ISaidNo Wrote:Could rework the score system to be a % based thing. Say engineers have to keep APCs powered, if all the APCs are powered they score 100%. Botanists and QMs and other production jobs would be given targets to hit I guess. They'd go up beyond 100% on their own but not contribute to the main station score after they hit 100%.
Then the overall round score is the average of all the %s that each job earned. If all jobs met their targets, then the station gets a rating of 100% for example. Not that you'd need 100% to get rewarded, though I imagine it'd scale with how well you did past a certain point.
Only if, by some ungodly miracle, the station gets 99%+ in all/most departments, there is some sort of limit-breaking score thing that comes up and allows for bonus points. That way, instead of putting a set limit on score, It becomes more of a threshold.
Lets say 100% in all departments is 1000 points, and you get all the points. Players could then begin working on more "extra" score-boosting activities, such as maybe building buttbots, or having x amount of reinforced floor tiles on the station. But however, these tertiary points can't be attained unless you have the vast majority of the "primary" point areas.
If the station ends up with rewards based off of score, anything <1000 points should be low-tier, such as maybe an extra, random artifact in research; or a small boost to the station's cash next round. After 1000 (or whatever the threshold is) Then perhaps you could get more fun/useful things like a semi-random, always useful artifact (maybe have it select from healing pulse, shield, and other good things?) Or maybe 10 - 15 buttbots would spawn in random areas on the station (I'm not really good at coming up with ideas, these are just examples).
Anyway, just food for thought, I think this would be an interesting concept on the station.