User:Skrem 7: Difference between revisions

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'''Keep your forensics gloves on all the time, so you don't confuse your own traces with others.'''
'''Keep your forensics gloves on all the time, so you don't confuse your own traces with others.'''
 
* Your home is in the crime scene. Make sure any Heads of Staff or other officers present touch as little as possible and steer as clear as possible while you work. This is especially problematic if they touch vital evidence, as you won't be able to confirm certain traces if a black-gloved officer or an insulated-gloved Chief Engineer goes and touches the bloody toolbox present in the scene.
* 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.'''  
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* 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.
* Bag any suspicious items you find, be it "[[Contraband|contraband"]], [[Syndicate Items|contraband]], [[high-risk items]], anything with blood on it, or anything that doesn't belong in the department. Take any bagged evidence you have to the [[Brig|Evidence Lockup]], in the Brig, to the [[Warden]] (if it's restricted), or return said high-risk items to their owners.
* Any reagents in any item can be discovered by a scan, including food.
* A medical analyzer (your PDA comes with a built-in one) can be used to ascertain a time-of-death on a cadaver, assuming they haven't been dead longer than 15 minutes.
* Use the evidence bags you spawn with to collect any suspicious items you find, be it "[[Contraband|contraband"]], [[Syndicate Items|contraband]], [[high-risk items]], anything with blood on it, or anything that doesn't belong in the department. Take any bagged evidence you have to the Evidence Lockup, in the [[Brig]], to the [[Warden]] (if it's restricted), or return said high-risk items to their owners.
Once you're done investigating a crime scene, return to either your office or the nearest Security outpost (you have access to every departmental outpost, assuming you can enter said department to access it. This does not include the Arrivals Checkpoint). All of these will have a Security Records console, while your own office will also have a Medical Records console. In a pinch, you can also use a computer in Medical to access Medical Records.


Once you're done investigating a crime scene, return to either your office or the nearest Security outpost (you have access to every departmental outpost, assuming you can enter said department to access it. This does not include the Arrivals Checkpoint). All of these will have a Security Records console, while your own office will also have a Medical Records console. In a pinch, you can also use a computer in Medical to access Medical Records.
'''Make sure any bodies make it to either Medical or the [[Brig Physician]]. The latter can help keep a body safe during revival or perform an autopsy/inspection. They also begin the round mindshielded, meaning they're almost certainly allied with you, even if they're unfriendly. Do note, however, that they don't have a full medbay at their disposal.'''
=== Running the Numbers ===
=== Running the Numbers ===
You have both access to Security Records and Medical Records. Security Records allow you to run prints, as well search up and modify crime-related details of anyone on the crew manifest (if their security records haven't been deleted). Medical Records allow you to run DNA from blood, as well as search up and modify medical-related details of anyone on the crew manifest (mostly useless).
You have both access to Security Records and Medical Records. Security Records allow you to run prints, as well search up and modify crime-related details of anyone on the crew manifest (if their security records haven't been deleted). Medical Records allow you to run DNA from blood, as well as search up and modify medical-related details of anyone on the crew manifest (mostly useless).
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'''Regardless of your findings, whenever you're done with a Security Records console, <u>always</u> log off before you resume other activities. Failure to do so means someone can sneak in and wreak havoc, such as setting Heads of Staff to Arrest to be targeted by secbots or less-intelligent officers.'''
'''Regardless of your findings, whenever you're done with a Security Records console, <u>always</u> log off before you resume other activities. Failure to do so means someone can sneak in and wreak havoc, such as setting Heads of Staff to Arrest to be targeted by secbots or less-intelligent officers.'''
=== Interrogations and Incarcerations ===
=== Interrogations and Incarcerations ===
While your fellow officers should (theoretically) know Space Law, it never hurts to be present during a suspect's brigging to clarify any information or wrongdoings about them. Furthermore, clarifying the crimes they're guilty of can make the process a lot quicker, as well as avoiding wildly inaccurate sentences, which are bound to get the station and/or any administrators online down your throat with punishment for your foolish transgressions.
While your fellow officers should (theoretically) know Space Law, it never hurts to be present during a suspect's brigging to clarify any information or wrongdoings about them. Furthermore, clarifying the crimes they're guilty of can make the process a lot quicker, as well as avoiding wildly inaccurate sentences, which are bound to get the station and/or any administrators online down your throat with punishment for your foolish transgressions.
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'''You cannot brig individuals, as you do not possess the access to do so, nor is it outlined in your responsibilities.'''
'''You cannot brig individuals, as you do not possess the access to do so, nor is it outlined in your responsibilities.'''


You do, however, have access to the [[Interrogation|Interrogation Room]], which has a Universal Recorder present, as well as all the gloomy lighting that you would want for a proper interrogation. That being said, interrogations are time-consuming, and, for the sake of gameplay, should generally be performed only under a handful of circumstances:
* You're certain someone is a culprit of something severe, but you don't have any hard evidence on them.
* You need to clarify the stories of two separate suspects, using the room to isolate them and get each of their tales individually.
* A lawyer wishes to speak with their client, or a lawyer wishes to speak with you privately, or with their client, too.
** If you're the paranoid type, be cautious of a lawyer and their client who try to get you alone in the interrogation room; it's possible they're plotting to kill you and break out. As with all situations, calling for backup is a safe decision.
* Rarely, a culprit or Syndicate Agent may be willing to strike a deal. '''It is highly recommended that you obtain assistance from the Head of Security for this, as altering punishment or sentencing corporate enemies is beyond your jurisdiction.'''
Other situations may apply, but the main thing to keep in mind is that every minute spent in Interrogation is one where everyone present isn't experiencing or participating in the rest of the game. The roleplay involved can be fun for everyone involved, but only if everyone agrees to it. A good rule of thumb is that RP, in all its forms, is a consensual, agreed decision. '''Don't force people into interrogation beyond their sentence length if there's not sufficient justification to hold them longer.'''
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.
==Advanced Detective Work==
==Advanced Detective Work==
If you have multiple suspects and matches, you're going to have to do some more investigating and possibly some interviews.
If you have multiple suspects and matches, you're going to have to do some more investigating and possibly some interviews.
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