02-16-2021, 04:30 AM
Thanks for posting this, these are some interesting ideas.
Relating to the engineer/mechanic merge, if you want to do mechcomp or packet related things the jobs feel a lot more different. I'd mirror zjdtmkhzt's comment from July. I would be worried that engineering might be full of people who want to do mechcomp and engines get left off. It's nice having mechanic as a mostly 'mess around' job like scientist so you can build neat contraptions without worrying that other people need you. Mechanic does have some duties, but replacing devices, fixing APC's, and repairs not covered by engineers are typically quick fixes and not required too often (at least on RP). I've never played construction, so I can't say much either way about that.
Relating to mining changes, I personally find one of the main draws of using the magnet over the asteroid field is the availability of starstone. It is a lot easier to find with the magnet, and as far as I know, outside of the magnet you only find it in locked crates. Sometimes I want starstone to be a hero to cargo, sometimes to mess with infusions, and sometimes to mess with material science. Either way, if you are looking for starstone, you probably want to be on the magnet. Perhaps one way to encourage people to head out to the field would be sprinkling some rare starstone deposits across the field. Maybe 5-10 for the full Z level? It could be hidden as gem deposits like uqill to prevent people from rushing it with MESON goggles/upgraded pod sensors. I don't know if others have the same reasons for using the magnet, so I'm just speaking for myself.
Relating to the engineer/mechanic merge, if you want to do mechcomp or packet related things the jobs feel a lot more different. I'd mirror zjdtmkhzt's comment from July. I would be worried that engineering might be full of people who want to do mechcomp and engines get left off. It's nice having mechanic as a mostly 'mess around' job like scientist so you can build neat contraptions without worrying that other people need you. Mechanic does have some duties, but replacing devices, fixing APC's, and repairs not covered by engineers are typically quick fixes and not required too often (at least on RP). I've never played construction, so I can't say much either way about that.
Relating to mining changes, I personally find one of the main draws of using the magnet over the asteroid field is the availability of starstone. It is a lot easier to find with the magnet, and as far as I know, outside of the magnet you only find it in locked crates. Sometimes I want starstone to be a hero to cargo, sometimes to mess with infusions, and sometimes to mess with material science. Either way, if you are looking for starstone, you probably want to be on the magnet. Perhaps one way to encourage people to head out to the field would be sprinkling some rare starstone deposits across the field. Maybe 5-10 for the full Z level? It could be hidden as gem deposits like uqill to prevent people from rushing it with MESON goggles/upgraded pod sensors. I don't know if others have the same reasons for using the magnet, so I'm just speaking for myself.