09-11-2017, 08:19 AM
(This post was last modified: 09-17-2017, 12:29 PM by Cyfarfod. Edited 6 times in total.)
Hey! Anyone have any good ideas on how to promote interaction between various jobs? Especially mechanically. More socially inclined people will just go and do it for whatever reason they wanna make, but are there are systems or tweaks we could come up with to promote/require science working with engineers, or doctors working with miners (or, fuck, botanists, or whoever else) for example?
Miner is a pretty scarce job, for example, it seems like. Same thing for engineers. I play CE what I feel like is A LOT, and a lot of the time it's because I can assume the engine just isn't gonna get started otherwise... but once you've started the engine, WHAT DO NOW?!? If you're not CE with mining access, your only REAL freeform task is building something, somewhere. Could that be improved?
Mining is a little tedious but also has some cool discovery elements, what with the nano fabricator. However, it seems like any time I get minerals and gems that'd be useful to anyone- looking at you, robotics, QM- those jobs aren't filled. It hurts!
Robotics is another job that is either we have one because we've got a dedicated robotics player on, or there is no roboticist tonight. Is there anything that could be done to make the job more useful to the ship, and therefore (hopefully) more attractive?
EDIT: Oh yeah, and I guess to finish- is this a good goal? Is this a bad goal?
EDIT2: Some basic current topics/issues-
*Cooperation should be fostered in the interests of pursuing specialized/powerful/useful late-game gear.
-my note: it's OK if this means it doesn't happen EVERY round, we don't need this EVERY round
*A potential problem is that departments are either solely suppliers, solely demanders, or have absolutely no reason to share because it's all internally consistent.
*How do we feel about potentially making resources persist between multiple rounds, to encourage people to do "harvesting" type jobs?
*Could giving roboticists the ability to make robots that help reduce the repetitive-type jobs of some other departments make roboticist a more appealing job?
*How should MONEY work? Is it important to this discussion?
*What would a good "logistical chain" looks like? In terms of departments, is x+y = producing a thing better, or is x->y->z->etc. superior?
*Would something as simple as adding specific ways to list needs/wants between departments, in a way more noticeable than radio, and not dependent on the bomb-able PDAs, be enough? Would it be BETTER to use a PDA program, so it is portable and always on you?
Miner is a pretty scarce job, for example, it seems like. Same thing for engineers. I play CE what I feel like is A LOT, and a lot of the time it's because I can assume the engine just isn't gonna get started otherwise... but once you've started the engine, WHAT DO NOW?!? If you're not CE with mining access, your only REAL freeform task is building something, somewhere. Could that be improved?
Mining is a little tedious but also has some cool discovery elements, what with the nano fabricator. However, it seems like any time I get minerals and gems that'd be useful to anyone- looking at you, robotics, QM- those jobs aren't filled. It hurts!
Robotics is another job that is either we have one because we've got a dedicated robotics player on, or there is no roboticist tonight. Is there anything that could be done to make the job more useful to the ship, and therefore (hopefully) more attractive?
EDIT: Oh yeah, and I guess to finish- is this a good goal? Is this a bad goal?
EDIT2: Some basic current topics/issues-
*Cooperation should be fostered in the interests of pursuing specialized/powerful/useful late-game gear.
-my note: it's OK if this means it doesn't happen EVERY round, we don't need this EVERY round
*A potential problem is that departments are either solely suppliers, solely demanders, or have absolutely no reason to share because it's all internally consistent.
*How do we feel about potentially making resources persist between multiple rounds, to encourage people to do "harvesting" type jobs?
*Could giving roboticists the ability to make robots that help reduce the repetitive-type jobs of some other departments make roboticist a more appealing job?
*How should MONEY work? Is it important to this discussion?
*What would a good "logistical chain" looks like? In terms of departments, is x+y = producing a thing better, or is x->y->z->etc. superior?
*Would something as simple as adding specific ways to list needs/wants between departments, in a way more noticeable than radio, and not dependent on the bomb-able PDAs, be enough? Would it be BETTER to use a PDA program, so it is portable and always on you?