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Give chaplains maintenance access by default
#1
Lightbulb 
Since the "job" [dubious – discuss] of chaplains consists of finding dead bodies and performing burials, they should probably get maintenance access so they can go around recovering bodies from the most common dumping grounds.
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#2
Agreed.
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#3
Technically, chaplains shouldn't have to look for corpses themselves, leaving bodies as and where they are for security to investigate, and recover them from security when their job is done.
But that doesn't happen so yeah that bit of access would be good.
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#4
Honestly, I think everyone should have maintenance access because of how often you need to use it to get around. It's always annoying playing as someone without it since they usually don't have an easy means to get around it other than asking the AI.

I understand logically why everyone wouldn't, but gameplay wise it's such a pain.

It would be neat neat though if maintenance doors were less ubiquitous as a means of getting into the tunnels, and there were vent covers the average person could pry off and crawl under.
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#5
I feel, similarly to frank_stein, that maint access should be reevaluted as a whole.

Like, why does a scientist not have maint access, but a clown does? This baffles me, especially since it seems like a lot of Destiny was built with the assumption that scientists do have access. Artifacts in maint, the pharmacy connecting to both maint and medbay, and several maint access areas in the research wing that would really only benefit the RD.

Then there's things like why a doctor has maintenance access from a logical standpoint, and other things like that. None of it really seems to match up.
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#6
I see reasons for not everyone having access. In a realistic setting letting every civvy have maint access is bad when security is an issue.

We're not in a realistic setting though, and the edge of consideration should go to gameplay over simulation. That being said I'm not entirely sure what's best for gameplay. I do know I'd rather everyone have access to maint. It'd be different if we had a long standing status quo on access limitation, like if only engineers had access, but that's not the case. So many jobs can, so why can't they all?
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#7
Giving them access would be fun, if only to be spooked by running into them in maint.

As for the rest of the civilian scum, I think their access is fine as it is. I play chef a lot, and it's not a problem. We should have to depend on the crew, and being useless is fun! And if you want to be less useless, there are plenty of places to get things to get places. Playing such roles is common for beginners, and it guides them into learning important skills like hacking.

Scientists not having access is odd though. Everyone else in Research does.
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#8
Boon Yoon
[quote pid='73688' dateline='1464857412']
Playing such roles is common for beginners, and it guides them into learning important skills like hacking.
[/quote]
But that's what's annoying about it. Most of the jobs that don't have access also don't have easy access to tools and gloves to do the hacking, while the jobs that do have access do

Like I said, I think it would be fun to actually further limit the amount of access to maintenance doors, but to add a lot of other access points like vent covers you need to pry off with hands (slow) or tools (fast) but that would probably require a lot of remapping and probably isn't worth it at the moment.
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#9
(06-02-2016, 12:23 AM)Vitatroll Wrote: I see reasons for not everyone having access. In a realistic setting letting every civvy have maint access is bad when security is an issue.

We're not in a realistic setting though, and the edge of consideration should go to gameplay over simulation. That being said I'm not entirely sure what's best for gameplay. I do know I'd rather everyone have access to maint. It'd be different if we had a long standing status quo on access limitation, like if only engineers had access, but that's not the case. So many jobs can, so why can't they all?

Considering how often maint is needed to avoid depressurized zones and other shenanigans I see little reason to not have maint access for all jobs/just have them be permission free.
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#10
The scientist doesn't have maint access as a sort of "nerf" to antagonist scientists... and I suppose scientists in general. Scientists are capable of such mass destruction that the reduced maint access can slow them down in their destruction. There's also the argument that its supposed to prompt antag scientists to make use of their science access and brute-force their way into places.
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#11
Scientists already have all access in the form of thermite.
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#12
(06-02-2016, 01:22 AM)Frank_Stein Wrote: Like I said, I think it would be fun to actually further limit the amount of access to maintenance doors, but to add a lot of other access points like vent covers you need to pry off with hands (slow) or tools (fast) but that would probably require a lot of remapping and probably isn't worth it at the moment.

This would indeed be cool!
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#13
(06-02-2016, 07:59 AM)Noah Buttes Wrote: Scientists already have all access in the form of thermite.

Access to THE BRIG.

Breaking News Developing... Breaking News Developing... Frogsiren :bustem: Frogsiren Breaking News Developing... Breaking News Developing...
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#14
An idea came to me in a fit of brilliance (or maybe stupidity)


What if maint access levels could be adjusted by the AI or security, on a scale similar to how the jobs are color-coded? Known killer? Tighten security so people are forced into the halls. Peacetime? Loosen security so people can navigate easier. et cetera
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#15
(06-02-2016, 11:12 AM)cyberTripping Wrote: An idea came to me in a fit of brilliance (or maybe stupidity)


What if maint access levels could be adjusted by the AI or security, on a scale similar to how the jobs are color-coded? Known killer? Tighten security so people are forced into the halls. Peacetime? Loosen security so people can navigate easier. et cetera

RED ALERT, RED ALERT.

THE CLOWN IS BEING AN ASSHOLE. LOCK DOWN MAINTENANCE.

yes.
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