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TOPIC: Moderator Class Suggestion

Moderator Class Suggestion 10 years 8 months ago #41519

For moderator on duty these things should be taken into account
- Noclip allowed when on duty
- Pysgun Players allowed when on duty
- Weapon searcher (For them citizens with "Big guns")
Please post below for any further suggestions
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Moderator Class Suggestion 10 years 8 months ago #41520

I would also like to move and freeze Armor/Health chargers, cars and shopping/ammo shelfs. So I don't have to ask admin everytime someone make f1 to freeze props in their shop. I think grabbing people with physics gun is too OP for mod.
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Last Edit: 10 years 8 months ago by Sortus.
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Moderator Class Suggestion 10 years 8 months ago #41523

I feel like that some mods would abuse some of those powers.
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Moderator Class Suggestion 10 years 8 months ago #41524

We already discussed those in one of the meetings, soxey.


I don't know if I'm allowed to say the outcomes so I won't say those.

But we didn't discuss weapon searchers, it's a good idea I suppose.
Would be nice if they were added to both mod and admin.
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Moderator Class Suggestion 10 years 8 months ago #41536

I was thinking about maybe giving us a grav gun. That can be be less easily abused.

Maybe you should consider a super mod rank, for people who have proven thereselves woethy of a few extra powers. Because I understand the problems but this would minimise the abuse.
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Moderator Class Suggestion 10 years 8 months ago #41547

Or no on duty jobs.
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Moderator Class Suggestion 10 years 8 months ago #41549

Well it is actuallyto do with informing the players we're here to help. Also if somone places a hit, people do not know were on dty. Plus we could abuse our powers.
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Moderator Class Suggestion 10 years 8 months ago #41550

I think that hits should not be able to be placed on MoD/AoD
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Moderator Class Suggestion 10 years 8 months ago #41551

1) As an outcome of a meeting, NoClip will be allowed whilst on duty.
2) Physgunning was denied by the senior staff.
3) The weapon checker will not hurt for admin/mod so I will add this to the trello.
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Moderator Class Suggestion 10 years 8 months ago #41552

soxey6 wrote:
Well it is actuallyto do with informing the players we're here to help. Also if somone places a hit, people do not know were on dty. Plus we could abuse our powers.
None of these things require a specific job for admins. There are rank lists for new players to look at, and if they don't look at that they'll figure it out from the scoreboard (I believe is a Zarp feature) or by when you teleport next to them. I'm not really sure how a hit system requires on duty jobs. Abusing powers can still be done with an on duty job. It can easily be reported by other players, staff, and found in logs.

Admin/mod on duty pulls you out of the game for no reason. It's unnecessary and should be removed.
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Moderator Class Suggestion 10 years 8 months ago #41553

You don't understand. If we're a theif with a hit/wanted no one will actually know if we would be dealing with some or roleplaying. Not to mention mods could avoid everything by claiming its an admin situation and the players would be none the wiser.
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Moderator Class Suggestion 10 years 8 months ago #41554

soxey6 wrote:
You don't understand. If we're a theif with a hit/wanted no one will actually know if we would be dealing with some or roleplaying. Not to mention mods could avoid everything by claiming its an admin situation and the players would be none the wiser.
Why do they need to know what you're doing? They file a request and wait. Also, if admins are ignoring situations then put it up for a demotion during the meetings. Simple as that.
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