02-11-2016, 12:31 PM
(This post was last modified: 02-11-2016, 12:33 PM by Haprenti. Edited 1 time in total.)
I think more jobs interdependencies could be interesting, having more things for doing your job that recquires help from other jobs.
No necessarily must have things, but things that would be nice to have and make one's job easier and more comfortable.
Something nice or helpful enough to actually be worthwhile.
I have a few ideas in mind but that's just some examples :
- Hydroponics <- Robotics:
A watering can bot that waters nearby plants while botanists can get something else done (Would help a lot when you're taking care of 8 trays with ammonia, or when you want to take a break at the bar or something).
- Hydroponics <- Chemistry:
Better chems for raising a plant's stats
- Chemistry <- Hydroponics:
Plants with exclusive chems ? Maybe some chems that could serve as shortcuts by replacing one reagent in a usually long recipe
- Chemistry <- Mining or Robotics?:
A feature usually requested but maybe too convenient to be available at roundstart : A machine (or ChemMaster upgrade?) that separates chems without dumping them.
Why mining ? Just use some exotic metal with interesting properties or atomic structure which allow ultrafiltration or something, reallly, an explanation can be RPd easily.
(I think the ChemCompiler might be able to do that, never got into it, that would be another way of doing it, while giving others things to do)
- Engineering <- Mining:
Somehow allow the use of cerenkite to generate or help generate more electricity or heat
(Or an experimental local generator like thing that feeds on cerenkite and produce electricity when engineering sucks)
- Security <- Robotics or Quartermaster?:
Tracking bullets working with pinpointers (Set the pinpointer to follow the implant).
Said pinpointers being stored in a safe place in security, but with no bullets present at roundstart that go with them.
Indeed, those bullets are controversial and NT chose not to use them. The idea was shelved but some of these tool remained. Maybe the curent station commands will turn around regarding that decision?
(There, a way to explain why you have only half the tools)
- Genetics <- Hydroponics:
A plants that helps restoring some genetic stability (Up to a limit and/or with diminishing returns ? And/Or long to grow ?)
- Medical <- Hydroponics:
Maybe making synthlimbs harder to grow, for instance synthmeat recquiring potency or lifespan. Makes sense, you don't want those limbs to rot after a day or two.
Instead have them easier to place on someone, like, just putting it in place is enough, the plant reacts immediatly and grafts itself to you to form a symbiosis.
That would even go well if using the suggested chem ideas for helping hydroponics, is there even something that reliably raise lifespan?
- ? <- Mining, quartermaster, robotics or mechanics,:
Not really related to a specific job I think, but would recquire to seek assistance from several jobs to get it done:
A janitor cart like machine that automatically replace floors, for instance, I think the hallway would look better in blue, so I get cobryl tiles ready, but it takes a long time to even replace a small floor area, not even talking about all the former tiles that remain there and that you have to get one by one off the floor.
But thanks to the help of my coworkers on the station, I could have this floor management cart and just have to load the tiles in it and I can go.
It could be used for antagging with some materials, except the players having helped you would know who they helped and could warn security if anything gets fishy.
The jobs are for :
Mining : Getting your metal
Quartermaster : Buying the illegal cart chip to a trader
Mechanic/Roboticist : Build the cart
Floor tiles at the moment could actually be used for antagging, but who would use them for that ? It takes forever to make, it has zero stealthiness, everybody know what you are doing, you had enough time to get jailed 3 times (should security be present on the station) by the time you're finished........ with your first room.
This would both help people trying to use different colored tiles, and make an antagging gimmick more viable, while balancing it somehow as they need assistance from other jobs and ore supply from mining.
The janitor could be provided with an easy way to make cleaner grenades with help from chemistry but that could already be a thing I don't know.
I can't think of anything for the the chef or the bartender, anything for them would feel kind of forced, as they's just here for consistency and fun, while not actually producing anything useful.
Maybe provide ways to get the bar more entertaining but I don't have any good ideas on that.
Those are just a buch of ideas I came up with but there may be betters out there.
Things like that if actually used would make some parts of the station a bit more lively, I'd like to have people request help from my job more often, as for instance you can spend a whole round absorbed into your job, 40min later notice a shuttle call and realize you just spent the whole round there, and feel like you've done nothing useful during that time.
No necessarily must have things, but things that would be nice to have and make one's job easier and more comfortable.
Something nice or helpful enough to actually be worthwhile.
I have a few ideas in mind but that's just some examples :
- Hydroponics <- Robotics:
A watering can bot that waters nearby plants while botanists can get something else done (Would help a lot when you're taking care of 8 trays with ammonia, or when you want to take a break at the bar or something).
- Hydroponics <- Chemistry:
Better chems for raising a plant's stats
- Chemistry <- Hydroponics:
Plants with exclusive chems ? Maybe some chems that could serve as shortcuts by replacing one reagent in a usually long recipe
- Chemistry <- Mining or Robotics?:
A feature usually requested but maybe too convenient to be available at roundstart : A machine (or ChemMaster upgrade?) that separates chems without dumping them.
Why mining ? Just use some exotic metal with interesting properties or atomic structure which allow ultrafiltration or something, reallly, an explanation can be RPd easily.
(I think the ChemCompiler might be able to do that, never got into it, that would be another way of doing it, while giving others things to do)
- Engineering <- Mining:
Somehow allow the use of cerenkite to generate or help generate more electricity or heat
(Or an experimental local generator like thing that feeds on cerenkite and produce electricity when engineering sucks)
- Security <- Robotics or Quartermaster?:
Tracking bullets working with pinpointers (Set the pinpointer to follow the implant).
Said pinpointers being stored in a safe place in security, but with no bullets present at roundstart that go with them.
Indeed, those bullets are controversial and NT chose not to use them. The idea was shelved but some of these tool remained. Maybe the curent station commands will turn around regarding that decision?
(There, a way to explain why you have only half the tools)
- Genetics <- Hydroponics:
A plants that helps restoring some genetic stability (Up to a limit and/or with diminishing returns ? And/Or long to grow ?)
- Medical <- Hydroponics:
Maybe making synthlimbs harder to grow, for instance synthmeat recquiring potency or lifespan. Makes sense, you don't want those limbs to rot after a day or two.
Instead have them easier to place on someone, like, just putting it in place is enough, the plant reacts immediatly and grafts itself to you to form a symbiosis.
That would even go well if using the suggested chem ideas for helping hydroponics, is there even something that reliably raise lifespan?
- ? <- Mining, quartermaster, robotics or mechanics,:
Not really related to a specific job I think, but would recquire to seek assistance from several jobs to get it done:
A janitor cart like machine that automatically replace floors, for instance, I think the hallway would look better in blue, so I get cobryl tiles ready, but it takes a long time to even replace a small floor area, not even talking about all the former tiles that remain there and that you have to get one by one off the floor.
But thanks to the help of my coworkers on the station, I could have this floor management cart and just have to load the tiles in it and I can go.
It could be used for antagging with some materials, except the players having helped you would know who they helped and could warn security if anything gets fishy.
The jobs are for :
Mining : Getting your metal
Quartermaster : Buying the illegal cart chip to a trader
Mechanic/Roboticist : Build the cart
Floor tiles at the moment could actually be used for antagging, but who would use them for that ? It takes forever to make, it has zero stealthiness, everybody know what you are doing, you had enough time to get jailed 3 times (should security be present on the station) by the time you're finished........ with your first room.
This would both help people trying to use different colored tiles, and make an antagging gimmick more viable, while balancing it somehow as they need assistance from other jobs and ore supply from mining.
The janitor could be provided with an easy way to make cleaner grenades with help from chemistry but that could already be a thing I don't know.
I can't think of anything for the the chef or the bartender, anything for them would feel kind of forced, as they's just here for consistency and fun, while not actually producing anything useful.
Maybe provide ways to get the bar more entertaining but I don't have any good ideas on that.
Those are just a buch of ideas I came up with but there may be betters out there.
Things like that if actually used would make some parts of the station a bit more lively, I'd like to have people request help from my job more often, as for instance you can spend a whole round absorbed into your job, 40min later notice a shuttle call and realize you just spent the whole round there, and feel like you've done nothing useful during that time.