I am once again getting some very conflicting tips here.
Everybody is saying, "be prepared", but also don't "do anything".
(08-22-2016, 04:00 AM)Ed Venture Wrote: 1. Don't get mad during the job.
I am using my common sense, and that you point this out twice is very rude. I posted the goddamn Miranda Right for a review, getting some feedback, about wether or not it's too harsh (it was, I've seen that much). But this stuff isn't helping, you are the thing that making me mad!
(08-22-2016, 04:00 AM)Ed Venture Wrote: 7. Use your common sense
Another key part of common sense is 'don't bother with stuff you don't need to be bothering with'. So if your job is to restore peace and order and the place is peaceful and orderly, you, are IN THE WRONG PLACE! So wimpling about with procedure is just busywork, and very much not a sensible thing to do in the 'explosive-decompressions & space horror simulator'.
(08-22-2016, 04:20 AM)Sundance Wrote: Can you point out to me where anyone has implied that resisting arrest = death?
Or carrying weapons = possible spacing?
The part where people can 1-shot you (with the right tools), and antagonists basically do so before you can even hover over that MR button.
The part where there is now a HUD-goggle to point out that people are ready to fuck you up.
This is simple situation-response stuff: if you wave your gun in the face of a cop, is he really supposed to wait until AFTER you decide to gun him down before responding? First he stops you from doing stupid shit, THEN comes the law and order stuff. I'm not saying 'KILL ALL KILL ALWAYS', but death is realistic consequence of trying to pull a fast one on a cop, and the 'rights' reflect that. That's more informative then it is justice.
(08-22-2016, 04:32 AM)Nnystyxx Wrote: they are absolutely some of the most powerful people on the station,
Only for the first 5 seconds of a round, after that, who knows what's crawling up and down the station. Sure, that's only 1-3 people on the station, but it's the very 1-3 people on the station who will try to screw you over and take down the whole station with it!
(08-22-2016, 04:32 AM)Nnystyxx Wrote: the people put extreme trust in you and you cannot fuck that trust up
Oh yeah, that's why people really love and respect the Guards and are so friendly and cooperative when you ask to check their backpack. People barely trust the game itself, and whole teams of people are up in arms so they can do what they want alone. SS13 is not a safe place for anyone, and if you think people have blind faith in the red uniform, I've got a nice Changeling Sting for you.
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Let's walk through some scenario's.
This is my understanding of Proper Security Guards in action:
You are in the HQ, or just walking about, not bothering anybody.
Sure, the station is a mess, but that isn't your job. It's the Janitor's job mop up the blood, the Engineer job to plug the gaps, Captain's make sure everybody is doing their job. And you let them get on with their jobs, and they let you do yours.
Radio informs you of a suspicious character (or you see somebody being shifty).
You see him in the field, radio back and go in.
The Suspect has a gun (let's say a phaser, something dangerious).
Tase the shit out of him.
He takes a quick nap, you cuff him and search his gear (Ideally you do it at the Securtiy office): Internals, some cash, floor-pills, nothing.
You remove to cuffs, get called shit-curity, and send him on his merry way.
Radio informs you of another suspicious character.
You see him in the field, radio back and go in.
The Suspect has a gun (let's say a phaser, something dangerious).
Tase the shit out of him.
He expected this, and is immune to stuns. And fire. And toolboxes to the head.
And he pulls out a pipe-bomb "in defence".
But, being the supercop you are, you gain the upper hand, and put the cuffs on him.
What now?
Do you read this guy his rights, and patch him back to full health, while he activates his freedom-implant?
Or put him in the big brig for a full minute, while the opens up the secret door he build earlier?
Let's face it, between the adrenaline and the obvious problem that this guy is, you take him out!
He can stew in the port-a-brig, or be a frozen corpse, or do whatever thing you can to safely store him until you sort through the paperwork, or more likely, until the next problem shows.
But he could still be innocent, right? A victim of a bad rep and a zealous cop?
Checking his backpack, you find several traitor items, not like 'a fake moustache' but the real stuff: cloaking gear, shotguns, AP-rounds, a stealth container full of bombs...
Or he just has a backpack full of beaker-assemblies. Or exploding Tomato's.
These are not the gear of an innocent man. Either he was traitor or he was up to no good anyway. And if you had given him an inch back then, he would have used all of it on you!
Worst case, you needed him alive but he dies in custody (in spite of being some sort of rasputin-level robuster). You can always clone him back to life, but without all that super-gear! And if there is no chance for that because the station is a mess, then either A) somebody else is fucking up on their job or B) Security has it's work cut out for them, and a casualty is nothing of note.
The MRs I posted are not for real life, they are designed with THIS ^ stuff in mind: Keeping some actual peace and order on SS13, with all the gore and madness that comes with it. Sure, you could also just lie, say people will get a trial, say you wouldn't tase people if they run, as per the default MRs, but face it: when was the last time you actually saw somebody in the judges robes?
Although, yeah, a little heavy handed. Work-in-progress.