User:Studenterhue/Security Assistant

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IT'S NOT FINISHED
SECURITY STAFF
Security Assistant
SecurityAssistantNew64.png
Security Assistant
Difficulty: Medium
Requirements: Play 5 rounds, see here for details.
Access Level: Security, Brig, Maintenance, Firearms Carry Permit, Handling of Contraband Permit
Additional Roleplay Access Level: N/A
Supervisors: Head of Security, Captain, Nanotrasen Security Operative, Security Officer, Detective
Subordinates: None
Responsibilities: Assist Security personnel, learn the in's and out's of Security
Guides: Contraband, Forensics, Space Law, A Treatise on Space Law


Welcome to the force, trainee. NanoTrasen is glad to have you onboard. As Security Assistant, you are a primarily an auxiliary; your main duties are to assist Security personnel in any way you can while also learning the fundamentals of being a good Security Officer or Detective. As you are geared more towards investigation and coordination rather than combat, you are encouraged to retreat and call for backup rather than fight and make arrests.

While you are not required to play Security Assistant to be able to play Detective or Security Officer, it is highly recommended you do so. Its low responsibilities and relatively safe work environment are designed to help you acclimate to how Security works on Goonstation, without the stress and perils of the main Security Officer role. As such, it's both good for newbies looking to branch into Security and veterans looking for a laid-back Security role.

Like Security Officers, Security Assistants cannot spawn as antagonists. They cannot be converted over to the revolution, and they cannot join a Gang, though they can be mindslaved (though there isn't much reason to do so). This is also one of the handful of roles that has a timelock, meaning you need to play on the server for a while to be able to play the role. See more in the next section.

When Can I Play Security Assistant?

Security Assistant requires 5 rounds played. You can play as whatever job you'd like, and what server you played on and whether the server was RP or not don't matter either. The important thing is that a round counts for the timelock if:

  • For both RP and non-RP servers, you connected to the server and declared ready before roundstart
  • For the non-RP servers, you joined the round after roundstart before the 40 minute mark while there was no shuttle on route
  • For the RP servers, same as above but before the 80 minute mark.

If 5 rounds doesn't like a huge barrier to entry, that's the point. There's a time requirement in the first place because the role's is a little more intense than more relaxed newbie-friendly roles like Janitor and Botanist, but since it's a trainee role that isn't meant to be too intense, it's a lot lower the requirement for Security Officer, which is 30 rounds. This isn't a knowledge gate; you can still be learning some things! It's just there to make learning other things about this role easier.

By the time you have those rounds, you hopefully have a good grasp of the controls, because if you think trying to learn how to be a good Space Law enforcer is hard, imagine trying to learn it when you don't even know how to put on a pair of shoes or what a Traitor is, much less whether a Traitor should get jailtime or fines for stealing shoes--and imagine how hard it is for your teacher! Moreover, the work environment is somewhat dangerous, since you can expect to see combat and maybe die, and people sometimes have unrealistic expectations of you, both things you probably won't like when starting out.

Basically, the timelock is there to help ease you into a role that, while relatively low-profile compared to full Security roles like Security Officer or Detective that have much more responsibilities, can still be fairly challenging (in multiple ways) and demands more from you than something like say, Chef. It's not about producing someone who has encyclopedic knowledge of game mechanics or an exemplar rules-abiding citizen, but knowing a few things about the game and being familiar with the Goonstation's Rules definitely still helps.

Your Gear

not just gear but also access
-sechud 
-security alert 

Starting Equipment

You spawn wearing the standard Security Assistant uniform: red beanie/knit hat, fingerless gloves, brown shoes (no boots for you, they're for the Security Officers and higher-ups), and, of course, the iconic "security assistant uniform" jumpsuit. Don't think too hard about how the assistant uniform resembles a Staff Assistant uniform. Instead, think about the equipment you spawned with:

  • A "security pouch" with six slots, occupied by:
    • Two flashes.
    • Two pairs of handcuffs.
    • A whistle. You can click on it while it's in your active hand (Hotkey: C for Goon WASD, Z for /tg/-style WASD) to play a loud sound and a big chat message to get people's attention. For example, you can blow the whistle and say "Stop! You violated the law! I am issuing you a ticket!"
    • A single donut, fresh and frosted. Delicious! Since you're part of Security, it heals twice as much (Though that's not saying much since it doesn't heal very much in the first place.)

The Assistant Loadout

The Forensic Scanner

The Barrier

Other Things

You spawn with the Security Training trait. It doesn't make you run faster or do sick martial arts moves or identify antags, but it does let you handcuff people faster. You are not supposed to go out and make arrests by yourself, but you might need to help restrain a suspect by cuffing them. That's where the Security Training comes in handy.

Because you're part of Security, all donuts heal twice as much. The donut in your pouch, the donuts in snack machines, the donuts that be hand-crafted in the Kitchen, all of them!

Since you are in a somewhat dangerous line of work, you also have a security issue health implant. In addition to the perks of regular health implants, like being able to tell if you're irradiated, the security issue ones also send PDA alerts with the area you're in and current health to fellow Security members (in addition to Medical personnel) if you die or enter critical condition (i.e. start dying), so they can hopefully bail your striped ass out. You have a cloning data disk for similar reasons. Give this to a Medical Doctor or similar, so they can put the data into the cloner's database. That way, if you die, they can just clone you from the cloning computer, instead of having to go find your body and scan it. Not needing a body also means you can come back after being gibbed too!

Lastly, you also get a badge in your backpack, just like other Security personnel. You can click on it while it's in your active hand (Hotkey: C for Goon WASD, Z for /tg/-style WASD) to flash it to people like in the movies (as you would an ID card) and prove you're an actual member of Security.

A Day in the Life

Gear Up

how do i mine 4 sec gear

As soon as you can, find a Security Weapons Vendor.

Assist Security

  • Watching the Security cameras. They don't have 100% perfect coverage of the station/ship, but they can
  • Guarding prisoners in the Brig. This can either be very easy or very hard. A rather depressing amount of people quit the game and go braindead as soon as they are brigged or even as soon as they are arrested, you might as well be guarding house plants. On the other hand, some people might get rowdy and try to break out or, worse, try to rile the crew up into breaking them out or attacking Sec, so calling in backup and some flashings might be in order.

Arrests?

Summary: A Security Assistant could and is allowed to make arrests, but they are generally discouraged from doing so. It is okay to retreat, and they can still assist in capturing criminals in many other ways.

Can a Security Assistant make arrests? They certainly are capable of doing so, but they are usually urged not to. This does not mean a Security Assistant can never-ever-absolutely-positively-no-ands-ifs-or-buts arrest people, and that does not mean a Security Assistant could be fired or banned if they tried. Rather, the server rules and Space Law regulations don't require or expect Security Assistants to make arrests, and their self-defense-oriented loadout reflects such. It's sort of like how a first-year medical resident is not expected to suddenly do open-heart surgery all alone with no guide; they're just rookies learning the ropes, so why lay on the heavy stuff?

If, for example, a Security Assistant was following a Security Officer, and someone managed to ambush and stun the officer, a Security Assistant would be allowed to take the officer's gear and try to take the assailant down. However, they could also take many other routes. They could deploy their barrier and play keep-away with the crook until the Security Officer recovers. They could also use their Alert module to request backup and pull their comrade-in-arms away, perhaps administering aid. Or, they can simply scram. Strange as it may seem, not every encounter has to be won, and sometimes it is better to retreat and prepare than to recklessly charge in.

Moreover, as a Security Assistant, you can help catch crooks in many other ways that don't necessarily involve combat. You could set a perp to arrest using the sec computers so the secbots can chase after them and they are marked by SecHUDs. You could watch the cameras and relay info; this can be particularly useful if the AI has been subverted to disobey orders from Sec. You could scan doors, blood stains, clothing, etc. for fingerprints and DNA with your forensic scanner and try to piece together what the suspect looks like and how they behave so Sec has a better chance of finding them. You might basically be a noncombatant, but you're not useless.

The Chain of Command and You

As your place in the Security hierarchy is as follows:

The Chain of Command plays a rather minor role in Security Assistant duties. This usually pops up if you get conflicting orders. If the Captain asks you execute a perp while the Head of Security is requesting you keep them alive for a trial, the Chain of Command would tell you to follow the HoS's orders over the Captain's. More importantly though, even in your "lowly" position, you still have some leeway. The Chain of Command doesn't mean you have to blindly obey orders. You are allowed to question and dissent. You can ask the Captain why they believe death is the best option or suggest to the HoS a different punishment.

Moreover, the law and the Rules still triumph. If, for example, the Head of Security suddenly starts ordering everyone be perma-brigged with their headsets removed, you are allowed to refuse and try to work against them. After all, no one is above the law. In fact, you should intervene, because that's not only excessively punitive and thus against Space Law, but it's also Grief.

Supplementary Video

Jobs on Space Station 13
Command &
Security
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director · Security Officer · Detective · Security Assistant · Nanotrasen Security Consultant
Medical &
Research
Geneticist · Roboticist · Scientist · Medical Doctor
Engineering Quartermaster · Miner · Engineer
Civilian Chef · Bartender · Botanist · Rancher · Janitor · Chaplain · Staff Assistant · Radio Host · Clown · Gimmick jobs
Jobs of the Day Dungeoneer · Barber · Mail Courier · Lawyer · Tourist · Musician · Boxer
Antagonist Roles With own mode Arcfiend · Blob · Changeling · Gang Member · Flockmind · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire · Wizard
Others Grinch · Hunter · Krampus · Werewolf · Wraith · Wrestler · Zombie · Gimmick antagonist roles
Special Roles Artificial Intelligence · Battler · Cluwne · Critter · Cyborg · Ghost · Ghostdrone · Monkey · Santa Claus