Nathan Dixon

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  1. Like
    Nathan Dixon got a reaction from Josh Richardson in ???   
    The Broken Church

     
  2. Confused
    Nathan Dixon got a reaction from Nathan Kennedy in hi there   
    +1
    person who he harassed said it was fine
    chose not to go on a rampage and ruin the experience for others
    is likely to take this well and be much more mature after being unbanned
    has been banned for a couple months now
  3. Like
    Nathan Dixon got a reaction from Lando Lovelace in hi there   
    +1
    person who he harassed said it was fine
    chose not to go on a rampage and ruin the experience for others
    is likely to take this well and be much more mature after being unbanned
    has been banned for a couple months now
  4. Like
    Nathan Dixon reacted to Norra in What's Up?   
    After having a private talk with the user, I've decided to change my mind and...

    Accepted
  5. Sad
    Nathan Dixon got a reaction from Windows XP in If you could join the community again with an absolute fresh start and a clean slate, would you do it? Why?/ Why not?   
    i would because i keep getting warned for stun stick abuse like wtf half of them are for stupid ass reasons and i cant get any wl anymore
    also cause i made a bunch of mistakes which fucked my early on reputation, took me a while to get some recognition as not a retard
    would be sad to see my 8 ish weeks go though, but after you get 1w playtime just becomes bragging rights and gives no real benefit
  6. Like
    Nathan Dixon got a reaction from Lando Lovelace in An Actual Sturctured Government.   
    As Lorex said, this is a good idea and something needs to change but nothing probably can.
    The government has received a lot more attention these past few days and its problems have come to light for those who play surface jobs mainly.
    I can see from the organisation of this that the suggestion has come from some great ideas but doesn't look too good on paper. And some of the ideas won't work pretty much at all due to the lack of people. The best amount of civs at any given time might be 5 unless 2 mayors in particular are online in which there are probably 14. A person to allow businesses to be made is entirely possible in the real world but in a world of 15 people probably won't work. Civs not getting involved in shooting PD are probably printing cash in some corner of the city and anybody is either 3 things: 1) won't RP due to doing other things 2) can't RP due to being braindead 3) isn't a civ and instead is an FA/CI/GOC and rarely CD, and are busy fighting each other in a guerrilla war. 1/3 of the server might be surface jobs but that doesn't change the fact that 9 job slots can disguise as civ, plus any D class who managed to escape (somehow).
    TL;DR: Most civs are incapable of RP'ing properly and are too busy with their own problems, or aren't civs and are performing their actual job's duties. 
    Even then I think SMT might deny this. It is too confusing and what we need is not to put the job THERE but to incentivise people to play jobs/RP properly. Setjob was added and now people only use it to become "Freedom Fighter" or "Chaos Insurgency Alpha". In the opening few weeks there used to be some small factions but they are pretty much gone now. Something must be in it for the people if you want em to do something. That's all from me.
  7. Like
    Nathan Dixon got a reaction from Drake Watcher in An Actual Sturctured Government.   
    As Lorex said, this is a good idea and something needs to change but nothing probably can.
    The government has received a lot more attention these past few days and its problems have come to light for those who play surface jobs mainly.
    I can see from the organisation of this that the suggestion has come from some great ideas but doesn't look too good on paper. And some of the ideas won't work pretty much at all due to the lack of people. The best amount of civs at any given time might be 5 unless 2 mayors in particular are online in which there are probably 14. A person to allow businesses to be made is entirely possible in the real world but in a world of 15 people probably won't work. Civs not getting involved in shooting PD are probably printing cash in some corner of the city and anybody is either 3 things: 1) won't RP due to doing other things 2) can't RP due to being braindead 3) isn't a civ and instead is an FA/CI/GOC and rarely CD, and are busy fighting each other in a guerrilla war. 1/3 of the server might be surface jobs but that doesn't change the fact that 9 job slots can disguise as civ, plus any D class who managed to escape (somehow).
    TL;DR: Most civs are incapable of RP'ing properly and are too busy with their own problems, or aren't civs and are performing their actual job's duties. 
    Even then I think SMT might deny this. It is too confusing and what we need is not to put the job THERE but to incentivise people to play jobs/RP properly. Setjob was added and now people only use it to become "Freedom Fighter" or "Chaos Insurgency Alpha". In the opening few weeks there used to be some small factions but they are pretty much gone now. Something must be in it for the people if you want em to do something. That's all from me.
  8. Thanks
    Nathan Dixon reacted to Xunt in Increase the number of A-1s and Add A-1 CMD   
    Accepted
    A-1 will be considered for re-WLing.
     
  9. Sad
    Nathan Dixon got a reaction from Lando Lovelace in Nathan Dixon's MC&D application   
    Common Roleplay Name: Nathan Dixon
    Steam Name: LemonArmageddon
    Discord Name: zonger55#0351
    SteamID: STEAM_0:0:35881919
    Your Current Warns (15 warn limit, take a screenshot): 10

    Your Current Playtime: 7w 4d 11h
    Why do you want to join MC&D?: Mainly because I want to set up the club for myself and run it my own way, which I think is better than most others. I see most salesmen make something which isn't a club, and restrict everybody from entering, and hardly sell anything. I would just run a normal nightclub, which functions like a normal one as a front. However I would sell products to people alongside drinks who are inside the club. I also think I'd be better at dealing with threats such as the Foundation and PD as I see most people just outright murdering them. My second reason is that I've been a salesman before now and want to become it again as I have begun to play MCND a bit more. I have been salesman before and know how to play it so I have the experience in it and know what I'm doing.
    How often do you play Bouncer/Agent: I play it every so often, I can recall I was on bouncer recently. I know how MCND functions and used to play bouncer a lot in the past before I used to have the WL, so I have the experience.
    Have you read the job rules (In the Rules thread) and the Code of Conduct/Permissions in this thread?(One word is not a valid answer): Yes, as stated before I have been a salesman in the past and know the code of conduct and the salesman rules. Of those I do remember off by heart and come up a lot, you can't sell for more than 10x the buying price, you must take ID from customers and you must be paid to raid (unless the person you raid strikes you first, such as PD arresting your men).
  10. Like
    Nathan Dixon got a reaction from Rusty - Ketero in PD update   
    Yes, I did create something like this a while back. I've just come to say it again, and I'm gonna change a few things from last time.
    hey hey people
    With more low level players playing PD recently, it has come to my attention that PD has lost its title as OP and is more of a joke of a faction which metagames the Foundation, raids it and then gets wiped by GOC and Foundation multiple times over. 
    Step 1: Reduce retardation - Make police officer level 20, SWAT level 30 w/ VIP, chief level 40 and Mayor level 50.
    1 at a time. Police officer is probably the main job for idiots. Typically it's level 10-15 with a failRP name who go around and arrest people for no reason or attempt to raid the Foundation. I'm sure everybody has seen them before and has had some 'RP' with them so they know how bad they can be. They normally end up being demoted or warned for RDM/RDA. As with other jobs, my suggestion is to raise the level. This is to take it from being a job which you can go straight from XP machining to. Level 20s typically have played security guard for a while and are now playing engineer in order to progress and notice that if they spend all their time playing SG, they will get nowhere. It is also the threshold for typical minge removal and most minges will be banned before they get to this level due to MRDM as a security guard, so they won't do it as PD.
    SWAT officer is level 30 instead of 25 because most SWAT are braindead, and don't do anything especially when the mayor is kidnapped. Making it slightly higher will make people playing it, on average, slightly better at their jobs and forcing them to playing police officer for longer before becoming SWAT. The reason for VIP is to simply make people play police officer if they are a user and do not have VIP yet. Reduces retardation and makes those who have VIP more likely to play as PD, or PD players more likely to get VIP.
    Chief should be level 40 due to them getting a taser. This isn't a major increase and with the 2 previous jobs is heavily designed to force people to play other jobs and be more experienced on the server. Reasons are explained.
    Mayor should be level 50 to simply put it. Why should a site advisor, a basically useless job, be level 50 but the mayor who controls the entire PD be level 40? PD consists of 8 people with guns and the mayor if he chooses to buy one, which is bigger than E-11 (7 people including the flamer, and the commander which is 8). 
    Step 2: Buff SWAT unit, but not other jobs.
    SWAT unit, as I said before, will become level 30 and VIP. Accordingly, I suggest to give them a G36C. This is a mid-tier assault rifle which isn't too OP, but still better than the current gear. Remove the MP5 from their loadout.
    Swap out the M3 super 90 with an M1014, due to the M3 being way too under powered compared to other shotguns. M1014 is not too OP, it is not pump action unlike the M3 and offers much more damage. 
    The reason for only the SWAT unit being given better gear is due to the MP5 still being decent but not good enough to fight against factions such as MCND or Foundation. It is good in close range situations and can beat an AR15 user in the right hands but in mid range surface combat, it isn't as good. However, an unarmed target can still be easily dispatched if they are running away and resisting arrest making it still a good choice for the weaker units. Another reason is due to PD being 8 slots and all of them having mid tier assault rifles will make them a formidable force in most ways due to their weapons being too balanced and they will be good in every situation (long range, mid range, short range, guerrilla, raiding, CQC) while the MP5 only offers good combat in guerrilla combat, CQC, short range and maybe mid range which forces them to perform surprise attacks and makes them not so suited to full raids on places such as GA. With only having 3 people at max with decent weapons, it makes them more likely to not be too OP.
    Step 3: Stop random Foundation raids from PD
    Most PD raids will have the reasons:
    "This blue door is suspicious."
    "Somebody told me there are prisoners down there."
    "We have a search warrant."
    "Why would a military base be in the subway? Let's investigate."
    Hopefully you can tell that all of these are massive BS and have no meaning behind them. 
    So, it should be added to the rules under raiding rules that
    PD may only raid the Foundation if they have a valid reason and have witnessed a Foundation operative commit a crime and can confirm their location in the city.
    This means:
    A field agent disguises as PD while impersonating an officer is a crime, and the PD find out IC (by watching them disguise etc). If the field agent gives the location of the Foundation and it aligns with what the officers find, then they MAY raid due to the PD knowing that the Foundation (doesn't matter if they know the organisation's name) disguises as PD and is possibly a threat to the city.
    A Nu-7 kidnaps a CI in the city and runs back to the subway with PD following. The PD witness him go back through the blue door, and know that a hostage has been taken inside the building. The PD do not need to know who the Foundation are, but know that a prisoner is inside and must be rescued, giving them a reason to raid.
    A CI works closely with the PD through a deal and slowly manipulates them towards working with them and performing their goals. The CI, after gaining trust of the PD, can lead the PD towards raiding the Foundation. With the Foundation being framed for some minor crimes like murder and kidnappings, and no 'monsters' or slave rings being mentioned, the PD might actually believe them and raid accordingly.
    This doesn't mean:
    A CI comes to the PD and tells them about the Foundation and all the things they do, so they PD raid it. This is due to it being very unrealistic and not producing any sort of RP. The police department would never believe a random stranger come up to them and ramble about aliens and human test subjects in an underground facility. They would probably be shrugged off as an area 51 loony person with psychosis. There is 0 chance the PD would believe somebody like this immediately and raid the Foundation, making it FailRP.
    The PD see a Nu-7 kill 2 people, so they go to the blue door with no knowledge of him going there. This is metagame but not FailRP due to the Nu-7 committing crimes but the PD not knowing where he went, so they raid the Foundation. It would not be, however, to AOS Nu-7 on surface or AOS any known relations (such as E-11 if they went to surface together)
    Conclusion
    All of these are 'separate' but are on the same theme so they are listed together. Feedback is appreciated greatly, any questions or your feelings on this are all welcomed. Please stop crying about PD being a secondary faction or not important. Some mayors are decent while others are worse, and most of the bad views of PD are from how retarded/mingey they are which this suggestion aims to fix. PD should be given more to do with GOIs as currently the surface is a massive TDM half the time between CI, Foundation, MCND and GOC and should have more RP with other, non-aligned factions such as civilians and PD. More basic criminal jobs should be added in the future. Drug dealer didn't work because the drugs did fuck all and killed you half the time, the only useful one, cocaine, is probably the only one bought. This killed any sort of RP gained from it as they never were able to sell. Drugs should give a sort of boost which is worthwhile. Might suggest adding this in the future if this gets accepted, as 1 slot job.
  11. Sad
    Nathan Dixon got a reaction from Dim0n :| in PD update   
    Yes, I did create something like this a while back. I've just come to say it again, and I'm gonna change a few things from last time.
    hey hey people
    With more low level players playing PD recently, it has come to my attention that PD has lost its title as OP and is more of a joke of a faction which metagames the Foundation, raids it and then gets wiped by GOC and Foundation multiple times over. 
    Step 1: Reduce retardation - Make police officer level 20, SWAT level 30 w/ VIP, chief level 40 and Mayor level 50.
    1 at a time. Police officer is probably the main job for idiots. Typically it's level 10-15 with a failRP name who go around and arrest people for no reason or attempt to raid the Foundation. I'm sure everybody has seen them before and has had some 'RP' with them so they know how bad they can be. They normally end up being demoted or warned for RDM/RDA. As with other jobs, my suggestion is to raise the level. This is to take it from being a job which you can go straight from XP machining to. Level 20s typically have played security guard for a while and are now playing engineer in order to progress and notice that if they spend all their time playing SG, they will get nowhere. It is also the threshold for typical minge removal and most minges will be banned before they get to this level due to MRDM as a security guard, so they won't do it as PD.
    SWAT officer is level 30 instead of 25 because most SWAT are braindead, and don't do anything especially when the mayor is kidnapped. Making it slightly higher will make people playing it, on average, slightly better at their jobs and forcing them to playing police officer for longer before becoming SWAT. The reason for VIP is to simply make people play police officer if they are a user and do not have VIP yet. Reduces retardation and makes those who have VIP more likely to play as PD, or PD players more likely to get VIP.
    Chief should be level 40 due to them getting a taser. This isn't a major increase and with the 2 previous jobs is heavily designed to force people to play other jobs and be more experienced on the server. Reasons are explained.
    Mayor should be level 50 to simply put it. Why should a site advisor, a basically useless job, be level 50 but the mayor who controls the entire PD be level 40? PD consists of 8 people with guns and the mayor if he chooses to buy one, which is bigger than E-11 (7 people including the flamer, and the commander which is 8). 
    Step 2: Buff SWAT unit, but not other jobs.
    SWAT unit, as I said before, will become level 30 and VIP. Accordingly, I suggest to give them a G36C. This is a mid-tier assault rifle which isn't too OP, but still better than the current gear. Remove the MP5 from their loadout.
    Swap out the M3 super 90 with an M1014, due to the M3 being way too under powered compared to other shotguns. M1014 is not too OP, it is not pump action unlike the M3 and offers much more damage. 
    The reason for only the SWAT unit being given better gear is due to the MP5 still being decent but not good enough to fight against factions such as MCND or Foundation. It is good in close range situations and can beat an AR15 user in the right hands but in mid range surface combat, it isn't as good. However, an unarmed target can still be easily dispatched if they are running away and resisting arrest making it still a good choice for the weaker units. Another reason is due to PD being 8 slots and all of them having mid tier assault rifles will make them a formidable force in most ways due to their weapons being too balanced and they will be good in every situation (long range, mid range, short range, guerrilla, raiding, CQC) while the MP5 only offers good combat in guerrilla combat, CQC, short range and maybe mid range which forces them to perform surprise attacks and makes them not so suited to full raids on places such as GA. With only having 3 people at max with decent weapons, it makes them more likely to not be too OP.
    Step 3: Stop random Foundation raids from PD
    Most PD raids will have the reasons:
    "This blue door is suspicious."
    "Somebody told me there are prisoners down there."
    "We have a search warrant."
    "Why would a military base be in the subway? Let's investigate."
    Hopefully you can tell that all of these are massive BS and have no meaning behind them. 
    So, it should be added to the rules under raiding rules that
    PD may only raid the Foundation if they have a valid reason and have witnessed a Foundation operative commit a crime and can confirm their location in the city.
    This means:
    A field agent disguises as PD while impersonating an officer is a crime, and the PD find out IC (by watching them disguise etc). If the field agent gives the location of the Foundation and it aligns with what the officers find, then they MAY raid due to the PD knowing that the Foundation (doesn't matter if they know the organisation's name) disguises as PD and is possibly a threat to the city.
    A Nu-7 kidnaps a CI in the city and runs back to the subway with PD following. The PD witness him go back through the blue door, and know that a hostage has been taken inside the building. The PD do not need to know who the Foundation are, but know that a prisoner is inside and must be rescued, giving them a reason to raid.
    A CI works closely with the PD through a deal and slowly manipulates them towards working with them and performing their goals. The CI, after gaining trust of the PD, can lead the PD towards raiding the Foundation. With the Foundation being framed for some minor crimes like murder and kidnappings, and no 'monsters' or slave rings being mentioned, the PD might actually believe them and raid accordingly.
    This doesn't mean:
    A CI comes to the PD and tells them about the Foundation and all the things they do, so they PD raid it. This is due to it being very unrealistic and not producing any sort of RP. The police department would never believe a random stranger come up to them and ramble about aliens and human test subjects in an underground facility. They would probably be shrugged off as an area 51 loony person with psychosis. There is 0 chance the PD would believe somebody like this immediately and raid the Foundation, making it FailRP.
    The PD see a Nu-7 kill 2 people, so they go to the blue door with no knowledge of him going there. This is metagame but not FailRP due to the Nu-7 committing crimes but the PD not knowing where he went, so they raid the Foundation. It would not be, however, to AOS Nu-7 on surface or AOS any known relations (such as E-11 if they went to surface together)
    Conclusion
    All of these are 'separate' but are on the same theme so they are listed together. Feedback is appreciated greatly, any questions or your feelings on this are all welcomed. Please stop crying about PD being a secondary faction or not important. Some mayors are decent while others are worse, and most of the bad views of PD are from how retarded/mingey they are which this suggestion aims to fix. PD should be given more to do with GOIs as currently the surface is a massive TDM half the time between CI, Foundation, MCND and GOC and should have more RP with other, non-aligned factions such as civilians and PD. More basic criminal jobs should be added in the future. Drug dealer didn't work because the drugs did fuck all and killed you half the time, the only useful one, cocaine, is probably the only one bought. This killed any sort of RP gained from it as they never were able to sell. Drugs should give a sort of boost which is worthwhile. Might suggest adding this in the future if this gets accepted, as 1 slot job.
  12. Like
    Nathan Dixon got a reaction from kenopsia in PD update   
    Yes, I did create something like this a while back. I've just come to say it again, and I'm gonna change a few things from last time.
    hey hey people
    With more low level players playing PD recently, it has come to my attention that PD has lost its title as OP and is more of a joke of a faction which metagames the Foundation, raids it and then gets wiped by GOC and Foundation multiple times over. 
    Step 1: Reduce retardation - Make police officer level 20, SWAT level 30 w/ VIP, chief level 40 and Mayor level 50.
    1 at a time. Police officer is probably the main job for idiots. Typically it's level 10-15 with a failRP name who go around and arrest people for no reason or attempt to raid the Foundation. I'm sure everybody has seen them before and has had some 'RP' with them so they know how bad they can be. They normally end up being demoted or warned for RDM/RDA. As with other jobs, my suggestion is to raise the level. This is to take it from being a job which you can go straight from XP machining to. Level 20s typically have played security guard for a while and are now playing engineer in order to progress and notice that if they spend all their time playing SG, they will get nowhere. It is also the threshold for typical minge removal and most minges will be banned before they get to this level due to MRDM as a security guard, so they won't do it as PD.
    SWAT officer is level 30 instead of 25 because most SWAT are braindead, and don't do anything especially when the mayor is kidnapped. Making it slightly higher will make people playing it, on average, slightly better at their jobs and forcing them to playing police officer for longer before becoming SWAT. The reason for VIP is to simply make people play police officer if they are a user and do not have VIP yet. Reduces retardation and makes those who have VIP more likely to play as PD, or PD players more likely to get VIP.
    Chief should be level 40 due to them getting a taser. This isn't a major increase and with the 2 previous jobs is heavily designed to force people to play other jobs and be more experienced on the server. Reasons are explained.
    Mayor should be level 50 to simply put it. Why should a site advisor, a basically useless job, be level 50 but the mayor who controls the entire PD be level 40? PD consists of 8 people with guns and the mayor if he chooses to buy one, which is bigger than E-11 (7 people including the flamer, and the commander which is 8). 
    Step 2: Buff SWAT unit, but not other jobs.
    SWAT unit, as I said before, will become level 30 and VIP. Accordingly, I suggest to give them a G36C. This is a mid-tier assault rifle which isn't too OP, but still better than the current gear. Remove the MP5 from their loadout.
    Swap out the M3 super 90 with an M1014, due to the M3 being way too under powered compared to other shotguns. M1014 is not too OP, it is not pump action unlike the M3 and offers much more damage. 
    The reason for only the SWAT unit being given better gear is due to the MP5 still being decent but not good enough to fight against factions such as MCND or Foundation. It is good in close range situations and can beat an AR15 user in the right hands but in mid range surface combat, it isn't as good. However, an unarmed target can still be easily dispatched if they are running away and resisting arrest making it still a good choice for the weaker units. Another reason is due to PD being 8 slots and all of them having mid tier assault rifles will make them a formidable force in most ways due to their weapons being too balanced and they will be good in every situation (long range, mid range, short range, guerrilla, raiding, CQC) while the MP5 only offers good combat in guerrilla combat, CQC, short range and maybe mid range which forces them to perform surprise attacks and makes them not so suited to full raids on places such as GA. With only having 3 people at max with decent weapons, it makes them more likely to not be too OP.
    Step 3: Stop random Foundation raids from PD
    Most PD raids will have the reasons:
    "This blue door is suspicious."
    "Somebody told me there are prisoners down there."
    "We have a search warrant."
    "Why would a military base be in the subway? Let's investigate."
    Hopefully you can tell that all of these are massive BS and have no meaning behind them. 
    So, it should be added to the rules under raiding rules that
    PD may only raid the Foundation if they have a valid reason and have witnessed a Foundation operative commit a crime and can confirm their location in the city.
    This means:
    A field agent disguises as PD while impersonating an officer is a crime, and the PD find out IC (by watching them disguise etc). If the field agent gives the location of the Foundation and it aligns with what the officers find, then they MAY raid due to the PD knowing that the Foundation (doesn't matter if they know the organisation's name) disguises as PD and is possibly a threat to the city.
    A Nu-7 kidnaps a CI in the city and runs back to the subway with PD following. The PD witness him go back through the blue door, and know that a hostage has been taken inside the building. The PD do not need to know who the Foundation are, but know that a prisoner is inside and must be rescued, giving them a reason to raid.
    A CI works closely with the PD through a deal and slowly manipulates them towards working with them and performing their goals. The CI, after gaining trust of the PD, can lead the PD towards raiding the Foundation. With the Foundation being framed for some minor crimes like murder and kidnappings, and no 'monsters' or slave rings being mentioned, the PD might actually believe them and raid accordingly.
    This doesn't mean:
    A CI comes to the PD and tells them about the Foundation and all the things they do, so they PD raid it. This is due to it being very unrealistic and not producing any sort of RP. The police department would never believe a random stranger come up to them and ramble about aliens and human test subjects in an underground facility. They would probably be shrugged off as an area 51 loony person with psychosis. There is 0 chance the PD would believe somebody like this immediately and raid the Foundation, making it FailRP.
    The PD see a Nu-7 kill 2 people, so they go to the blue door with no knowledge of him going there. This is metagame but not FailRP due to the Nu-7 committing crimes but the PD not knowing where he went, so they raid the Foundation. It would not be, however, to AOS Nu-7 on surface or AOS any known relations (such as E-11 if they went to surface together)
    Conclusion
    All of these are 'separate' but are on the same theme so they are listed together. Feedback is appreciated greatly, any questions or your feelings on this are all welcomed. Please stop crying about PD being a secondary faction or not important. Some mayors are decent while others are worse, and most of the bad views of PD are from how retarded/mingey they are which this suggestion aims to fix. PD should be given more to do with GOIs as currently the surface is a massive TDM half the time between CI, Foundation, MCND and GOC and should have more RP with other, non-aligned factions such as civilians and PD. More basic criminal jobs should be added in the future. Drug dealer didn't work because the drugs did fuck all and killed you half the time, the only useful one, cocaine, is probably the only one bought. This killed any sort of RP gained from it as they never were able to sell. Drugs should give a sort of boost which is worthwhile. Might suggest adding this in the future if this gets accepted, as 1 slot job.
  13. Like
    Nathan Dixon got a reaction from Lando Lovelace in ISD - Internal Security Department   
    -OOC Section -
    Steam Name: LemonArmageddon
    SteamID: STEAM_0:0:35881919
    In game level: 50
    Playtime(At least one week): 6w 5d 1h
    Amount of Warns and the reason of why they were given: 
    1st and 9th warn: No idea how I got either of these, I don't even know if I was online when I got either but I was never pulled into a sit for them so I don't know why I got them at all.
    Other warns: Probably really old, all except 1 are before I got level 50 (new player and probably didn't know rules, especially the metagame 4 people banned one which I do remember, and I didn't know metagame rules back then).
    -IC Section-
    To: recruitmentcvs@scpfismo.net
    CC: (blank)
    From: dcarter@scpffield.net
    Subject: Internal Security Department CV
     
  14. Confused
    Nathan Dixon got a reaction from Bansheey in can a be MTF nu-7 NCO   
    you made an identical thread like a couple days ago, actually read your replies and do what we say
    if you are gonna keep doing this shit you'll be blacklisted
    this thread can be locked, should not exist 🙃
  15. Sad
    Nathan Dixon got a reaction from Windows XP in can a be MTF nu-7 NCO   
    you made an identical thread like a couple days ago, actually read your replies and do what we say
    if you are gonna keep doing this shit you'll be blacklisted
    this thread can be locked, should not exist 🙃
  16. Like
    Nathan Dixon got a reaction from Nell in Spawnkill and armoury rules update   
    Recently, it came to my attention that somebody whom I will not name was having a lot of trouble with the current spawnkill rules on surface, and that the current rules are a major loophole which it is pretty much impossible to warn people for. You are able to spawn and within 1 minute be cuffed and dragged into a GOC or Foundation base on surface if you aren't careful and the people you are hostile with are very aware of the rules.
    Introduction aside, let me get straight to the point. 
    There should a grace period from when somebody spawns on surface to when they are back 'in RP' and can be cuffed, killed, shot or whatever. This generally should fulfil 2 things:
    The person in question is capable of defending themselves at the very least, despite it being unsuccessful or not, at defending against a hostile force. The person is not currently in any risk directly after spawning and is able to get to their base, or any safer location without being shot. Alright, now we know what we need to do, some form of system must be created to make sure these requirements are made and, it is generally a very simple solution.
    Add a 2 minute 'grace period' in which people cannot be killed after they spawn
    No intelligence from their uniform before disguising can be gained, unless they disguise as a friendly towards you (PD see a CI disguise as police in front of them) For example: GOC see a CI in armoury. He disguises as a field agent. GOC cannot know that was a CI before he disguised, even if they knew uniforms People cannot be shot, killed or cuffed during this period, however it is only theoretical and in the rules so no scripting is required If the person shoots during their grace period, it ends immediately Logs to note when the person died or switched jobs will be used to tell when somebody has broken this rule If somebody leaves the armoury/spawn area and their grace period is nearly over (such as 1 minute, and they are safe and with equipment), their grace period ends I know this is really confusing, and only some of it needs to be written down, but once you grab a hold of it and know the general idea it makes a bit more sense. It is designed to prevent people immediately getting cuffed in armoury due to it being not a spawn zone (which it will remain as, but newly spawned players will be protected for 2 minutes while inside of it, giving them time to get equipment and run away.)
    Most people I know generally do have some honour and ask people in armoury getting equipment if they just died before cuffing them. But it should be make an actual rule instead of good will to allow people to actually spawn and play the game instead of being spawn camped because somebody was standing in the armoury and saw a CI change disguise while getting equipment, then immediately go after them and cuff them.
  17. Like
    Nathan Dixon got a reaction from Qas in Spawnkill and armoury rules update   
    Recently, it came to my attention that somebody whom I will not name was having a lot of trouble with the current spawnkill rules on surface, and that the current rules are a major loophole which it is pretty much impossible to warn people for. You are able to spawn and within 1 minute be cuffed and dragged into a GOC or Foundation base on surface if you aren't careful and the people you are hostile with are very aware of the rules.
    Introduction aside, let me get straight to the point. 
    There should a grace period from when somebody spawns on surface to when they are back 'in RP' and can be cuffed, killed, shot or whatever. This generally should fulfil 2 things:
    The person in question is capable of defending themselves at the very least, despite it being unsuccessful or not, at defending against a hostile force. The person is not currently in any risk directly after spawning and is able to get to their base, or any safer location without being shot. Alright, now we know what we need to do, some form of system must be created to make sure these requirements are made and, it is generally a very simple solution.
    Add a 2 minute 'grace period' in which people cannot be killed after they spawn
    No intelligence from their uniform before disguising can be gained, unless they disguise as a friendly towards you (PD see a CI disguise as police in front of them) For example: GOC see a CI in armoury. He disguises as a field agent. GOC cannot know that was a CI before he disguised, even if they knew uniforms People cannot be shot, killed or cuffed during this period, however it is only theoretical and in the rules so no scripting is required If the person shoots during their grace period, it ends immediately Logs to note when the person died or switched jobs will be used to tell when somebody has broken this rule If somebody leaves the armoury/spawn area and their grace period is nearly over (such as 1 minute, and they are safe and with equipment), their grace period ends I know this is really confusing, and only some of it needs to be written down, but once you grab a hold of it and know the general idea it makes a bit more sense. It is designed to prevent people immediately getting cuffed in armoury due to it being not a spawn zone (which it will remain as, but newly spawned players will be protected for 2 minutes while inside of it, giving them time to get equipment and run away.)
    Most people I know generally do have some honour and ask people in armoury getting equipment if they just died before cuffing them. But it should be make an actual rule instead of good will to allow people to actually spawn and play the game instead of being spawn camped because somebody was standing in the armoury and saw a CI change disguise while getting equipment, then immediately go after them and cuff them.
  18. Like
    Nathan Dixon got a reaction from balls in Spawnkill and armoury rules update   
    Recently, it came to my attention that somebody whom I will not name was having a lot of trouble with the current spawnkill rules on surface, and that the current rules are a major loophole which it is pretty much impossible to warn people for. You are able to spawn and within 1 minute be cuffed and dragged into a GOC or Foundation base on surface if you aren't careful and the people you are hostile with are very aware of the rules.
    Introduction aside, let me get straight to the point. 
    There should a grace period from when somebody spawns on surface to when they are back 'in RP' and can be cuffed, killed, shot or whatever. This generally should fulfil 2 things:
    The person in question is capable of defending themselves at the very least, despite it being unsuccessful or not, at defending against a hostile force. The person is not currently in any risk directly after spawning and is able to get to their base, or any safer location without being shot. Alright, now we know what we need to do, some form of system must be created to make sure these requirements are made and, it is generally a very simple solution.
    Add a 2 minute 'grace period' in which people cannot be killed after they spawn
    No intelligence from their uniform before disguising can be gained, unless they disguise as a friendly towards you (PD see a CI disguise as police in front of them) For example: GOC see a CI in armoury. He disguises as a field agent. GOC cannot know that was a CI before he disguised, even if they knew uniforms People cannot be shot, killed or cuffed during this period, however it is only theoretical and in the rules so no scripting is required If the person shoots during their grace period, it ends immediately Logs to note when the person died or switched jobs will be used to tell when somebody has broken this rule If somebody leaves the armoury/spawn area and their grace period is nearly over (such as 1 minute, and they are safe and with equipment), their grace period ends I know this is really confusing, and only some of it needs to be written down, but once you grab a hold of it and know the general idea it makes a bit more sense. It is designed to prevent people immediately getting cuffed in armoury due to it being not a spawn zone (which it will remain as, but newly spawned players will be protected for 2 minutes while inside of it, giving them time to get equipment and run away.)
    Most people I know generally do have some honour and ask people in armoury getting equipment if they just died before cuffing them. But it should be make an actual rule instead of good will to allow people to actually spawn and play the game instead of being spawn camped because somebody was standing in the armoury and saw a CI change disguise while getting equipment, then immediately go after them and cuff them.
  19. Like
    Nathan Dixon got a reaction from Bread in Spawnkill and armoury rules update   
    Recently, it came to my attention that somebody whom I will not name was having a lot of trouble with the current spawnkill rules on surface, and that the current rules are a major loophole which it is pretty much impossible to warn people for. You are able to spawn and within 1 minute be cuffed and dragged into a GOC or Foundation base on surface if you aren't careful and the people you are hostile with are very aware of the rules.
    Introduction aside, let me get straight to the point. 
    There should a grace period from when somebody spawns on surface to when they are back 'in RP' and can be cuffed, killed, shot or whatever. This generally should fulfil 2 things:
    The person in question is capable of defending themselves at the very least, despite it being unsuccessful or not, at defending against a hostile force. The person is not currently in any risk directly after spawning and is able to get to their base, or any safer location without being shot. Alright, now we know what we need to do, some form of system must be created to make sure these requirements are made and, it is generally a very simple solution.
    Add a 2 minute 'grace period' in which people cannot be killed after they spawn
    No intelligence from their uniform before disguising can be gained, unless they disguise as a friendly towards you (PD see a CI disguise as police in front of them) For example: GOC see a CI in armoury. He disguises as a field agent. GOC cannot know that was a CI before he disguised, even if they knew uniforms People cannot be shot, killed or cuffed during this period, however it is only theoretical and in the rules so no scripting is required If the person shoots during their grace period, it ends immediately Logs to note when the person died or switched jobs will be used to tell when somebody has broken this rule If somebody leaves the armoury/spawn area and their grace period is nearly over (such as 1 minute, and they are safe and with equipment), their grace period ends I know this is really confusing, and only some of it needs to be written down, but once you grab a hold of it and know the general idea it makes a bit more sense. It is designed to prevent people immediately getting cuffed in armoury due to it being not a spawn zone (which it will remain as, but newly spawned players will be protected for 2 minutes while inside of it, giving them time to get equipment and run away.)
    Most people I know generally do have some honour and ask people in armoury getting equipment if they just died before cuffing them. But it should be make an actual rule instead of good will to allow people to actually spawn and play the game instead of being spawn camped because somebody was standing in the armoury and saw a CI change disguise while getting equipment, then immediately go after them and cuff them.
  20. Like
    Nathan Dixon got a reaction from Exiled in Security Command Chain rework suggestion. ~Josh Nixon   
    I think this would be better without the captain shenanigans, but I do like the idea of it
    HoS could be one of your 'entry level whitelists' if you would call them that, such as 096 or HoMD. Nothing too crazy, application is rather simple, little to no background required.
    The HoS is given so much authority yet never gets to use it, because half the time its just a level 40 acting like a security guard on it, last bit 90% of the time.
    Professionalising security by cherry picking those who play it a lot is guaranteed to work but it hasn't happened much so far in the sever (apart from maybe old Nu-7).
    HoS gear should be improved alongside this if it is becoming WL, a HK416 is not good. I suggest an AR-15 as it is a 1 slot job (not too overpowered then, won't get an army of them rushing at you). Should also be given a wide variety of pistols and carbines/SMGs, pistols as: M1911, PM, glock 17, glock 18, desert eagle, MR96, M9. Carbines/SMGs being: G36C, VSS vintorez, HK416C, etc.
    All of this should be fine and dandy. 
    To compensate, I do think that HoS should be an easy WL to obtain, especially for level 40+ who currently play HoS a lot. 
    Security do fine currently, and I think it will remain this way when there is no HoS, but when HoS is on site I think it will be slightly more organised/better.
  21. Like
    Nathan Dixon reacted to CTSkipper in Put key emotes back   
    Most importantly put dance back, the rest dont really matter.
    I wanna dance to 3d radio or club with dance animation man, its very cool.

  22. Like
    Nathan Dixon got a reaction from Exiled in 939/966 RC fix   
    We all know by now that if 1 of the 2 aforementioned SCPs get contained, both get contained? Well if you didn't, now you do. So, why is this a problem?
    A) Unrealism
    B) 939 is a very weak SCP and is only slightly better by having 2 slots
    C) If one of the SCPs is in a bad situation when the other is in a great one, it is unfair that both die when only 1 should
    This bug has been around for a very long time and I have no idea why it hasn't been fixed yet. We all know how underpowered 939 is and it would be much more popular if this was fixed
  23. Like
    Nathan Dixon got a reaction from Qas in 939/966 RC fix   
    We all know by now that if 1 of the 2 aforementioned SCPs get contained, both get contained? Well if you didn't, now you do. So, why is this a problem?
    A) Unrealism
    B) 939 is a very weak SCP and is only slightly better by having 2 slots
    C) If one of the SCPs is in a bad situation when the other is in a great one, it is unfair that both die when only 1 should
    This bug has been around for a very long time and I have no idea why it hasn't been fixed yet. We all know how underpowered 939 is and it would be much more popular if this was fixed
  24. Like
    Nathan Dixon got a reaction from Windows XP in 939/966 RC fix   
    We all know by now that if 1 of the 2 aforementioned SCPs get contained, both get contained? Well if you didn't, now you do. So, why is this a problem?
    A) Unrealism
    B) 939 is a very weak SCP and is only slightly better by having 2 slots
    C) If one of the SCPs is in a bad situation when the other is in a great one, it is unfair that both die when only 1 should
    This bug has been around for a very long time and I have no idea why it hasn't been fixed yet. We all know how underpowered 939 is and it would be much more popular if this was fixed
  25. Like
    Nathan Dixon got a reaction from Jack Wasza in 939/966 RC fix   
    We all know by now that if 1 of the 2 aforementioned SCPs get contained, both get contained? Well if you didn't, now you do. So, why is this a problem?
    A) Unrealism
    B) 939 is a very weak SCP and is only slightly better by having 2 slots
    C) If one of the SCPs is in a bad situation when the other is in a great one, it is unfair that both die when only 1 should
    This bug has been around for a very long time and I have no idea why it hasn't been fixed yet. We all know how underpowered 939 is and it would be much more popular if this was fixed