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[CLOSED PR] Construction Worker rebalance
#16
(12-06-2020, 10:57 AM)Frank_Stein Wrote: I think we should rebrand the job as "Contractor" and break their tools up across loads and orderable items.

Have sheets of carpet and wallpaper they can order from, that are just applied to surfaces to retexture them. Price them based on how exotic they are. Make them removable, maybe with specialty tools like carpentry hammers or saws.

If a person takes the job they get a bunch of materials  and tools for free, or they can visit QM and buy crates of materials.

I think it would be fun to have "specialties" where one contracter is focused on doing the floors, another the walls, a third on building new parts of the station, etc

I think this could be a really fun idea; this is maybe a longer-term solution pending a full rework, I guess, but maybe eventually CWorker can be nudged more into this type of role so it really is very focused on improving the station with projects that multiple people get to be a part of.

WRT Studenterhue's questions:

1. Should Construction Worker get EVA access? How about Mechanics access?
If the suit and jetpack are removed, then yes, and no harm done because EVA doesn't contain anything a CWorker doesn't already spawn with or have access to in Engineering Tool Storage; Ideally yes, but I also think Engineering as a department might need a second look for consolidation purposes.

2. Should some textures in the Floor/Wall planner be removed? Which ones if so? If they are to be removed, should there be a way to get more? If so, how?
I wouldn't mind seeing some of the azone ones go, namely Meatstation stuff. I agree with all of the decisions Caro made in their PR on the removals. I can't really think of a use for these on-station where I'd like to see them, or miss them if they weren't there. I also don't particularly like the damaged plating ones because as a borg or janitor I always think they're actually broken and try to fix them just to find I've made more work for myself. I don't think they even need to be added back through an emag function, as neat as it seems, since CWorker isn't ever an antag anyways!

3. Should Material Shaper be removed from Construction Worker toolkit?
Sure. No one seems to really use it anyways.

4. Should RCD-D capacity be lowered?
I wish there was an easy answer on this. If someone were willing to add the RCD-D door function onto a normal RCD and remove the ability for the RCD to set the door access, I think that would be the best solution because it brings all RCDs across all players with access to them in-line without giving traitor CEs or EVA-going Heads the means to make difficult-to-access hide-y holes or layered mazes of Captain-Access-Level Doors. I think it'd be fair to have the CWorker go work with the HoP to set door access with the AccessPro. Unless people don't really think making a bunch of access-restricted doors on the base RCD would be a problem; but at the end of the day, I think the RCD-D needs to go since it's a carry-over from a different gamemode entirely and no-one else has anything like it.

5. Should RCD-D deconstruction costs be raised to regular RCD levels?
Sure. I don't really get why they aren't already!

6. Should Construction Worker have one or two 50 unit cartridges?
I think two is okay. At the end of the day, they'll just find more large matter cartridges from fabs or traders anyways. I think the real issue with the RCD isn't the charges or the cartridges but some of the functions it has, which are addressed by the previous two questions.

7. Which of these should Construction Worker with: space/diving suit, jetpack, and/or magboots?
With a reasonable switch to have them have access to EVA, I think all could be removed and we could show off our nice jumpsuits a little more. If EVA access isn't added, then I'd like to keep all these. I would prefer the second of these two options, just for efficiency's sake within an actual round.
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Messages In This Thread
RE: [PR] Construction Worker rebalance - by GORE - 11-09-2020, 04:27 AM
RE: [PR] Construction Worker rebalance - by Caro - 11-09-2020, 05:45 AM
RE: [PR] Construction Worker rebalance - by mbc - 11-09-2020, 11:32 AM
RE: [PR] Construction Worker rebalance - by GORE - 11-09-2020, 11:54 AM
RE: [PR] Construction Worker rebalance - by GORE - 11-09-2020, 04:31 PM
RE: [PR] Construction Worker rebalance - by nefarious6th - 12-06-2020, 07:55 PM
RE: [PR] Construction Worker rebalance - by GORE - 12-06-2020, 04:51 PM
RE: [PR] Construction Worker rebalance - by Caro - 12-08-2020, 02:08 AM

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