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remove mechanic job and merge with engineering
#14
(07-02-2020, 12:07 AM)Erev Wrote: I'd prefer keeping the engineer and mechanic roles separate but engineering DOES need more options for after they've got the engine up and running.

I also personally believe that Science should be split up between geneticists (under MD already which is fine), physical scientists which focus on chem and toxins (also give toxins non-traitor usefulness please), and xenoarchaeologists which focus on artifacts and telescience.

i agree with them needing more to do, but i think that allowing them to do the full job of repairing/replacing would be enough to keep them occupied. and if they needed more, they could go and build a classic mechcomp contraption (like a loafer, or a pipe loop, or a loafer...) or screw around with the reukinginer (idk how to spell) kit stuff. 

(07-02-2020, 05:10 AM)GORE Wrote: That is why you build some tanning beds and ask people to get free colorful skin cancer.

XD

Nah - but I get ya'point.
Engineering needs more stuff do with extra power.

I think Oshan offers the ability to speed up ALL conveyor belts with extra power - which is neat...stuff like that, you know?

A conveyor belt printer would also be great.

i think engineering could use more to do besides run the engine and build/fix stuff too, but idk what. maybe you could make an ideas thread about stuff engineering could do with extra power? id be interested in that. 

(07-02-2020, 08:21 AM)Technature Wrote: Engineering and Mechanics have nothing to do because they don't look for anything to do.

Getting Engineers to fix the station after it's gone to shit is harder than pulling your own teeth out with your bare fingers.  I can speak from rounds upon rounds of CE (and non-engineer) experience that "If it is to be, it is up to me" is the #1 saying of station fixing.

Mechanics, once they get the clone scanning done (which should be done first thing every round I swear to fucking god) have a lot of things they can do, including installing teleporters, setting up manual or automated defenses, making machines that scam people out of money for no reason, setting up a Prisoners Dilemma machine, making buttons that make music noises...

I find it kind of unfair that people don't want to do what the jobs are expected to do and then complain that they have nothing to do.

yea i get that, apathy can be a really big issue. what im hoping is to mitigate that a bit by making eng and mech the same people, so its not relying on 1 group to go and force another group which usually identifies as seperate to do something. like, talking about pulling teeth trying to get engineers to fix stuff, try getting a mechanic to stop building the 7th suicide booth in 7 rounds and just print the cloner backups in cloning. hopefully by kinda merging them, itll give them more of a sense of responsibility for that, and if that fails then the other engineers can make them do it easier, i think. since the engineer job comes with more of a sense of duty or whatever than mechanic, which is usually viewed as just assistant in blue/yellow.


(07-02-2020, 08:38 AM)DJ-Fireball_did_this Wrote: >breach happens
>nobody fixes it because all of engineering is fucking around with loafs or teleporters or whatever
>all of medbay is now deader than usual

But yeah, that's one of the many cons to this idea. With the only pro I've seen so far being "it would give engineers more to do". Which this isn't really a good solution too, either. Like it's just pinning something that already exists onto engineer, instead of giving them their own things to do. The real problem is probably that Goonstation has very simplistic engineering, this would be a highly indirect solution to that that would cause 15 more problems.
well considering the pop that we normally sit at, i dont think 6-8 engineers could all go and mess around with mechcomp and mech stuff. theres just not enough space, like, try fitting all the scientists into the chemlab. it just doesnt happen, you know? and i agree that apathy is an issue, like i mentioned above. but i think that it isnt indirect at all. and the only issue isnt bored engineers. i think itll make mechanics more fixing stuff oriented, because the role of engineer is different from mechanics. but who knows? im hoping that at least we can try this out, and see how it plays out. also, im not removing like, every trace of mechanics. their stuff still exists, its just you cant join specifically as a mechanic anymore.
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RE: remove mechanic job and merge with engineering - by Adhara In Space - 07-02-2020, 01:37 PM

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