Suggestions to more clearly define the seperation of com/sec, med/sci and eng/car. - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +--- Thread: Suggestions to more clearly define the seperation of com/sec, med/sci and eng/car. (/showthread.php?tid=14533) |
Suggestions to more clearly define the seperation of com/sec, med/sci and eng/car. - DJ-Fireball_did_this - 06-02-2020 Officially, Goonstation and many other servers have the aformentioned departments. The thing is for some reason these departments are meshed together on Gooncode. Which is just strange, really. It doesn't promote inter-department interactions that wouldn't exist anyway. It also makes some departments rather lacking when they could be their own thing entirely. I propose the following changes to make departments more powerful and iconic in their own right, while hopefully preserving their need to work together. Command/Security: This one's easy. Just list them as different divisions on the join screen. Medical/Science: Currently, medical and science are listed as the same department because science makes medicine or something. They also share some visual aspects (sterile floors, labcoats). They also share a wall and office in Cog1. While I respect the research on human subects medbay does, they could/would do the same even without technically being research. I have some ideas to make them more distinct:
This is the big one, since cargo currently is basically just a sub-division of engineering. Which doesn't make sense, really. I think part of the idea is to have cargo be more significant since they'd have like 6 guys without engineering, 3 of which are outside, but if more cargo jobs were added this wouldn't be an issue. Besides, meshing them really only adds the CE. To make up for this I suggest adding the following to cargo's jobs:
RE: Suggestions to more clearly define the seperation of com/sec, med/sci and eng/car. - GORE - 06-02-2020 Just pointing out that the Chief-Engineer is suppossed to supervise the Mechanics, Engineers, Miners and Quartermasters. I see no reason to remove half his responsebilities. With which head-job would the other two departments (QM and Mining) be left with? Miners (though rarely) can supply the station with cool new material floortiles and help fix broken station parts. It is the Chief Engineers job to talk to the Miners to do exactly that. The Chief Engineer can also communicate between the other Heads and current problems the station is facing to tell his Quartermasters what to do and what to prioritize. Adding the mailman to a regular job and to Cargo - could be nice...but only with a regular mailman suit and no Syndicate mailman suit. Otherwise you'll just get it abused daily for a week. That we get the nice Traitor mailman suit once a week is fine as it is. It is Cargos job to deliver the ordered items...why limit their responsebilities by adding more sub-category jobs Cargo secretary? What papers does Cargonia ever receive? You do play QM from time to time - do you? RE: Suggestions to more clearly define the seperation of com/sec, med/sci and eng/car. - DJ-Fireball_did_this - 06-02-2020 (06-02-2020, 10:39 AM)GORE Wrote: Just pointing out that the Chief-Engineer is suppossed to supervise the Mechanics, Engineers, Miners and Quartermasters. I see no reason to remove half his responsebilities. I forgot to mention, in this context, the QM would be the head of cargo and maybe a head himself. As for removing half his responsebilities, they're just not things he would logically be taked with. (06-02-2020, 10:39 AM)GORE Wrote: Miners (though rarely) can supply the station with cool new material floortiles and help fix broken station parts. It is the Chief Engineers job to talk to the Miners to do exactly that. That's just engineering ordering things. Every department does that, it doesn't mean they should fuse with cargo. (06-02-2020, 10:39 AM)GORE Wrote: It is Cargos job to deliver the ordered items...why limit their responsebilities by adding more sub-category jobs It wouldn't ideally wouldn't limit their responsebilities, they'd have the same ones, just with a couple more. (06-02-2020, 10:39 AM)GORE Wrote: Cargo secretary? What papers does Cargonia ever receive? You do play QM from time to time - do you? Again, it would be a gimmick job. Not actually needed but something that NT would reasonably hire people for and can still influence the round. RE: Suggestions to more clearly define the seperation of com/sec, med/sci and eng/car. - Technature - 06-02-2020 To help understand my point, I've made a small drawing. Art isn't my strong suit, so please don't worry about the quality. Now, this is just hypothetical as the server is very unlikely to have every single job filled at any given time. The number of people in each area is pretty well balanced, with the exception of Science and Security, which clearly have noticeably less, but not enough to be a real problem given their jobs. I don't see much of a point to splitting any of them into a new department. Among other reasons, it means editing every single map to give a new personal room for a job that doesn't need to exist. QM doesn't need to be its own thing because their job includes supplying the station, including for potential station destruction. Goon doesn't need to be other servers. It works fine being its own thing. RE: Suggestions to more clearly define the seperation of com/sec, med/sci and eng/car. - GORE - 06-02-2020 @Technature - I completely agree with you - but - I argue you should move the clown to the top-right - into the security square. Clowns and security go hand-in-hand. Also...Mimes are evil. RE: Suggestions to more clearly define the seperation of com/sec, med/sci and eng/car. - DJ-Fireball_did_this - 06-03-2020 5 engineers + 3 mechanics = 8 engineering staff 1 QM + 1 mailman + 3 miners + 3 delivery guys = 8 cargo staff It's still balenced. RE: Suggestions to more clearly define the seperation of com/sec, med/sci and eng/car. - GORE - 06-03-2020 (06-03-2020, 07:31 AM)DJ-Fireball_did_this Wrote: 5 engineers + 3 mechanics = 8 engineering staff So who wants to re-work every map to add the QM head-office? I see too much effort to implement this and way too few real usage resulting through this change. I'd hate to be the guy to re-work the Oshan or Kondaru bridge. RE: Suggestions to more clearly define the seperation of com/sec, med/sci and eng/car. - DJ-Fireball_did_this - 06-03-2020 The QM already has an office on every map. The main cargo room with the fabricators. RE: Suggestions to more clearly define the seperation of com/sec, med/sci and eng/car. - GORE - 06-03-2020 @DJ-Fireball_did_this - you see - that is Cargonia itself. That is no head-office. The chief-engineer has a head office. The captain has a head office. The HoS has a head office. The RD has a head office. The MD has a head office. Saying that the Cargo room itself is a head office ... is like saying medbay is the head-office of the MD. The proposal here was that QM should be the new head-job of the whole department. With that map changes would have to be made...or the newyl created head-job would be the only one without an office. This is why I am against this idea. RE: Suggestions to more clearly define the seperation of com/sec, med/sci and eng/car. - Technature - 06-03-2020 Why have delivery guys though? QM already has options for automatic delivery, mainly depending on how inconvenient they feel like being, up to and including direct teleportation. Delivery people would be fulfilling a job that's already fulfilled, and if QM really wants to do this gimmick, they can bug random assistants. You're desperately trying to pitch the idea of an axe while someone is cutting a tree down with a chainsaw in front of you. RE: Suggestions to more clearly define the seperation of com/sec, med/sci and eng/car. - DJ-Fireball_did_this - 06-03-2020 (06-03-2020, 08:09 AM)Technature Wrote: Why have delivery guys though? Yeah you're right, I didn't think of that. |