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Inserting someone's fingerprint code into a Security Records console will narrow down the named list of individuals to whoever the prints belong to. If you can't narrow down the owner of a certain set of prints, this generally means one of two things: | Inserting someone's fingerprint code into a Security Records console will narrow down the named list of individuals to whoever the prints belong to. If you can't narrow down the owner of a certain set of prints, this generally means one of two things: | ||
#The prints belong to someone present not on the manifest (some options include humanized monkeys, [[ | #The prints belong to someone present not on the manifest (some options include humanized monkeys, [[Fugitive|stowaways]], [[Clockwork Cult|fanatics]], or [[Nuclear Operative|really, really bad news]]). | ||
# More likely, they belong to someone who deleted their own security records (likely a [[Traitor|Syndicate agent]], or [[Changeling|something far less friendly]]). | # More likely, they belong to someone who deleted their own security records (likely a [[Traitor|Syndicate agent]], or [[Changeling|something far less friendly]]). | ||
The same options hold true if you can't find the owner of a DNA string using a Medical Records console, save that (essentially) nobody deletes their own Medical Records. In almost every case, an unidentifiable string of DNA belongs to a humanized monkey from [[Genetics Lab|Genetics]], or a monkey itself. | The same options hold true if you can't find the owner of a DNA string using a Medical Records console, save that (essentially) nobody deletes their own Medical Records. In almost every case, an unidentifiable string of DNA belongs to a humanized monkey from [[Genetics Lab|Genetics]], or a monkey itself. | ||
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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, Advanced 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. | ||
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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. 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> | 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. | 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. | ||
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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: | 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? | # 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? | # 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? | # 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. | 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 == | ||
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* 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): | 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 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 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. | * '''.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> | * <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. | 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. | 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 ==== | ==== 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: | 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. | # 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. | # 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. | # 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.''' | # '''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. | 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. | 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 === | ||
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. | 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. | 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 === | ||
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. | 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 === | === All the Rest === | ||
The following is a non-conclusive list of the other equipment the Detective possesses: | 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. | * '''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. | * '''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. | ||
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* '''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. | * '''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. | * '''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. | 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.''' | * '''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. | * '''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. | ||
'''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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