06-02-2020, 10:30 AM
(This post was last modified: 06-02-2020, 10:31 AM by DJ-Fireball_did_this. Edited 1 time in total.)
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:
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:
- Change the medical "color" from purple to green. IE the medical staff's IDs would be green, the late-join screen names would be green, etc. Science would keep the purple. The only thing is command is already using green IDs, but since everything else about them is blue, maybe their IDs should be the same to leave green open for medbay.
- Switch the AI core and robot control access from the RD to the MD, since it's closer to robotics than research. If you really wanna go the extra mile of making the RD's access make sense, maybe a bunch of the computer-related things could also be moved to the CE. (Side-note: Is robotics engineering or medical?)
- Keep with the trend of giving medical a pharmacy in future maps, so they're not entirely tied to research for chems. Maybe there should be some aspect about science's chemlab that's more advanced to promote teamwork, but I'm not sure what. Also it would probably be a good idea to make transport pipes between the two areas for "overflow" (weird drugs sci makes) so they're still connected, but not almost the same room.
- Similarly, keep the trend of maps labling medical and science as different mailing adresses.
- Make genetics a science thing, and replace the one in medbay with a shittier genetics lab more for "fixing" genes than researching them. Genetics already is pretty clearly geared for science and even dips into SS13's research budget, the RD should be the one to oversee it.
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:
- Remove the CE's access - This is the (other) big one, since as it stands the CE can currently run in and do everything the QM and miners already can. The QMs are pointless when a CE is on.
- Move the mailman to Cargo - He delivers things.
- Cut down on the amount of QMs to 1 - The QM oversees cargo both as in the department and the station's literal cargo, right? Why is this a three man job? The only thing is, the QM does everything besides mine ores in cargo, leading us too:
- Add a delivery person job, similar to /TG/ and friends' cargo techs - A job more exclusively dedicated to moving cargo from one place to the other via the many different ways SS13 allows. I'm not sure on the exact amount of these, but if the QMs are decreased it should be at-the-least 2 to make up for it. Yes, it's functionally identical to the mailman, but less gimmicky.
- Create a "cargo secretary" or something if that still isn't enough. - Officially, somebody to do the QM's many many papers. Really probably just a guy with cool but not-quite QM access.
- If it's ever somehow balenced so it can be re-added, maybe put chemist in cargo since they're job is (supposedy) to produce raw materials for SS13.
- Maybe move botany to cargo - The project is currently in hiatus possibly forever, but there's been talk about making botany seperate from "catering" entirely. Cargo makes sense because again, they're supposed to make materials for several different departments.