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Spicing up gimmick jobs
#1
Gimmick jobs are great and make for humorous and inconsequential additions to the station. Why not give them a few more gimmicky things to start out with instead of just a special outfit/job title?

- Unions Reps, as has been stated in a previous thread, should have access to their relevant department. (Cyborg Union Reps have robotics access, Miners Union Reps have mining access, etc.) In addition, an idea for a special item for the union reps is a megaphone. If they speak while holding the megaphone in their hand, their text will become SUPER HUGE automatically. Fun for motivational speeches or just being a nuisance.

- Diplomats should probably have bridge access, similar to the VIPs, so they can have discussions with the heads of staff (or just wait in the false hope that the heads of staff will arrive). Also maybe put some various goodies inside of their briefcase, like mad libs-style "official proposals" or some other sensitive info. As things stand they're basically funny-looking union reps, so some things to differentiate the two jobs would be cool.

- Maybe give the musicians some unique instruments specific to only them? A violin, a tuba, a clarinet, a contrabass, or something else that separates them from any other saxophone-playing schmuck.

- A common issue of the Salesmen is that they don't have very much to sell and tend to get shoved aside by QM who basically does what they do only better because of their access to the QM console. Something that might remedy this is to give the Salesmen a PDA program that they can use to order items in the same style as the traitor PDAs. However, instead of dangerous traitor gear, Salesmen can order all sorts of mostly-aesthetic trinkets and goodies like special hard-to-find outfits or other such items.

If anyone else can come up with more stuff, feel free to post your ideas here! Gimmick jobs are neat and could definitely do with some spiffing up.
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