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More variety in crew objectives
#1
Not sure if this is already being considered or reworked, but figured I would suggest it regardless.

A lot of the time when I play as a certain job, I get the same objective as last time. Some jobs I think have only one objective (CE's is ensure all furnaces are active at round end, QM's is ensure shipping budget is 50k). In addition, objectives can be quite easy to achieve (see: an afk Janitor on low pop) or otherwise just get ignored outright. An incentive for job completion could be additional pay rewarded at round end, and adding additional goals for crew members would help encourage players to actually do their jobs (instead of farting off into space ad infinitum). Several jobs also have goals that could be on a scale-based system; perhaps the harder the objective, the greater the bonus?

Ideally, I believe the best objectives would be those that promote interaction or cooperation among departments. The miners are trying to avoid using explosives, but can't cut through asteroids fast enough? Hit up the QM for some gear, or the Roboticist for a mining borg! The Chaplain's run out of holy water to bless others with? Contact the Science wing, or go help out Botany! A lot of jobs have the parts in place for this sort of stuff, like the cargo request consoles, MULE bot delivery points, belt hell, and mail chutes, but very often I see them go essentially unused all round.

Some ideas (not all jobs included/numbers just estimates):
Chef
  • Cook at least 5 different dishes in the station's kitchen.
  • Have at least 3 crew members eat your cooking.
Barman
  • Craft at least 10 different cocktails.
Janitor
  • Replace at least 10 broken lightbulbs/tubes by round end
  • Clean at least 30 messes/tiles by round end
Chaplain
  • Bless at least 5 people with holy water by round end
QM
  • Higher budget goals (100k/200k/500k)
  • Make at least 20 transactions (with traders)
  • Meet at least 3 requests from different traders
  • Fulfill all crew requests throughout the round
  • Piss off a trader to the point of them refusing further trade with you
Engineer
  • Ensure the Brig/Medbay/Bar is structurally sound by round end
  • Ensure 75%/90%/99% of the station is structurally sound by round end
  • Construct a new room/wing to the station
  • Replace at least 20 damaged floor tiles by round end
  • Repair at least 20 damaged grills by round end
  • Manage to get the engine output up to (5GW, 1TW, 999TW) by round end
Mechanic
  • Create at least 3 new vending machines around the station by round end
  • Ensure no computers get damaged by round end
  • Construct a backup communications computer/escape shuttle call computer
Miner
  • Pull at least (5, 10, 15) different asteroids with the mining magnet by round end
  • Avoid using any form of mining explosive the entire round
Science
  • Have at least 5 artifacts active by round end
  • Have an "X" type artifact active by round end
  • Ensure toxins is not destroyed/irreparably damaged by round end
Medical
  • Restore 3 players from critical condition by round end
  • Perform at least 5 ass-ectomies by round end
Roboticist
  • Replace/reattach at least 4 limbs by round end
  • Replace at least 4 limbs with robotic prostheses by round end
Security (Actual objectives for sec would probably be a bad idea...)
  • Issue at least 5 tickets to personnel by round end

Command (i.e. HoP, Cap, RD, MD, CE, HoS)
  • Ensure that some/most/all of your department's staff survives the round
  • Ensure no more than 5 casualties occur during the round
  • Ensure the station acquires at least (100k,250k,500k) credits by round end
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Messages In This Thread
More variety in crew objectives - by IshmaelNemo - 04-03-2018, 05:45 PM
RE: More variety in crew objectives - by Spoodle - 04-03-2018, 05:55 PM
RE: More variety in crew objectives - by Flourish - 04-23-2018, 11:01 AM
RE: More variety in crew objectives - by Spoodle - 04-25-2018, 03:59 PM

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