Difference between revisions of "Brig"

From NSV13
Jump to navigationJump to search
imported>Bandit
m (→‎Evidence Lockers: this part encouraged security to steal IDs and backpacks fnr)
imported>Iatots
(added meta tab, minor updates, will revisit shortly)
Line 1: Line 1:
 +
<tabs>
 +
<tab name="BoxStation">
 
{{Location
 
{{Location
 
  |headerbgcolor=#9f2828
 
  |headerbgcolor=#9f2828
Line 6: Line 8:
 
  |image=thebrig.png
 
  |image=thebrig.png
 
  |department=Security
 
  |department=Security
  |exits=Hallway south, [[Courtroom]] east, [[Security Office]] north
+
  |exits=South to Fore Primary Hallway,east to [[Courtroom]], north west to [[Prison]], north west to [[Security Office]]
 
  |purpose=[[Beyond the impossible|Holds prisoners]]
 
  |purpose=[[Beyond the impossible|Holds prisoners]]
 
  |access=Security
 
  |access=Security
Line 31: Line 33:
  
 
===Interrogation Room===
 
===Interrogation Room===
 +
[[File:Interrogations.png|200px|borderless|left|]]
 +
 +
 +
 
This dimly lit room can be used to squeeze out as much information you can out of suspects. It also makes a great place to hold a [[robust|private discussion]]. There is a conveniently placed recorder located on the table that can be used as evidence in court cases, if need be. This room is a favorite of the detective's.
 
This dimly lit room can be used to squeeze out as much information you can out of suspects. It also makes a great place to hold a [[robust|private discussion]]. There is a conveniently placed recorder located on the table that can be used as evidence in court cases, if need be. This room is a favorite of the detective's.
 +
 +
 +
 +
 +
  
 
===Evidence Lockers===
 
===Evidence Lockers===
 
Store the confiscated belongings of prisoners such as [[high-risk items]] and weapons here. If some of the possessions are particularly dangerous, such as a syndicate-uplink; store them in the [[Armory|Armory's]] contraband locker where only the Warden, Head of Security, Captain, and [[Clown|unscrupulous]] [[Mime|burglars]] will be able to access them. Security access is needed to enter this room.
 
Store the confiscated belongings of prisoners such as [[high-risk items]] and weapons here. If some of the possessions are particularly dangerous, such as a syndicate-uplink; store them in the [[Armory|Armory's]] contraband locker where only the Warden, Head of Security, Captain, and [[Clown|unscrupulous]] [[Mime|burglars]] will be able to access them. Security access is needed to enter this room.
 +
 +
===Gulag Shuttle and Consoles===
 +
On the west end of the brig is a shuttle that can ferry prisoners to a [[Labor Camp]] on [[Lavaland]], commonly referred to as the "Gulag", where they can earn their freedom back through hard labour. This is meant to be a constructive alternative to the glass box of a Brig Cell, though effective sentence time can be difficult to calculate because of the random nature of mineral spawn. Some hardware is avaible to make prisoner transfer faster.
  
 
===Gas Storage===
 
===Gas Storage===
 
In maintenance just outside the brig is a small N2O storage closet that can be used to quell riots. It requires Armory access to use.  
 
In maintenance just outside the brig is a small N2O storage closet that can be used to quell riots. It requires Armory access to use.  
 +
</tab>
 +
<tab name="MetaStation">
 +
{{Location
 +
|headerbgcolor=#9f2828
 +
|headerfontcolor=white
 +
|imagebgcolor=#ff9999
 +
|name=The Brig
 +
|image=brigMETA.png
 +
|department=Security
 +
|exits=South to Fore Primary Hallway, east to , [[Security Office]] north
 +
|purpose=[[Beyond the impossible|Holds prisoners]]
 +
|access=Security
 +
|contents=Criminal scum
 +
|clearance=[[Head of Security]], [[Warden]], [[Security Officer]], [[Lawyer]], [[Detective]], and also all [[Heads of Staff]]
 +
|description=This is where regular offenders are put. It is the front face of the security sector at the fore (north) end of the station. Most doors in the brig require Brig access, however you will need Holding Cell access to use the timers.
 +
 +
Just to the north of the control room is the [[Armory]]. To the northwest is the [[Prison Wing]], and to the northeast is the [[Security Office]]. To the south is the Fore Primary Hallway. The door on the far right leads to the [[Courtroom]].
 +
|sec_level=Medium (Lawyers and Heads of Staff are allowed to come and go)
 +
|style=Jail
 +
|balance=--
 +
|other=--
 +
}}
 +
 +
 +
===Warden's Office===
 +
This is the control room of the brig. It has a central location in the security sector, allowing the [[Warden]] to supervise the brig, prison wing, armory and security office from his desk. Inside are lockdown buttons for the brig and the prison wing, and an assortment of security computers, including the Prisoner Management system (which works with chemical and tracking implants). The office has a desk facing the office for the Warden to distribute weapons to officers.
 +
 +
===Timed Cells===
 +
 +
The southern cells have timed locks on them, and it is the [[Warden]]'s job to set the timers. If the timer is not set, then the prison door will remain open. If you're smart and not shitcurity you follow [[Space Law]] when setting timers so that the [[Janitor]] doesn't receive a ten-minute sentence for not placing wet floor signs. If you are dealing with a very dangerous person such as a traitor, changeling, or repeated offender of a violent crime, they should instead be "permabrigged" -- placed in the [[Prison Wing]] or solitary confinement, which are both located to the northwest.
 +
 +
Most of the time, cells only have one person residing within them (when mass arrests are made the criminals are usually buckled to the chairs in the security lounge), and anyone within is rarely let out until their jail time is up. If you are a confirmed traitor or the [[clown]], do not expect to stay here long before some [[Security Officer|chucklefuck]] decides to bash your skull in with his stunbaton, help himself to your belongings, and leave your body for the space-crows.
 +
 +
===Interrogation Room===
 +
[[File:InterrogationsMETA.png|200px|borderless|left|]]
 +
 +
 +
 +
 +
This dimly lit room can be used to squeeze out as much information you can out of suspects. It also makes a great place to hold a [[robust|private discussion]]. There is a conveniently placed recorder located on the table that can be used as evidence in court cases, if need be. This room is a favorite of the detective's.
 +
 +
 +
 +
  
[[Category:locations]]
 
  
  
  
 +
===Evidence Lockers===
 +
Store the confiscated belongings of prisoners such as [[high-risk items]] and weapons here. If some of the possessions are particularly dangerous, such as a syndicate-uplink; store them in the [[Armory|Armory's]] contraband locker where only the Warden, Head of Security, Captain, and [[Clown|unscrupulous]] [[Mime|burglars]] will be able to access them. Security access is needed to enter this room.
  
 +
===Gulag Shuttle and Consoles===
 +
On the west end of the brig is a shuttle that can ferry prisoners to a [[Labor Camp]] on [[Lavaland]], commonly referred to as the "Gulag", where they can earn their freedom back through hard labour. This is meant to be a constructive alternative to the glass box of a Brig Cell, though effective sentence time can be difficult to calculate because of the random nature of mineral spawn. Some hardware is avaible to make prisoner transfer faster.
  
 +
===Gas Storage===
 +
In maintenance just outside the brig is a small N2O storage closet that can be used to quell riots. It requires Armory access to use.
 +
</tab>
 +
</tabs>
 +
[[Category:locations]]
 
{{Locations}}
 
{{Locations}}

Revision as of 07:40, 22 December 2016

Security Area
Thebrig.png
The Brig
This is where regular offenders are put. It is the front face of the security sector at the fore (north) end of the station. Most doors in the brig require Brig access, however you will need Holding Cell access to use the timers.

Just to the north of the control room is the Armory. To the northwest is the Prison Wing, and to the northeast is the Security Office. To the south is the Fore Primary Hallway. The door on the far right leads to the Courtroom.

Obvious exits South to Fore Primary Hallway,east to Courtroom, north west to Prison, north west to Security Office
Purpose Holds prisoners
Access level Security
Noteworthy contents Criminal scum
Clearance Head of Security, Warden, Security Officer, Lawyer, Detective, and also all Heads of Staff
Security level Medium (Lawyers and Heads of Staff are allowed to come and go)
Style Jail
Balance Requirements
Other Notes
NSVBanner299.png Locations on NSV13



Warden's Office

This is the control room of the brig. It has a central location in the security sector, allowing the Warden to supervise the brig, prison wing, armory and security office from his desk. Inside are lockdown buttons for the brig and the prison wing, and an assortment of security computers, including the Prisoner Management system (which works with chemical and tracking implants). The office has a desk facing the office for the Warden to distribute weapons to officers.

Timed Cells

The southern cells have timed locks on them, and it is the Warden's job to set the timers. If the timer is not set, then the prison door will remain open. If you're smart and not shitcurity you follow Space Law when setting timers so that the Janitor doesn't receive a ten-minute sentence for not placing wet floor signs. If you are dealing with a very dangerous person such as a traitor, changeling, or repeated offender of a violent crime, they should instead be "permabrigged" -- placed in the Prison Wing or solitary confinement, which are both located to the northwest.

Most of the time, cells only have one person residing within them (when mass arrests are made the criminals are usually buckled to the chairs in the security lounge), and anyone within is rarely let out until their jail time is up. If you are a confirmed traitor or the clown, do not expect to stay here long before some chucklefuck decides to bash your skull in with his stunbaton, help himself to your belongings, and leave your body for the space-crows.

Interrogation Room

Interrogations.png


This dimly lit room can be used to squeeze out as much information you can out of suspects. It also makes a great place to hold a private discussion. There is a conveniently placed recorder located on the table that can be used as evidence in court cases, if need be. This room is a favorite of the detective's.




Evidence Lockers

Store the confiscated belongings of prisoners such as high-risk items and weapons here. If some of the possessions are particularly dangerous, such as a syndicate-uplink; store them in the Armory's contraband locker where only the Warden, Head of Security, Captain, and unscrupulous burglars will be able to access them. Security access is needed to enter this room.

Gulag Shuttle and Consoles

On the west end of the brig is a shuttle that can ferry prisoners to a Labor Camp on Lavaland, commonly referred to as the "Gulag", where they can earn their freedom back through hard labour. This is meant to be a constructive alternative to the glass box of a Brig Cell, though effective sentence time can be difficult to calculate because of the random nature of mineral spawn. Some hardware is avaible to make prisoner transfer faster.

Gas Storage

In maintenance just outside the brig is a small N2O storage closet that can be used to quell riots. It requires Armory access to use.

Security Area
BrigMETA.png
The Brig
This is where regular offenders are put. It is the front face of the security sector at the fore (north) end of the station. Most doors in the brig require Brig access, however you will need Holding Cell access to use the timers.

Just to the north of the control room is the Armory. To the northwest is the Prison Wing, and to the northeast is the Security Office. To the south is the Fore Primary Hallway. The door on the far right leads to the Courtroom.

Obvious exits South to Fore Primary Hallway, east to , Security Office north
Purpose Holds prisoners
Access level Security
Noteworthy contents Criminal scum
Clearance Head of Security, Warden, Security Officer, Lawyer, Detective, and also all Heads of Staff
Security level Medium (Lawyers and Heads of Staff are allowed to come and go)
Style Jail
Balance Requirements
Other Notes
NSVBanner299.png Locations on NSV13



Warden's Office

This is the control room of the brig. It has a central location in the security sector, allowing the Warden to supervise the brig, prison wing, armory and security office from his desk. Inside are lockdown buttons for the brig and the prison wing, and an assortment of security computers, including the Prisoner Management system (which works with chemical and tracking implants). The office has a desk facing the office for the Warden to distribute weapons to officers.

Timed Cells

The southern cells have timed locks on them, and it is the Warden's job to set the timers. If the timer is not set, then the prison door will remain open. If you're smart and not shitcurity you follow Space Law when setting timers so that the Janitor doesn't receive a ten-minute sentence for not placing wet floor signs. If you are dealing with a very dangerous person such as a traitor, changeling, or repeated offender of a violent crime, they should instead be "permabrigged" -- placed in the Prison Wing or solitary confinement, which are both located to the northwest.

Most of the time, cells only have one person residing within them (when mass arrests are made the criminals are usually buckled to the chairs in the security lounge), and anyone within is rarely let out until their jail time is up. If you are a confirmed traitor or the clown, do not expect to stay here long before some chucklefuck decides to bash your skull in with his stunbaton, help himself to your belongings, and leave your body for the space-crows.

Interrogation Room

InterrogationsMETA.png



This dimly lit room can be used to squeeze out as much information you can out of suspects. It also makes a great place to hold a private discussion. There is a conveniently placed recorder located on the table that can be used as evidence in court cases, if need be. This room is a favorite of the detective's.





Evidence Lockers

Store the confiscated belongings of prisoners such as high-risk items and weapons here. If some of the possessions are particularly dangerous, such as a syndicate-uplink; store them in the Armory's contraband locker where only the Warden, Head of Security, Captain, and unscrupulous burglars will be able to access them. Security access is needed to enter this room.

Gulag Shuttle and Consoles

On the west end of the brig is a shuttle that can ferry prisoners to a Labor Camp on Lavaland, commonly referred to as the "Gulag", where they can earn their freedom back through hard labour. This is meant to be a constructive alternative to the glass box of a Brig Cell, though effective sentence time can be difficult to calculate because of the random nature of mineral spawn. Some hardware is avaible to make prisoner transfer faster.

Gas Storage

In maintenance just outside the brig is a small N2O storage closet that can be used to quell riots. It requires Armory access to use.

NSVBanner299.png Locations on Hammerhead
General Service Medical Cargo Science Engineering Security Munitions Command Outside