04-03-2018, 05:45 PM
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):
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):