Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Moves security techfab to the wardens office #11301

Merged
merged 1 commit into from
Aug 7, 2024
Merged

Moves security techfab to the wardens office #11301

merged 1 commit into from
Aug 7, 2024

Conversation

DarnTheMarn
Copy link
Contributor

About The Pull Request

Moves the security techfab from a place accessible by security officers and detectives to a place limited to the HOS, Warden, and Captain, that place being the warden's office. Their office is a little cramped so on some maps they lose a table, others a photocopier, nothing of huge value was lost. Anything of value got pushed to a different table.

In terms of difficulty to access, it is quite a bit harder to get access to on some maps and quite a bit easier on others than before.

Why It's Good For The Game

Right now, you can waltz up to the techfab and print a ton of guns, then mindshield pin them, and have more guns than the armory without ever talking to the HOS or warden or raising the alert. That's a little shitty especially since the warden's whole job is taking care of the armory and distributing equipment from it. It doesn't help that a lot of the printable items are straight up better than their armory equivalent.

This will give the warden more purpose, encourage cap/hos/etc promoting people to acting Warden/HOS, and makes gaming more difficult. Yeah, someone could still walk around with an ion carbine in their bag on green but now they'd have to get another person complicit. That's a lot bigger of a barrier to entry than just printing a gun silently and running off.

Testing Photographs and Procedure

Screenshots&Videos

Screenshot 2024-08-05 153108
Screenshot 2024-08-05 153120
Screenshot 2024-08-05 153136
Screenshot 2024-08-05 153152
Screenshot 2024-08-05 153206
Screenshot 2024-08-05 153218
Screenshot 2024-08-05 153234
Screenshot 2024-08-05 153247

Changelog

🆑
tweak: Moved the security techfab to the warden office
balance: Security techfab is now inaccessible to security officers and detectives
/:cl:

@DarnTheMarn
Copy link
Contributor Author

@Rukofamicom Same as the old one minus the many, many merge conflicts.

@Liver-1
Copy link
Contributor

Liver-1 commented Aug 6, 2024

Are you extending warden office access to security officers in cases where there is no warden or HoS?

More often than not, security is officers and detective only.

Otherwise, all good, I look forward to being asked to set warden office to emergency access as AI.

@Rukofamicom
Copy link
Contributor

Rukofamicom commented Aug 6, 2024

Same as #11154

Already sought input from others with relatively muted responses.
Very few were strongly in favor, nobody seemed strongly against and most seemed fairly neutral to the idea.

Per policy given the generally muted response from staff I am putting this to full player vote to decide.

@DarnTheMarn
Copy link
Contributor Author

Are you extending warden office access to security officers in cases where there is no warden or HoS?

No. Giving security officers warden access would be a whole can of worms that is better left untouched. The ideal is that if there is no warden/HOS, they ask for the acting position since the captain should look to appoint acting heads. If for whatever reason that doesn't happen, ask AI to bolt open the door. If for some reason that fails, break down the window or door. End result being you can still get what you need in an emergency.

@Liver-1
Copy link
Contributor

Liver-1 commented Aug 6, 2024

Fair enough.
Though as an AI player, i'd advise that access in emergencies is what emergency access is for, not bolting, hohoho.

@Rukofamicom Rukofamicom added this pull request to the merge queue Aug 7, 2024
Merged via the queue into BeeStation:master with commit e236399 Aug 7, 2024
8 checks passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

4 participants