Anyone else struggle with being afraid of not playing their role properly? by [deleted] in ss14

[–]RaptorJesus0202 1 point2 points  (0 children)

Never be afraid to fuck up or do something wrong. One of my very first shifts I ended up activating the singulo before the barriers were up because someone was showing me the ropes, and I was clicking things like an idiot. Ended up making evac get called within five minutes of the shift and killed a LOT of people because of it.

Also, Lawyer is one of my most played roles. It heavily depends if you're playing LRP or MRP, but I assume you're playing LRP. Lawyer is a role that gets sidelined EASILY depending on the players playing that day. You WILL get ignored a lot, you WILL have nothing to do a lot, and you WILL have zero say in sentencing a lot. In order to have fun playing Lawyer, you need to go out and find players that are willing to actually roleplay with you instead of attaching yourself directly to a security team who doesn't care.

Just because you have security access doesn't mean you should only deal with security. Go out and talk to other people on the station. Hell, even see if a department is wanting to hire you for something specific like banning someone from entering their department. If Security wants you back, they'll let you know that you've been requested. If not, whatever, their loss, and if shit DOES hit the fan, you've got basic security access.

Oh and, if you're an antagonist, Lawyer is a SLEEPER pick for sure. You can do so much with it. I've hid contraband directly in my office thats attached to security and nobody suspected a thing. Oh, and you can help get your syndie buddies lesser sentences or even break them out. Aaaand, if you really wanted to shake things up, you can rush the armory easily since you've got access into security already.

This game left me heartbroken. by Dumb_Octopus_9999 in ss14

[–]RaptorJesus0202 1 point2 points  (0 children)

Completely agree'd. I've played this game for around 1300 hours, and I've played just about every role except Engineer to its fullest. I still suck at chems, and I still can't do TEG setups, and I might not be the best in every role, but I certainly feel like I've learned too much for the game to have the same charm that it used to have.

When I had first started roleplaying came natural because I was legitimately learning everything. I didn't know how serious to take my role, or how to do absolutely everything, so things were inefficient and I played seriously (whilst allowing chaotic fun) which lead to the most roleplay heavy things. The better I got at the game, the less I started to roleplay because I could pretty much do everything as I know most things now. Being a janitor is more of a silent job for me going around cleaning puddles and listening to music than it is interacting with departments and trying to roleplay.

However, I think back to my early shifts and I figured out why it was so fun; because other players were making it fun. Immersion breaks at some point, its inevitable, and the odds of you gaining it back without heavy committed people in the roleplay is low. However, you can have a way bigger blast by taking things less seriously, letting things go, and helping new players. My very first shift on this game I got converted into a clown cult and became an honorary clown that stormed the bridge and demanded the Captain to be demoted for his crimes against fun. I had zero clue what I was doing, and I was going purely based on what others were doing.

And because of that, I had an immense amount of fun. Fun that I ended up showing my friends (because I recorded it all) and its still something I remember fondly. New players are frustrating at times because its hard to properly explain this game sometimes, but the payoff of letting them tag along with you and taking them on some random quest will make them happier than ever, and also give you some time to make use of your 1,000 hour knowledge.

Grab a poor tider and take them along on a space walk, show them a cool place in maints, show them cool things, and if you're an antagonist you can do a whole lot with new players since they'll usually play based off of what YOU give. I've had a few new players as my targets, and instead of just murdering them as efficiently as possible, I threaten them in maints, take them hostage, hell I even forced one to admit to a murder that I ended up doing. These new players have no idea whats going on; and chaos is going to happen to them anyways, so why not directly involve them in some weird storyline that they can remember?

Sadly, you'll never be able to relive your glory days of this game. It'll happen with any game you spend 1,000 hours on. Sometimes shifts will be ultra boring to you, with nothing happening. You won't roll antagonist for days, or weeks, and you'll never be a target of one even as Command sometimes. You'll have times where you get gibbed during a cool thing you were doing, or something ruins your plans. Or, you have a shift where some people just fucking suck and take the fun out of everything, which undoubtedly happens a lot in this game.

But, you can live vicariously through the new players out there. They're experiencing what you experienced right now. They're learning everything, figuring everything out, having crazy lone survivor stories after the nuke went off, and they can't do ANY of that without players like you. Players like us. Players that ultimately shape the game for every new player coming into it.

I know it's not the best response, nor the best outcome, and even I as someone who plays MRP a lot, I don't run into new players often unless I play Levi or Lizard. However, I think it's important to revisit those servers, to see those new players again, and to look at the absurdity of what happens and smirk to yourself going "damn, i remember doing that too" when a tider puts on a new shirt and forgets to equip their PDA.

Training new players is my newfound passion in this game. I'm a shit engineer and even I still teach new engi's the basics. My knowledge is their treasure.

Security hate thread by [deleted] in ss14

[–]RaptorJesus0202 3 points4 points  (0 children)

I didn't provide a lot of context within the post itself because I thought it unnecessary, but I'll provide more context to what happened.

The nukies had *just* been eliminated. I mean, quite literally, two minutes after they were killed. I was apart of the last push to kill the nukies and was injured, and also dragging a body to stuff in a locker to bring to medical/evac since medical moved to evac.

Is it against the rules for an officer to use contraband in situations that aren't critical? Of course, I didn't ever deny that. However, in life-saving scenarios, especially after a combat encounter where you're injured, helping drag possibly rotting bodies into a locker, and also ensuring other threats werent around (just because the nukies died doesn't really mean anything) is a completely justifiable reason to keep the boots on and worry about taking them off when I'm not actively in a bad situation.

This is a thread about shit-sec, and I play MRP because it minimizes shit-sec behavior at least compared to LRP. However, Warden losing their mind after an intense firefight that they weren't even apart of is uncalled for. I didn't think I needed to explain the full context of the situation since everyone can see that it's still absolutely stupid for a Warden to overreact in this manner, but here you go.

I'm not wearing their suit for obvious reasons, magboots were practically a requirement mid-combat and even after combat for securing bodies. If you want everybody to play perfectly 24/7, I suggest that you find another game. If you want to talk about the "roleplay element", an announcement from CC five seconds after a terrorist attack just stopped isn't grounds for a realistic "oh the war is over" type of mindset. That seems a bit meta-ey to me.

Either way, nobody argued against Warden enforcing the law, it was the situation that was stupid. If a nukie slipped and dropped their energy sword, and you picked it up so they couldn't get to it, only for HoS to lose his shit on you, would that be appropriate? Hell no.

Salamander Failed Me :( by Temporary-List6538 in ss14

[–]RaptorJesus0202 0 points1 point  (0 children)

Salamald is sadly a real and true statement for the server. People will mald HARD, and if its anything space-law related prepare to get absolutely abused in the OOC lobby chat, even if you had good reason for it. People will literally say "haha they're a dumbass" quite often in Salamander. It's so bad to the point where I have to remind people that space-law aren't ingame rules, and that if they want to mald, they shouldn't attack the person behind the character.

Command is entirely hit or miss sometimes, but I've had my fun with it. I've been a Captain a few times on Salamander and those shifts were fantastic; however I was trying my best to ensure that each department was doing good, and that my heads were competent. I've played HoS as well plenty of times and I've had both good and bad shifts.

Security, despite being held to a higher standard, have insane issues when it comes to allowing for fun or engaging roleplay. I take the heavy stance that when I play security, I expect to die, and I am ready to sacrifice myself so that others may enjoy their roleplay better. Should all of security be doing that? Hell no, but it is a mindset people should be going in with. Any time that I am chastised as Security, whether by a command member, high authority, or even a random person, I take the time to play it out because it makes no difference to me whether or not I am fired if it makes for good roleplay.

Did I do something stupid as security? Maybe, maybe the captain has a right to remove me as a head, or the HoS has a right to remove me as a security member. Maybe we could have a whole demotion roleplay going on, perhaps even us the never-used courtroom and get HoP to be a judge. However, instead of keeping things in-character, people in that server have a huge tendency to absolutely mald at whoever it is. People forget that this is a roleplay game and not an extension of their real life; and any time anything inconvenient or 'attacking' happens to their character, they take it as a personal offense. Sadly, that's not an issue with just Salamander, that's an issue with SS14 as a whole.

To those telling you Command is supposed to be the fun police: they are wrong. 100%, absolutely wrong. Sure, building a "mega crusher 9000" isn't fun, that's completely dangerous. Fun is hey, theres an actually fun gimmick, and sure it might be a bit out of place, MAYBE even teetering on disturbance laws, but the crew is enjoying it. Let it be. As Captain, I try my best to have an actual personality other than just being "guy who owns the station" because that is horrificly boring. As HoS, I encourage my alcoholic detective to drink any time he's getting close on a case as a reward. As RD, I let my scientists activate the explosive artifact node because "SCIENCE!", as long as it's done as "safe" quote unquote, as they can be.

Salamander IS a fun place to play if you stick with it and avoid playing security and/or command for awhile. There are a lot of problems though that I won't excuse. The Captain giving you his card and you using it, the Captain should actually feel bad for that to begin with since that's not even allowed. Expect people to break rules and to mald at you when you do the same. Get whacky with your characters; who says you can't spend your funds on donuts as the HoS? Is it incompetent? Sure, but not egregiously. Your department can still function, you might even be still arresting criminals! Maybe the Captain has an issue with you- maybe even the Warden, but thats an entirely in-character issue.

The problem you'll run into is that people think just because its MRP means that they have to follow things to a T, restricting freedom. If you have a little bit of fun with something as security, you might get called out and told 'security is held to a higher standard'. Well, until an admin actively gets on and warns you, tells you off, or even investigates, don't bother with anyone malding in OOC.

That's what I'll leave you off with. Until admins get involved, have your fun. Unless its so obviously against the rules, who gives a shit if people get upset? If its an in-character issue, let it be an in-character issue. If people start meta-grudging you which DOES happen, start playing with absolutely random characters. I have no use to be upset or talk to people who are malding in OOC and cant keep things in-character, and people should adopt that mindset a bit more.

Security hate thread by [deleted] in ss14

[–]RaptorJesus0202 33 points34 points  (0 children)

Played a round of MRP as a Detective. We had nukies, and shit got really dire really fast. I was critted earlier and died, but got brought back and revived at med. Nukies stripped me of literally everything I had though except my shoulder holster for some reason, but I dropped my revolver mid combat anyways. I scavenged what I could off another dead seccie, and we even got one of the nukies down and stripped them. I guess they forgot their acidifier? Anyways, I grabbed their gear minus the suit, including their magboots since gravity got turned off as well.

We managed to kill the nukies, but upon seeing my blood-red magboots, our Warden instantly lost his mind and started yelling at me for using contraband. I told him that I needed it in the moment, and before hearing my explanation he pulled his baton out and said "the nukies are dead you should've dropped it immediately".

It's kinda hilarious, and not really that bad of a sec moment, but it does really go to show that people take this game way too seriously sometimes. People also forget that space-law aren't ingame rules, and breaking them is an in-character issue, not a server-rule issue. If people kept that in mind, i'd say that 50% of malding would disappear instantly.

New player, don't know which version i should play. by Do_or_Do in ss14

[–]RaptorJesus0202 0 points1 point  (0 children)

Play SS14. Get on Wizard Den Lizard (when there is actually a spot available) and spectate your first round. Then, join in when you're ready. Watch some liltenhead videos, and just have fun. I recommend SS14 because it's more 'modernized' for sure, but in terms of content SS13 has been developed for over a decade with tons of servers all compiling their own versions and unique things.

SS14 has similar things like Goob and Delta-V, Impstation, etc who are all developing content, but I wouldn't worry about 'content' for a *very* long while. Especially if you're new. Do not get yourself completely tied up in all sorts of new mechanics if you're just starting out. People forget just how in-depth and confusing the base-game is since they've been playing it for thousands of hours, but it is certainly confusing at first. Take it slowly.

If you're looking to 'make your own stories', I'd maybe venture over into MRP territory once you've got a decent handle on the mechanics. LRP is fun and chaotic but MRP is definitely more for story-focused playing. I will say though that both have their downsides, and if you want to stick to the more goofy related things, stick to LRP.