User:Studenterhue/Sandbox
A game mode with a rather checkered past. Removed due to being worse balanced than the station budget. Revolution was in theory a really great gamemode that everyone on the station would get to enjoy, but it never quite would turn out as well as you would hope: the rounds would always turn out to be super chaotic, and more often than not, end up with a battlefield, with dead assistants and security officers everywhere. Since at the time 60+ player rounds were not uncommon, the revs would usually convert most of the crew and quickly kill all of the heads by swarming them. The only real defense would be to hide, which made the round drag on forever. As years passed, and server populations shrunk, and the rev nostalgia grew and grew, revolution was added back in rotation by popular demand in 2017.
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All the manner of especially illegal and/or restricted things--how to find/discover them!
Contraband Levels
The following is a mostly-comprehensive list of things the security scanners, SecHUDs, the Guardbuddies, and Beepsky and his securitron brothers all consider illegal. By no means should you use contraband rating as the sole factor in deciding to confiscate an item/arrest a person. Contraband is strictly a legal term; all contraband is dangerous, but not everything that's dangerous is contraband. Use your common sense! Sure, a man carrying a butcher's knife isn't technically carrying contraband, but that doesn't mean he hasn't done anything illegal.
To-do:
- Add colors
- Shorten the contraband column
- Add links
The Security Scanners
Space TSA! Stationary machines found at the entrances into Medbay, the Bridge, and Security, and sometimes a few other weird places depending on the map. They scan anyone walking through them (people in Vehicles are not scanned at all) for contraband based on simple algorithm:
- Check the contents of the person's hands, pockets, belt, and backpack contents.
- For each contraband item detected, add that item's contraband rating to a total threat level, going from 1 to 10.
- If the item was in a pocket, backpack, or belt item, only 1/2 of its actual contraband rating is added to the total.
- If the item was in a box in said backpack or belt item, its rating is not added and is essentially undetected.
- Similarly, items implanted into their chest also go undetected.
- If that person's threat level is over 4, the scanner goes off and sends everyone in Security a PDA message with the name of the person who failed the scanner, their threat level, and the location of the scanner that send the message.
This machine also checks for Weapon/Firearms Carry Permits, so people who are allowed to have tasers and such, like Security Officers, can pass through these machines without spooking the rest of Security.
It also looks into the person's Security Record and checks if they are set to Arrest. If so, they fail the scanner and their threat level is reported as 4, though it is possible for it to be higher if that person is carrying higher level contraband.
Humorously, a Shambling Abomination will also set off the scanner, in which case its threat level is 8. Seems that being that ugly is especially heinous.
To-Do:
- Check if it also checks items in crates/lockers and people inside them (probably similar to vehicles--unlikely)
- Check if it also scans thrown items (unlikely)
- Ask if predator, werewolf, etc. also set off scanners.
- Check it considers suit slot as well.
SecHUDs
Super-slick special sunglasses that, among many other things, can detect if someone in your sight is carrying contraband. If they're carrying an item with a contraband rating of one or above in their belt slot or in their hands, they'll a little C over their character sprite. Simple as that.
To Do:
- Add the C icon for Contraband. (and potentially find all the other icons for a different page)
Beepsky and The Securitrons
Tiny lil' Security Officers that roam about the station looking for those set to arrest and those carrying contraband. They use a much similar contraband search algorithm to the scanners:
- Scan someone within their sight (i.e. seven tiles) and look into the person's hands, belt, and (exo)suit slots.
- As you could probably tell, the pockets or backpack slots are left unscanned, unlike the scanners.
- Compile a threat level based on what contraband they see, adding each item's contraband rating to a total threat level.
- If the contraband item in the belt slot/item, only 1/2 of its actual contraband rating is added to the total.
- Attempt to arrest and pursue anyone whose threat level is 4 or above, communicating that arrest by pointing their weapon at them and shouting "Level [threat level] infraction alert!"
Like the scanners, the Securitrons will also check if that person's ID has a Weapon/Firearms Carry Permit. If the Securitron will completely ignore them, regardless of what contraband they're in fact carrying. However, if it's set to check the Security Records, it will still after that person if they're set to arrest. This Arrest status is also tied to ID card, so the perp could put their ID away to avoid being chased, though they'd still be pursued if they were spotted before putting away the card.
Interestingly, despite their reputation as ruthless and rather foul-mouthed enforcers, they are perhaps the most lenient when it comes to blatantly non-human creatures. Being a Predator, a playable Zombie, a transformed Werewolf, a Shambling Abomination, or a Monkey increases threat level by 2, so it's not illegal in of itself, but it is an aggravating factor.