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Job Skill Traits - 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: Job Skill Traits (/showthread.php?tid=9297) Pages:
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Job Skill Traits - Frank_Stein - 09-06-2017 Right now, certain jobs on that station have a unique skill. For instance, the Bartender can taste chems in drinks. I propose that:
RE: Job Skill Traits - NateTheSquid - 09-06-2017 how much would each of these 'slightly' effective skills actually do stuff? like, slightly lower chance of being disarmed, is that like, 1/100 times they'll ignore what was going to be a successful disarm, or like, it takes at least 18 shoves to disarm them, or something edit: i do like this idea though RE: Job Skill Traits - Frank_Stein - 09-06-2017 (09-06-2017, 01:06 PM)NateTheSquid Wrote: how much would each of these 'slightly' effective skills actually do stuff? like, slightly lower chance of being disarmed, is that like, 1/100 times they'll ignore what was going to be a successful disarm, or like, it takes at least 18 shoves to disarm them, or something That's something to be decided, if these are even the skills decided. I figure, if a regular person has something like a 40% chance of being disarmed, a Sec officer would be like 35% so very marginal. TBH I think a better skill could be put in some of these jobs that don't rely on percentages because I'm more of a fan of the QM or existing Bartender one. I'm also remembering that Sec does get a healing bonus for donuts, so maybe that oughta be theirs? RE: Job Skill Traits - Newtonsolo - 09-06-2017 Ok so i think this is a good idea though first of all i think they should be things like extra examine text(or special messages when you do a certain interaction) or increased healing from specific things. so here are my ideas(i think i went overboard on the examine text thing though) Man of god(chaplain): tells if something is holy(essentially stuff that would hurt vampires) Mechanical apptitude(mechanic): tells if something is compatible with analyzer on examine Human canary(engineer/ce/atmo tech): ability get broad details about atmosphere by examine text(to hot to cold, plasma leak) IT guy(no one trait only?): network id/other details of a device on inspection(maybe add to mechanic) Food connoisseur(chef)- tells if its under or over cooked either on examine or consumption darwinian eyes(geneticist)- active genes on examine medical training(md doctor roboticist)- increased surgery chances and judging if a brain is cold(already exists in code) i cant think of any for science that wouldnt either outdo the barmans or be overpowered RE: Job Skill Traits - Flourish - 09-06-2017 Cool. Some of these skills seem a bit off (eg. medical - that's what ProDocs are for!), but the general idea sounds pretty fun. I'd be opposed to being able to select these things as traits, though. edit: Oh, I just remembered - don't doctors have a smaller chance of messing up surgery? Would that count as their skill? RE: Job Skill Traits - Cyfarfod - 09-06-2017 How about for medical doctors- you can operate on any prone person, without needing a table? RE: Job Skill Traits - Dr Zoidcrab - 09-06-2017 (09-06-2017, 03:00 PM)Newtonsolo Wrote: Human canary(engineer/ce/atmo tech): ability get broad details about atmosphere by examine text(to hot to cold, plasma leak) How about if it automatically told you when something is wrong with the air "you taste plasma" or something like that (09-06-2017, 03:00 PM)Newtonsolo Wrote: IT guy(no one trait only?): network id/other details of a device on inspection(maybe add to mechanic) This would be extremely useful to the Research Director, the RD has superuser access and deals with the buddies etc. RE: Job Skill Traits - NateTheSquid - 09-06-2017 (09-06-2017, 03:21 PM)Cyfarfod Wrote: How about for medical doctors- you can operate on any prone person, without needing a table? no this would be crazy overpowered and abused. stun baton and then remove brain. easy RE: Job Skill Traits - Sundance - 09-07-2017 I like this. I suggested something previously akin to this, only it was food orientated. Eat food: Get skills for x period of time. RE: Job Skill Traits - cyberTripping - 09-07-2017 As a networking nerd, I feel I have the authority to say that the IT Guy trait might be a little overpowered, just due to how it removes some busywork with packethacking that sorta balances it. No requirement to ping, no requirement to figure out what ID is for what, just examine your target and copypaste that ID. Nethacking past doors is already really good, you could just do it in a matter of a couple seconds with that. RE: Job Skill Traits - Superlagg - 09-07-2017 (09-06-2017, 09:10 PM)NateTheSquid Wrote:(09-06-2017, 03:21 PM)Cyfarfod Wrote: How about for medical doctors- you can operate on any prone person, without needing a table? What about only for strictly-helpful operations, like limb reattachment or shrapnel removal? Would be super great with the new elimbinator sword running around. Pretty sure you can still lop off limbs and brains if you table-zap someone. Perhaps doctors (or maybe even just the chaplain) could tell if a corpse could be cloned, or if their ghost is still around. Could have them both able to do it, just with different flavor text. RE: Job Skill Traits - Technature - 09-07-2017 I think doctors already have significantly less chance to botch surgery? I know I tend to see those random "Dropped The Scalpal" messages less often when I start work in medbay, but that could just be my luck. RE: Job Skill Traits - Firebarrage - 09-07-2017 I like this. Here are a few possibly terrible ideas: Janitor - CleanSense - Can tell where the dirtiest room on the station is Roboticist - Robotic Understanding - Has a slight chance of overhearing part of robotic speech without an implant (roughly the same as chaplain and ghosts) Geneticist - Potent Genes - Genetic abilities have a slightly shorter cooldown Scientist - Efficient Chemistry - Mix chemicals without waste, get larger amounts of product! (e.g. mix 10 lithium, mercury, sugar, get 15 space drugs instead of 10) Head of Security - CrimeVision - Can see people who are set to arrest without needing security glasses Perhaps also a general trait - Still In Training - which cancels out any job related bonuses for those who dont like them or want a challenge. RE: Job Skill Traits - medsal15 - 09-07-2017 (09-07-2017, 08:54 AM)Firebarrage Wrote: Scientist - Efficient Chemistry - Mix chemicals without waste, get larger amounts of product! (e.g. mix 10 lithium, mercury, sugar, get 15 space drugs instead of 10) Gonna need this whitelisted. What if someone with this made some QGP? Additional problem: What if you make 90u of something, which will be multiplied to 135u, in a 100u beaker? RE: Job Skill Traits - Berrik - 09-07-2017 I don't think these should be buyable, but inherent to the job like the barman's thing. |