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Guide for Crisis's - Printable Version

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Guide for Crisis's - Kotlol - 12-10-2022

In the world of SS13 a lot of the thing we need info on we "Wiki" it.

Wraith attacking? "WIKI IT"
Singuloose? "WIKI IT"
Wizard? "WIKI IT"

We look too much into Wiki-ing to get our info... and well alt tabbing doesn't feel intuative. It feels like "You have to cheat"
While most info on the wiki is available in books, in game guides and such.

There is just ONE thing that isn't in the game....

A guide on what to do in certain crisis's.
You know regulatory things.

There are a lot of alarms and events that litterly do not have a Modus Operande standard for everyone to know.
Most well known is the meteor strike on the station (or cybershark)
Cargo orders meteor shields wich is standard... but...
Who deploys em? Security? Engineering? Whoever is available?
I have seen so many times where Engineering won't do it cause they are doing whatever.
Security won't do it since they are busy or think ENgineering has it.
And whoever is available sometimes does not have access to all deployment spots needed.

So why not make a guide that is on the bridge that has "The code of emergencies" book. (or somewhere anyone can read it)

Now this is only a suggestion right now and we have to decide wich emergencies or crisis's we put in and are considered standard.
What has priorities in crisis's, wich department does what in each crisis and such.

Note that this book is a guidebook but can be 100% ignored by incompentent crew. It's a funny farty specperson game.
But... maybe having an universe guidebook written by "expirenced" captains, could help streamline things that are normally very messy and unclear or just a fun extra book for people to make fun of.


RE: Guide for Crisis's - George_Manning - 12-12-2022

You can’t really make a guide for emergencies imo, that’s kinda the point


RE: Guide for Crisis's - Kotlol - 12-12-2022

(12-12-2022, 08:21 AM)George_Manning Wrote: You can’t really make a guide for emergencies imo, that’s kinda the point

It would help in alot of cases to have a "base" idea (or ignore it lol) to waht to do.

As I said with the meteor shower bit...it can be extremely disruptive in a round for a stray meteor to hit the station in a critical place and disrupt the whole shift for Antagonists and Crew alike.

Imagine an antagonist brewing up something in chemistry to only have a stray meteor strike that area, blowing them up and as well others. Funny yes...but the science team was killed due to incompetence from other departments.

Also I am not saying: "PLAYERS MUST FOLLOW THIS GUIDELINE OF BOOKS IN CERTAIN EVENTS" More like: "Here's how you can do it effectively and safely acording to veteran NT captains."

Examples:

"IN CASE OF SYNDICATE NUCLEAR OPERATIVES PLACING A NUKE"
Step 1: Press alarm button on bridge (cept if the bridge is guarded)
Step 2: Arm any man woman and child.
Step 3: Send any man woman or child to fight Nuclear ops.
Step 4: While the crew is fighting, secure all profits.
Step 5: If the nuclear device is about to go off, secure profits and head to the space diner asap and await extraction there.

That's a jokey one but another could be.

"INCASE OF DOOR MALFUNCTIONING/AI MALFUNCTIONING"
Step 1: Ask AI for laws.
Step 2: Ask other departments for power issues or door issues.
Step 3: Consider an Ion Storm is going on. (In case of Ion Storm Announcement ignore previous steps)
Step 4: Repair broken laws.
Step 5: Have the AI reset all APCs and Airlocks.
Step 6: You have delt with the situation.

These are just simple directions we can take as the community. Just having some clarification (be it funny or not), will help certain alerts to go smoother insted of disruptive and messy. I am sure some people wouldn't mind being able to use this book in some way or another in their plays, be it jokingly or serious.


RE: Guide for Crisis's - NanoDano - 12-16-2022

new captains reading directions off a poorly written book of emergencies would be hilarious