12-18-2015, 11:11 PM
In order to make security a more attractive department and add a few extra functionalities and specialties to security teams, there should be new sec specialty jobs that are one-person only in the same fashion as the detective. Parts of this idea detail new items or functionalities that would need to be coded in, such as a "Pepper Spray" item or billy-club type weapon, however they aren't integral to the ideas (with the exception of maybe Warden)
Hunter Officer: Track and capture particularly tricky criminals.
Equipment- Tranq Rifle, flasher (perhaps a smaller variant that doesn't incinerate bushes, or perhaps a variant that performs the hootingium reaction for a more potent effect), Hunter's Outfit
ID- Standard sec access without equipment access but with sec dispenser access.
Special- Has a different-named George in his place of spawn. No real function (though it could if somebody wanted to take the time to give it one, perhaps it can sniff a blood sample and track down the owner of that blood), just so the Hunter can own a bloodhound. Also, if possible, would benefit from a melee weapon that uses no power and depletes moderate amounts of stamina on hit instead of health, to be used when the tranq rifle is out of ammo or to conserve tranq ammo.
Hall Monitor: Patrol the station, monitor for security infractions, get actual security officers to solve problems.
Equipment- Security headset, flash, PDA capable of calling Securitrons.
ID- Access to security but not equipment, brig, or sec dispensers.
Special- ID scanning device, probably a wand rather than something that requires you to actually hold the ID, scans ID slot for ID and then determines what its original details were such as name and access levels.
Vice Officer (Permanent): Make sure that any drugs or liquor on or around the station are at or above regulation standards. If not, confiscate (forcefully if need be) and destroy (in whatever manner you see fit) the contraband.
Equipment- Flash, 2 random drug bottles (real drug) and 1 ??? drug bottle, cocaine bag, 2 spray bottles full of a 50/50 mix of capsaicin and itching powder labelled "Pepper Spray" (alternatively this becomes an actual item)
ID- Standard sec access without equipment access but with sec dispenser access, chemistry access, botany access, bar access.
Warden: Ensure that prisoners STAY prisoners, watch the armory.
Equipment- Riot shotgun, Warden's Outfit.
ID- Standard sec access with armory (but not armory lockers) and control room (see special) access.
Special- Add in defensive features to sec, such as blast doors that can be deployed from a control room only the HoS and Warden have access to (with the same inability to grant access to it through customs that the armory has). Give them the ability to act as a pseudo AI for security with a control room that has cameras that function the same as the AI's do and also gives him the ability to control doors he's looking at on the cameras.
Incoming words, just some of my personal thoughts on things about my post.
The reason for keeping these jobs (besides Warden) from having equipment access is that it'd take away from standard security if these two jobs had access to their equipment. They receive equipment suitable for what their specific jobs demand, as they aren't standard security officers. The tranq rifle has finite ammo available because the Hunter isn't a standard sec officer to be constantly deployed, they're meant to be the sec officer that hunts down and uses traps and trickery to capture the really annoying criminal that always escapes from sec somehow. Their tranquilizer emphasizes this by the fact that, unlike a tazer, the bullets don't lose any sort of stopping power over distances traveled, so the hunter can hide a distance away from their target and take shots from far away.The vice officers flash and pepper spray are meant for disabling drug addicts who are usually not going to be a huge threat but possibly difficult to takedown due to the drugs, so the pepper spray is meant to act as more of a debilitater than an actual takedown weapon.
The Warden should probably NOT be a white-list job. I know there's a difference in arsenal size between the entire armory and something like the captain's E-gun or the Barman's one riot shotgun, however at the same time it's reasonable to assume that if somebody would abuse one of those then they would most certainly abuse this, and as such should be looked at the same way as those two jobs would be viewed in terms of weapons, if they start shit, go around rampaging or whatever, put a stop to it and see to it that they're spaced and ahelped. However that's the beauty of the Warden job, you're intended to stay in sec as Warden, maybe leave to go get a drink or something, or maybe you're the last man alive on sec, but if you're a sec officer and see the Warden out and about on the prowl that's a big red flag, as they're supposed to stay in sec and support sec via cameras and door controls.
Finally, these jobs outline that the very important distinction between different security roles, sort of how a Detective is not a Security Officer but serves a Security function. They're intended to pick up the slack where normal security usually has trouble, or meant to keep a reign on the smaller things so standard sec doesn't have to worry about the particularly small things. However, at the same time, each of these has their limitations. The Hunter should not be going on a security rampage. Maybe they hide around the station watching things and reporting in, but they shouldn't being going nuts around town. The Vice Officer should probably avoid dealing with particularly large crimes. It's fine to deal with drugs, poisonings (especially bar poisonings), or the small things that happen around you, like say if somebody is breaking in somewhere, give them a spritz of pepper spray to get them to knock off, but probably best to avoid tackling problems with general security, as the pepper spray is very likely to harm your friends and yourself just as likely as it is to harm the perp in a large-scale kerfuffle (just like real pepper spray!). The Warden is very important in keeping sec safe from saboteurs and helping the sec team chase down perps, and losing the Warden's assistant either because he has wanderlust or because he died to a ling from his wanderlust is a incentive to keep him in sec rather than out in the field with other officers.
Hunter Officer: Track and capture particularly tricky criminals.
Equipment- Tranq Rifle, flasher (perhaps a smaller variant that doesn't incinerate bushes, or perhaps a variant that performs the hootingium reaction for a more potent effect), Hunter's Outfit
ID- Standard sec access without equipment access but with sec dispenser access.
Special- Has a different-named George in his place of spawn. No real function (though it could if somebody wanted to take the time to give it one, perhaps it can sniff a blood sample and track down the owner of that blood), just so the Hunter can own a bloodhound. Also, if possible, would benefit from a melee weapon that uses no power and depletes moderate amounts of stamina on hit instead of health, to be used when the tranq rifle is out of ammo or to conserve tranq ammo.
Hall Monitor: Patrol the station, monitor for security infractions, get actual security officers to solve problems.
Equipment- Security headset, flash, PDA capable of calling Securitrons.
ID- Access to security but not equipment, brig, or sec dispensers.
Special- ID scanning device, probably a wand rather than something that requires you to actually hold the ID, scans ID slot for ID and then determines what its original details were such as name and access levels.
Vice Officer (Permanent): Make sure that any drugs or liquor on or around the station are at or above regulation standards. If not, confiscate (forcefully if need be) and destroy (in whatever manner you see fit) the contraband.
Equipment- Flash, 2 random drug bottles (real drug) and 1 ??? drug bottle, cocaine bag, 2 spray bottles full of a 50/50 mix of capsaicin and itching powder labelled "Pepper Spray" (alternatively this becomes an actual item)
ID- Standard sec access without equipment access but with sec dispenser access, chemistry access, botany access, bar access.
Warden: Ensure that prisoners STAY prisoners, watch the armory.
Equipment- Riot shotgun, Warden's Outfit.
ID- Standard sec access with armory (but not armory lockers) and control room (see special) access.
Special- Add in defensive features to sec, such as blast doors that can be deployed from a control room only the HoS and Warden have access to (with the same inability to grant access to it through customs that the armory has). Give them the ability to act as a pseudo AI for security with a control room that has cameras that function the same as the AI's do and also gives him the ability to control doors he's looking at on the cameras.
Incoming words, just some of my personal thoughts on things about my post.
The reason for keeping these jobs (besides Warden) from having equipment access is that it'd take away from standard security if these two jobs had access to their equipment. They receive equipment suitable for what their specific jobs demand, as they aren't standard security officers. The tranq rifle has finite ammo available because the Hunter isn't a standard sec officer to be constantly deployed, they're meant to be the sec officer that hunts down and uses traps and trickery to capture the really annoying criminal that always escapes from sec somehow. Their tranquilizer emphasizes this by the fact that, unlike a tazer, the bullets don't lose any sort of stopping power over distances traveled, so the hunter can hide a distance away from their target and take shots from far away.The vice officers flash and pepper spray are meant for disabling drug addicts who are usually not going to be a huge threat but possibly difficult to takedown due to the drugs, so the pepper spray is meant to act as more of a debilitater than an actual takedown weapon.
The Warden should probably NOT be a white-list job. I know there's a difference in arsenal size between the entire armory and something like the captain's E-gun or the Barman's one riot shotgun, however at the same time it's reasonable to assume that if somebody would abuse one of those then they would most certainly abuse this, and as such should be looked at the same way as those two jobs would be viewed in terms of weapons, if they start shit, go around rampaging or whatever, put a stop to it and see to it that they're spaced and ahelped. However that's the beauty of the Warden job, you're intended to stay in sec as Warden, maybe leave to go get a drink or something, or maybe you're the last man alive on sec, but if you're a sec officer and see the Warden out and about on the prowl that's a big red flag, as they're supposed to stay in sec and support sec via cameras and door controls.
Finally, these jobs outline that the very important distinction between different security roles, sort of how a Detective is not a Security Officer but serves a Security function. They're intended to pick up the slack where normal security usually has trouble, or meant to keep a reign on the smaller things so standard sec doesn't have to worry about the particularly small things. However, at the same time, each of these has their limitations. The Hunter should not be going on a security rampage. Maybe they hide around the station watching things and reporting in, but they shouldn't being going nuts around town. The Vice Officer should probably avoid dealing with particularly large crimes. It's fine to deal with drugs, poisonings (especially bar poisonings), or the small things that happen around you, like say if somebody is breaking in somewhere, give them a spritz of pepper spray to get them to knock off, but probably best to avoid tackling problems with general security, as the pepper spray is very likely to harm your friends and yourself just as likely as it is to harm the perp in a large-scale kerfuffle (just like real pepper spray!). The Warden is very important in keeping sec safe from saboteurs and helping the sec team chase down perps, and losing the Warden's assistant either because he has wanderlust or because he died to a ling from his wanderlust is a incentive to keep him in sec rather than out in the field with other officers.