Fun-Hating Access Changes - 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: Fun-Hating Access Changes (/showthread.php?tid=1982) Pages:
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Fun-Hating Access Changes - Embolism - 12-26-2013 Chief Engineer: +QM. QM is part of Engineering department, yet the CE has no access to it. Yes it's not strictly related to Engineering but it fits best. Engineer: -Mining. I don't see why Engineers need Mining access except to steal the Miner's stuff. Geneticist: -Maintenance. Geneticists used to have no Maintenance access, and were then given it after some Geneticists complained that they couldn't go looking in Maintenance for bodies to clone. At this point I think it's obvious Geneticists rarely care anything more than accumulating superpowers and roaming the station as superhero vigilantes, so they don't need that Maintenance access now do they? Plus with Maintenance access they're basically better Medical Doctors. Research Director: -Medbay, -Genetics, -Robotics. At the moment the RD has all of the MD's access (except their office) and much more, which kinda makes the MD a poor man's RD. I don't see much reason for the RD to have so much unnecessary access, Science and Botany (plus Maintenance access which Scientists sorely lack) is quite enough for me. Medical Doctor: ??? Medical Doctors are Roboticists (and Geneticists) with less access at the moment. Not sure what they could be given though. Maybe Medicine and Anaesthetic closets could be cardlocked to Medical Doctors only, or if you want to be more extreme Pharmacy, Surgery and Medical Booth could be Med Doc exclusives. Pathology presumably will be exclusively for Med Docs, assuming it ever gets implemented. Re: Fun-Hating Access Changes - Spy_Guy - 12-26-2013 Embolism Wrote:Research Director: -Medbay, -Genetics, -Robotics. Hey, now. Genetics access is vital to the RD in order to facilitate dispersal of "fuck geneticists forever" mixtures and similar things. Access to medbay is important for the times when one ends up with a half-working deathmix and needs to heal back up again in order to get it working properly, as well as ease-of-access to the Medical Director so they can be reminded of how small their office is in comparison to yours. The prime difference between the MD and the RD is that when the MD comes at you with a syringe and you're injured, you may actually accept it and the potential healing it brings. When the RD does the same you run away screaming. Re: Fun-Hating Access Changes - david2222121 - 12-26-2013 If I recall correctly, the real reason that geneticists got maint access added was so that they could use their little back door that leads to the maint tunnels near escape. And really, it'd be a dick move to remove it because of some jerk geneticists that only want to play Mastermind with a monkey's genetic code. Instead, why not give doctors maint access instead? If I remember correctly, roboticists get maint as well, anyways. So did Medical Assistants back when we still had those. Re: Fun-Hating Access Changes - Captain_Bravo - 12-26-2013 I thought Scientists were the only jobs that don't have maintenance access. Don't doctors have access? There's doors from medbay that lead into maintenance, I would assume they do. Re: Fun-Hating Access Changes - Klayboxx - 12-26-2013 Captain_Bravo Wrote:I thought Scientists were the only jobs that don't have maintenance access. Don't doctors have access? There's doors from medbay that lead into maintenance, I would assume they do. I know a few jobs don't have access, but I can't remember any other than Chef. Doctors used to not have access but that was changed I think back on mushroom. Re: Fun-Hating Access Changes - Marquesas - 12-26-2013 david2222121 Wrote:If I recall correctly, the real reason that geneticists got maint access added was so that they could use their little back door that leads to the maint tunnels near escape. And really, it'd be a dick move to remove it because of some jerk geneticists that only want to play Mastermind with a monkey's genetic code. I must agree here, I remember originally reporting that the geneticists have to go the fuck around if they want to get to the shuttle instead of taking the most direct route. Basically the problem presented is not solved by this change, so let's not do the whole "it's strictly counterterrorism" blanket argument here. Re: Fun-Hating Access Changes - Cogwerks - 12-26-2013 CE will have QM access next hour. Do engineers actually have mining access still? It's not in their access list, unless a door or two are set wrong. Re: Fun-Hating Access Changes - Captain_Bravo - 12-26-2013 Engineers have access to insulated gloves and toolbelts. Therefore, Engineers have mining access. Re: Fun-Hating Access Changes - Klayboxx - 12-26-2013 I pointed this out in another thread, but it never went anywhere; The HoS has weird access. He's a head but he has no access to APC's, he also doesn't have access to the medical directors office while he DOES have access to the research directors room. He may or may not have access to the CE's office but I've never checked because by default the HoS doesn't have access to engineering. (this one is the least bad) He doesn't have access to mining either, which is the main one I really wish were changed. I think that it either should be made to where the HoS has access to all the head offices other than the captains, or make it so he doesn't have access to any of them. I don't get why he has free reign over the entire station other than engineering/mining. It's a little funky. I've also noticed if you stick a HoS ID into the ID computer, it shows he doesn't have access to a bunch of places he actually does have access to. Re: Fun-Hating Access Changes - atomic1fire - 12-26-2013 I suppose APC access for killing the power in a room would probably be a good idea, but if HOS really needs that he could get an engineer to do it or make a ezquick temp ID with engineer level access. Re: Fun-Hating Access Changes - QP Evergrande - 12-26-2013 While we're talking about weird access, what's up with that red door in the back of the morgue? It doesn't open for doctors or roboticists, and I assume not for geneticists either. They all have access to the morgue and to maintenance, so why are they barred from passing through there? To make it more difficult to abscond with bodies unseen by the rest of the medical staff? Re: Fun-Hating Access Changes - BlackPhoenix - 12-26-2013 QP Evergrande Wrote:While we're talking about weird access, what's up with that red door in the back of the morgue? It doesn't open for doctors or roboticists, and I assume not for geneticists either. They all have access to the morgue and to maintenance, so why are they barred from passing through there? To make it more difficult to abscond with bodies unseen by the rest of the medical staff?Red doors=security. It gives them a way into the morgue because it is assuming that at some point it will actually be used. Re: Fun-Hating Access Changes - QP Evergrande - 12-26-2013 BlackPhoenix Wrote:Red doors=security. It gives them a way into the morgue because it is assuming that at some point it will actually be used. Ah, I see. But as I recall, security personnel were given medbay access recently, so that door is now superfluous for that purpose. Might as well change it to match the basic medbay doors, right? Re: Fun-Hating Access Changes - Clarks - 12-26-2013 Klayboxx Wrote:I don't get why he has free reign over the entire station other than engineering/mining. It's a little funky. Let's keep engineering off the hos list. Whenever I am a hos and I need to get in there I just get the AI or some engineer to open for me. Re: Fun-Hating Access Changes - Conor12 - 12-27-2013 Cogwerks Wrote:CE will have QM access next hour.Engineers still have access to mining. |