User:Skrem 7: Difference between revisions

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*Beyond using your Forensic Scanner on pretty much every upturned bush in sight, it's important to look around and take notes of out-of-place things, as well as searching around in general.
*Beyond using your Forensic Scanner on pretty much every upturned bush in sight, it's important to look around and take notes of out-of-place things, as well as searching around in general.
* If there are bullet casings, but no gun, you can assume it's been hidden, or far more likely, on the suspect. Examining bullet casings will also tell you the caliber. 10mm rounds are most commonly fired by a Syndicate Stetchkin, though it could also be a Surplus Rifle brought in by a Gang. '''You shouldn't assume the round type based off this information, but it can be a stepping stone for the kind of culprit you might be looking for.'''
* If there are bullet casings, but no gun, you can assume it's been hidden, or far more likely, on the suspect. Examining bullet casings will also tell you the caliber. 10mm rounds are most commonly fired by a Syndicate Stetchkin, though it could also be a Surplus Rifle brought in by a Gang. '''You shouldn't assume the round type based off this information, but it can be a stepping stone for the kind of culprit you might be looking for.'''
*Search plants, boxes, containers, see if anything is out of place or something was left behind. Carry a T-Ray Scanner and a crowbar on you, and check under the floor for Smuggler Satchels: bags that can be hidden underneath floors. Leave nothing uncounted for and no stone unturned.
*Search plants, boxes, containers, see if anything is out of place or something was left behind. Carry a T-Ray Scanner and a crowbar on you (easily found in Tool Storage, printed at an [[autolathe]], or the Engineering [[protolathe]]), and check under the floor for Smuggler Satchels: bags that can be hidden underneath floors. Leave nothing uncounted for and no stone unturned.
*Clever criminals might store their incriminating items in a Secure Briefcase. You can use a Multitool to brute force these open, bypassing the need for learning the code to access the contents within.
*Clever criminals might store their incriminating items in a Secure Briefcase. You can use a Multitool to brute force these open, bypassing the need for learning the code to access the contents within.
*You can take blood from a body using a syringe and scan the syringe to get the DNA string of who it belongs to.
*You can take blood from a body using a syringe and scan the syringe to get the DNA string of who it belongs to.
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There's a camera console outside Interrogation which only looks into the room. It's a good way to spy in to make sure nothing funny is happening, and fellow officers can do this for you, too.
There's a camera console outside Interrogation which only looks into the room. It's a good way to spy in to make sure nothing funny is happening, and fellow officers can do this for you, too.
==Grit-Fueled Investigating==
==Grit-Fueled, Advanced Investigating==
The above sections represent the basics of your craft, but there are several other situations and methods for discovering and catching culprits, as well as protecting the people you're charged to defend.
The above sections represent the basics of your craft, but there are several other situations and methods for discovering and catching culprits, as well as protecting the people you're charged to defend.
===The Digital Eye===
===The Digital Eye===
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''"Think! THINK! Why doesn't he have the [https://wiki.yogstation.net/wiki/High-risk_items#Advanced_Magnetic_Boots magboots] on him?"''
''"Think! THINK! Why doesn't he have the [https://wiki.yogstation.net/wiki/High-risk_items#Advanced_Magnetic_Boots magboots] on him?"''


Inevitably, much of your aptitude as a Detective boils down to game sense.
Inevitably, much of your aptitude as a Detective boils down to game sense. Understanding suspicious behavior and characteristics of certain antagonists gives you a significant edge as a grizzled detective over a sheepish novice. Understanding the environment also falls in this category. A thief might have hidden a high-risk item in a plant in their workplace, or in a locker near the scene of the crime if Security was quick to respond. Pay attention to the clever things criminals will do, and adapt your strategies and investigations to match them. '''Be careful to not engage in metagaming.'''
 
At the end of the day, common sense will get you far, even if you don't have forensic evidence to build an investigation on.
===The Court Clerk===
===The Court Clerk===
''"[[Captain|Your Honor]], the testimony... contradicts the evidence!"''
''"[[Captain|Your Honor]], the testimony... contradicts the evidence!"''
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A court proceeding is one of the rarest occurrences on the station. Most of the relevant information can be found in the [[Guide to trials]], also linked in the overview of this page. That being said, there are some specific measures you can take as a Detective to bring more buck to a trial.
A court proceeding is one of the rarest occurrences on the station. Most of the relevant information can be found in the [[Guide to trials]], also linked in the overview of this page. That being said, there are some specific measures you can take as a Detective to bring more buck to a trial.


Firstly, you have prime access to the main method of obtaining hard, physical evidence.  
Firstly, you have prime access to the main method of obtaining hard, physical evidence. The Forensic Scanner and its reports can be provided as "foolproof" evidence of what really happened. <s>This means it's very easy for you to manipulate evidence, should you want to do so, but be cautious of overdoing it. When in doubt, ask an administrator.</s>
 
Secondly, you will typically be called in as the Prosecution. This means it's up to you to gather witnesses, recordings, photos, reports- anything to nail the defendant to the cross they deserve to hang on. These are all things easily obtained through the course of an investigation. Let justice and the truth speak for you, and victory will surely be yours.
 
Lastly, the evidence bags you carry demand a significant Ethos. Using them makes you seem professional and by-the-books.
 
While trials are most often a waste of time for everyone involved, they can liven up a slow shift or create some memorable roleplay moments. If you're considering requesting a trial, think about:
 
# Is the crime (and punishment) significant enough to warrant a trial?
# Does everyone involved have the time to spend away from their duties to perform a trial?
# Do the players involved have the desire or willingness to participate in a trial?
 
It can be nigh impossible to accurately gauge the answers to these questions, but they're all important things to consider if you want to engage in CourtRP.  
== Hard-Boiled Equipment ==
== Hard-Boiled Equipment ==
As one of [[Nanotrasen|Nanotrasen's]] beat cops, you're equipped with gadgets and tools to separate you from the average crew member in regards to combat effectiveness. However, the budget for your equipment is far lower, as you're not a full officer. While you still have access to wide range of tools, there are some that stand out.
As one of [[Nanotrasen|Nanotrasen's]] beat cops, you're equipped with gadgets and tools to separate you from the average crew member in regards to combat effectiveness. However, the budget for your equipment is far lower, as you're not a full officer. While you still have access to wide range of tools, there are some that stand out.
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'''Usage of the revolver is covered in Space Law. It should not be drawn, much less fired, unless circumstances demand it.'''
'''Usage of the revolver is covered in Space Law. It should not be drawn, much less fired, unless circumstances demand it.'''


Your revolver begins the round located in a Shoulder Holster, located in your locker. The holster is a three-slot belt item that can carry revolvers and speed loaders. SHIFT+E will pull out the item in the right-most slot, so putting your gun in it can help for a quickdraw.
Your revolver begins the round located in a Shoulder Holster which is located in your locker. The holster is a three-slot belt item that can carry revolvers and speed loaders. SHIFT+E will pull out the item in the right-most slot, so putting your gun in it can help for a quickdraw.


Each vanilla shot of .38 does 15 brute damage and 35 stamina damage. It is very easy to spam-fire and can be reloaded quickly using the speed loaders. The revolver does not need to be empty to use a speed loader; it will fill as much of the revolver's capacity as it can. In addition, speed loaders can be used on each other to transfer bullets. You can print additional .38 speed loaders at the [[Protolathe|protolathes]] located in the [[Security Office]] and in the [[Armory]]. [[Autolathe|Autolathes]] can also print them, and they have the added benefit of being able to recycle them. An empty speed loader can be recycled for the full cost of a filled one. Note that unlike disablers, the .38 is a ballistic weapon, meaning its projectiles can't go through glass and will be blocked by shields.
Each vanilla shot of .38 does 15 brute damage and 35 stamina damage. It is very easy to spam-fire and can be reloaded quickly using the speed loaders, but take care not to hit unintended targets. The revolver does not need to be empty to use a speed loader; it will fill as much of the revolver's capacity as it can. In addition, speed loaders can be used on each other to transfer bullets. You can print additional .38 speed loaders at the protolathes located in the [[Security Office]] and in the [[Armory]]. Autolathes can also print them, and they have the added benefit of being able to recycle them (one can easily be found in the [[Cargo Office]]). An empty speed loader can be recycled for the full cost of a filled one. Note that unlike disablers, the .38 is a ballistic weapon, meaning its projectiles can't go through glass and will be blocked by shields.


As the revolver is considered lethal, it will upset any AIs that are anti-harm should you use it. And while the disabler is one of the most powerful weapons on the station, the .38 has some advantages over it:
As the revolver is considered lethal, it will upset any AIs that are anti-harm should you use it. And while the disabler is one of the most powerful weapons on the station, the .38 has some advantages over it:
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*It often sounds scarier than it is.
*It often sounds scarier than it is.
* It has access to a variety of alternative ammo types that grant it more utility.
* It has access to a variety of alternative ammo types that grant it more utility.
The following are the <s>four</s> three alternative ammo types for Detectives (none do stamina damage):
* '''.38 TRAC:''' Does 10 brute damage, but implants targets with a tracking beacon, if they don't already have one. Only lasts for fifteen minutes, and cannot be teleported to. Printed at the Office protolathe.
* '''.38 Hot Shot:''' Does 20 brute damage, but ignites carbon targets. Printed at the Armory protolathe.
* '''.38 Iceblox''': Does 20 brute damage, but freezes living targets. Printed at the Armory protolathe.
* <s>'''.357:''' Does 60 brute damage, has a chance to misfire. Individual bullets printed at a hacked autolathe.</s>
TRAC is useful with a tracking program, as you can tag a fleeing suspect and track them for a fairly long time. This turns your revolver into more of a utility tool, rather than a weapon to actually kill people. Hot Shot, on the other hand, WILL kill people, as it does brute equal to the burn damage a laser gun does, while also setting any targets on fire immediately. Combined with the spam-y nature of the revolver, any target of Hot Shot is likely to die and husk from burn, unless they have significantly robust fire resistance or immunity. Iceblox is much the same, but it significantly slows people down, rather than set them alit. Note that cold damage is equally capable of husking, as it deals burn damage, too.
If you ALT+CLICK on the revolver, you can change its skin. If its skin has already been changed, it spins the revolver's cylinder instead (which WILL randomize the order of bullets). You can use a pen to rename it or give it a description as well.
==== The Forbidden Revolver ====
By emptying your revolver of bullets and using a screwdriver of it, you can reinforce the barrel, converting the caliber to .357. There are four main things to note about this decision:
# It will not be able to be loaded with any .38 bullet, only able to take individual .357 rounds, which deal 60 brute, and can be printed at a hacked autolathe. The individual bullets must be loaded separately and cannot be held in a shoulder holster.
# The revolver's rate of fire will decrease slightly.
# Each pull of the trigger has a chance to misfire the weapon, causing it to explode in your hand, dealing moderate brute damage and forcing you to drop the weapon. The round will not be used. The fewer live rounds present in the revolver, the higher the chance of misfire.
# '''Converting your revolver to .357 for no reason can be ruled as powergaming. A good rule of thumb is to only do so with authorization and if a station threat requires lethals. When in doubt, ask an administrator.'''
While this does significantly increase the lethality of the revolver, it becomes much more difficult to obtain, store, and load ammunition. In addition, the misfire represents a randomness that can and will get you killed. If you're dealing with a threat that demands .357, and you misfire, the chances of you walking away alive drop dramatically. You can alleviate the dropping by obtaining an Anti-Drop implant from Medical or [[Robotics Lab|Robotics]], once the appropriate research has been done, but you will still deal the brute to yourself and the shot will not go off.
If for some reason you obtain a speed loader meant for the Syndicate .357 revolver, you can use it on a modified .38 revolver, despite the speed loader holding 7 bullets and the Detective's revolver holding 6. This can help to alleviate the problems of bulky ammunition and slow reloading times.
=== The Forensic Scanner ===
The Forensic Scanner begins the round in your backpack, and there is an extra located in your locker. It's good practice to take the extra and set it in the Security Office, in case other officers need it and you go missing. More can be printed at the Security protolathe once the appropriate research has been completed. In addition, said research also allows for the printing of Advanced Forensic Scanners, which offer more information, such as the location of the scan, as well as scanning quicker.
As usage of the Scanner has already been extensively covered in Scene Analysis 101, there's little more to discuss regarding its utility. More than your gun, it's important to keep this on you at all times. Without it, your investigations might as well be performed by the average joe.
=== The Wooden Baton ===
The Wooden Baton begins the round in your backpack and functions almost identically to the telescopic batons that the Heads of Staff receive, except two things. Firstly, it is a normal-sized item that cannot be made smaller. Secondly, it does moderately more stamina damage. Be sure to target the legs if you mean to knock someone down, and target the arms if you want to knock something out of someone's hands. It will take multiple hits to fully knock someone down, so be wary of retaliation. As for storage, it can conveniently fit on your exosuit, assuming you're wearing a Security-rated exosuit, which includes your trenchcoats and armor vest.
=== All the Rest ===
The following is a non-conclusive list of the other equipment the Detective possesses:
* '''Seclite''', located in your locker. A more powerful flashlight that can fit in one of your pockets or in your hand.
* '''Pepper Spray''', located in your locker. A short-ranged option for instantly knocking down those without eye protection, as well as tool to tag suspects. Incredibly situational and finicky to use, but can end a fight before it starts.
* '''A pinpointer''', located in your locker. Able to track anyone with their tracking beacon setting on their uniform, it will point a directional compass to whoever it's tracking. If the arrow is red, they are far. Blue is close. Green is closest. If you have someone idly on your pinpointer and the pinpointer stops, something turned off their sensors or someone took off their uniform (potentially themselves).
* '''Binoculars''', located in your locker. Can be used to see '''obnoxiously''' long distances in one direction. Useful for scouting out hallways, and absurdly powerful if you have x-ray eyes implanted (if not overwhelming).
* '''Evidence Bags''', located in boxes. One starts in your backpack, one in your locker, and another on your desk. Useful for bagging evidence and storing it, or for CourtRP.
* '''Sunglasses''', located on your main desk. These prevent you from being flashed, including the visual effects of flashbangs, as well as providing minor welding protection. Essential for any officer.
* '''Security Bowman Headset''', located on your ear when you spawn. A Bowman headset will protect your ears from the stunning effects of flashbangs. It has access to the Security radio channel and has room for one more radio chip.
* '''Universal Recorder''', located on your main desk. Can record and playback any dialogue, in any language, automatically translating it.
* '''Camera''', located on your main desk, which can be used for taking pictures of anyone, anything, anywhere.
* '''PDA''', located on your waist when you spawn, loaded with a D.E.T.E.C.T. cartridge that gives you Security and Medical records, as well as being able to check the crew manifest. The last is useful if you suspect non-crew on the station, posing that they are.
* '''Security Holoprojector''', located in your locker. Creates up to three holographic images that prevent people from running through them. They can be destroyed easily with a few hits. Mostly useful for restricting speed through an area, such as a crime scene.
* '''White Crayon''', located in your pocket when you spawn. It can be used to draw outlines around corpses if you want to seriously roleplay your investigations (despite the contamination this would cause).
* '''Hand Labeler''', located on your desk. Can be used to label evidence bags, reports, papers; whatever you need if you want to organize.
* '''Cigarettes and a Zippo Lighter''', located on your main desk (a cigarette also spawns lit in your mouth). Useful if you want to complete the Noir Aesthetic™.
* '''Detective Clothing Bag''', located in your locker. Possesses all varieties of clothing to fulfill your noir desires. The trenchcoats and armor vest provide armor, and count as Security exosuits for the purposes of storing gear on them.
* '''Fedora''', located on your head when you spawn. If you ALT+CLICK on it, it'll pull out a candy corn every so often, as well as reveal the flask hidden inside, which is filled with whiskey. The brown fedora's tiny inventory slot can be opened just by clicking; the black fedora requires you to alt+click, nor does it have candy corns.
The final two items are not located in the Detective's office, but are useful tools to him regardless.
* '''Handcuffs''', located in the Brig and the Security Office. Carrying a pair or two is good for if you have to restrain a suspect or assist an officer. '''Under normal circumstances, you should not be making arrests by yourself.'''
* '''Flash''', located in the Security Office. Can be used to instantly stun someone in melee range if they lack flash protection. '''This hardstuns cyborgs and renders them unable to act or see.''' You can also interact with it in-hand by clicking on it or pressing Z to perform an area flash, blinding people around you without flash protection, and making them disorientated, making it difficult for them to move in a straight line.


*'''Cigarettes and Zippo lighter''' - absolutely necessary, smoking is cool.
*'''A worn suit, coat and hat'''. Not only do these make you look cool, but they act as armor.
*A '''White Crayon''' that you can use to draw an outline around a corpse
*'''Black gloves''' [[file:BGloves.png]] - as stated above, NEVER take these off if you are planning on being an actual detective and doing your damn job, or you will get your own prints on the evidence and fuck up the entire investigation.
*A '''security radio headset''' [[file:secheadset.png]], this gives you access to the security channel so you can tell the officers to arrest insert-criminal-name-here.
*Your '''forensics scanner''', found in your backpack. Use this to scan for fingerprints and trace fibers.
* A PDA loaded with a '''D.E.T.E.C.T''' cart. This little thing gives you access to both security and medical records, and has a built in Med scanner.
*Your '''.38 revolver''' [[file:Detectivegun.png]], which comes complete with the ability to reskin, rename, and even modify it to fire incredibly lethal .357 rounds
*A '''universal recorder''', for documenting interviews with suspects, witnesses, and more
*A '''hand labeller'''. In theory this is for labeling evidence, but it's just as entertaining
* A '''camera'''. This is supposed to be for taking pictures of evidence and suspects, but most of the time it is for taking pictures of The Owl or celebrity regulars.
* A pair of '''handcuffs''' [[file:Handcuffs.png]] for incapacitating a crook after you <strike>run out of bullets</strike> retaliate in self defense using your gun.
*The '''Security Holotape Projector''' can be used to cordon off crime scenes, making it easier to prevent your evidence from being contaminated.
'''If you're looking for more equipment, the Warden or Head of Security can issue you more standard security equipment. This may come with elevated responsibilities.'''
'''If you're looking for more equipment, the Warden or Head of Security can issue you more standard security equipment. This may come with elevated responsibilities.'''
==Tips==
==Tips==
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**Obtaining a general, handheld radio is very helpful if [[Telecommunications]] has an outage, as you don't have access to a Security Transceiver, unless you ask for one. If you do obtain a Transceiver, be sure to leave it off on default so the Security radio channel isn't leaked to anyone you pass by.
**Obtaining a general, handheld radio is very helpful if [[Telecommunications]] has an outage, as you don't have access to a Security Transceiver, unless you ask for one. If you do obtain a Transceiver, be sure to leave it off on default so the Security radio channel isn't leaked to anyone you pass by.
*If you decide to patrol in maintenance, it's preferred that you get another officer to come with you. Not only is there significantly more safety in numbers, but they possess the equipment and the authorization to make arrests or deal with suspects far more effectively.
*If you decide to patrol in maintenance, it's preferred that you get another officer to come with you. Not only is there significantly more safety in numbers, but they possess the equipment and the authorization to make arrests or deal with suspects far more effectively.
**In general, you can always act to assist an officer if they're in need of it.
*Unfortunately, sometimes other officers will print off their own Forensic Scanners and do your job for you, or otherwise ignore what you say. It's preferred to solve these oversteps in-character, and it's important to insist on the little authority you have, as well as the value that your investigating can provide.
*Unfortunately, sometimes other officers will print off their own Forensic Scanners and do your job for you, or otherwise ignore what you say. It's preferred to solve these oversteps in-character, and it's important to insist on the little authority you have, as well as the value that your investigating can provide.
**If a normal officer is grossly overshadowing the responsibilities of their role when you aren't, it's advised to contact any administrators that might be online if the situation can't be resolved in-character. If you're present and alive, there's no reason they should be overstepping their boundaries so long as you're not overstepping yours.
*When in doubt about the nature of something, especially when it comes to disguising as a non-Security crew, uncertainty about Space Law, or your own role as a Detective, contacting administrators is a safe option.
*If you want to check if a husk was drained or burned, try extracting blood from it with a syringe. A Changeling victim won't have any blood.
*If you want to check if a husk was drained or burned, try extracting blood from it with a syringe. A Changeling victim won't have any blood.
**Using circumstantial evidence is usually more than enough to determine this. Inspecting the body will also report any existing Brute or Burn on it.
**Using circumstantial evidence is usually more than enough to determine this. Inspecting the body will also report any existing Brute or Burn on it.
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*As a member of Security, you love donuts. This means that you can bypass species preferences if you're hungry with the donuts in the Security Office, or on the [[Kitchen]] counter.
*As a member of Security, you love donuts. This means that you can bypass species preferences if you're hungry with the donuts in the Security Office, or on the [[Kitchen]] counter.
*A lone radio headset near a body or in a crime scene will probably have the fingerprints of your victim, as well as any traces left by the murderer who stripped it from them.
*A lone radio headset near a body or in a crime scene will probably have the fingerprints of your victim, as well as any traces left by the murderer who stripped it from them.
*If someone's broken into the Arrivals Checkpoint or
*If someone's broken into any Security Posts and stolen the locker, you can assume the Security radio channel is compromised. If you narrow down the suspects based on fibers, make sure to have the officers who search them check their radio headsets as well.
*You can use [[Meson Goggles]] to find false walls; they show as open spaces when not in direct sight of them, so long as Mesons are equipped. Furthermore, if you get some cable coil and tools, you can craft Meson HUDglasses, which will combine the benefits of the two eyewears.
*You can use [[Meson Goggles]] to find false walls; they show as open spaces when not in direct sight of them, so long as Mesons are equipped. Furthermore, if you get some cable coil and tools, you can craft Meson HUDglasses, which will combine the benefits of the two eyewears.
*The Forensic Scanner can be used at range, to scan containers and such. This is the best way to use it, so you don't accidentally stow it in any containers.
*The Forensic Scanner can be used at range, to scan containers and such. This is the best way to use it, so you don't accidentally stow it in any containers.
*You can get a person's fingerprints by directly scanning them with a Forensic Scanner.
*You can get a person's fingerprints by directly scanning them with a Forensic Scanner.
*The Universal Recorder works even in a storage item. Turn it on and keep it in your bag, or keep recorders around the station, and go and check on them to see if they caught anything incriminating.
*The Universal Recorder works even in a container. Turn it on and keep it in your bag, or keep recorders around the station, and go and check on them to see if they caught anything incriminating.
**They also automatically translate any languages.
*Tiny items other than the flask can fit in your fedora (if you're wearing one), such as a [[GPS]], Universal Recorder, or Pocket Fire Extinguisher.
*Tiny items other than the flask can fit in your fedora (if you're wearing one), such as a [[GPS]] or a Universal Recorder.
*If you find no traces at all on something that should have them, it's very likely someone used [[soap]] to clean up the evidence.
*If you find no traces at all on something that should have them, it's very likely someone used [[soap]] to clean up the evidence.
*Contraband shouldn't be used except under emergency situations. Make sure it makes it to the Warden and that it's firmly locked away.
*Contraband shouldn't be used except during emergency situations. Make sure it's delivered to the Warden and that it's firmly locked away. When in doubt, ask an administrator.
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