those tabbed out of boredom) to return to the brig. All armory doors would become accessible for regular security members.
2) Explicitly change our security policy on armory fortification. This wouldn't allow for "lol I put all the guns in a disabled disposal in warden's office", weapons would still have to stay in the armory until distributed (or until sec had IC knowledge that the armory could be vulnerable) but would allow for security to make whatever preparations they wanted to fortify the brig and armory. After code blue it's not even meta to want to drop some additional barriers, plus it might give sec or the warden something to do early-round while things are so slow you want to go braindead.
3) Put sliding glass doors in front of the 3 main gun racks. It's just a tiny improvement that gives the warden a chance to tell morphs, abductors, x4 babbies, etc. to fuck right off. Right now warden's job is basically "the guy who yells that all the guns are stolen, after the fact, because within 1 second of entering the armory, any intruder is now more heavily armed than the warden".
4) Let Sec PDA's (with restrictions similar to sechuds) set people to arrest (or take them off arrest) simply by entering their full name. It's a nightmare trying to manage records because unless you have the best AI or warden player in the universe, nobody is actually going to be working those records and it just ends up a confusing mismash of existing warrants that should have been removed and non-existant warrants that should have been added.
5) Move the damn warden medkit somewhere where 80% of sec can reach it, like perma. It also shouldnt be out of the question for security to get a couple advanced chems, whether its just a couple anti-toxin pills, or some patches. I would also argue that security deserves its own sleeper. Nothing is more frustrating than 90% of the station having easier access to medical supplies than the dept. that actually, desperately, needs them. Yet when sec tries to grab those supplies from medbay there is wide protest about shitcurity and retaliation against sec for "stealing" supplies.
6) Upon declaration of red-alert, security ID's would function similar to the HoS-tier of access, minus bridge, HoS office, command computers. They would have general access to science, medbay, engineering and perhaps all security would gain access to crematorium and kitchen. Security access is a tricky issue but I have no doubt that its currently too biased against security. The odds of having a cooperative HoP who will readily, quickly, and conveniently pass access to security members is less than 30% in my experience, yet without that HoP or an equally exceptional AI, security is all too often forced to stand outside science, medbay, cargo, and engineering while someone murders/converts/builds WMD's because security has jack-shit to deal with doors. There are other solutions to this issue too but breaching shells (like the nukeops have) and other devices get the typical "coderbus experience" when proposed. I think Steelpoint's HoS gun with a breaching setting was the single most contentious PR in Github history. Regardless of the solution, security having shit access and being unable to respond to a large majority of crises on the station is a huge part of why its generally just a shit experience.
7) A streamlined prison management system. The ability to teleport prisoners back would be a huge boon to security without affecting combat balance, but that ease-of-use rustles too many jimmies because god forbid you have to do something more complicated than lube the sec hall + maint if you want to prevent arrests from being processed. A compromise would be a prisoner-processor where the current brig checkpoint is. You drag in your criminal, they could be placed inside the processor like an abductor tube, the tube would prompt the officer to set a time, cell #, and crime description. The processor would give one final option whether to leave the prisoner with current clothing/headset or do a full strip into prisoner's garb. The processor would then teleport them to their designated cell and leave their gear on the teleporter pad/pod/whatever. The prisoner's gear will be placed in a cardboard box with their name on it, that gear can then be inspected, sent to the prisoner's locker via teleporter, or left at the checkpoint desk or elsewhere to be personally returned.