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Nanotrasen Port Authority Job
#1
Job idea if someone wants to try and make it



Job Name: Harbourmaster (on station maps only)

Job description: Director of traffic in the stations section of space, handling dockings, loadings, and unloadings of ships, which generate revenue and have the chance to give normally non renewable supplies to the station (rare clothing, cars, ect)

CoC: under the Chief Engineer, above Quatermasters

Job mechanics: Mostly done through a computer, they have to direct station traffic, which is done by keeping track of who is allowed to dock, who is in dock, and who is requesting to dock. They also can trigger merchant shuttles and later the Salvage float by event when I get around to finishing it.  They then generate revenue via fuel costs and station tax/fees that are needed, which can fuel the station budget along with buying fuel resupplies, more docking space, stronger communication/ signal relays (which have to be installed by engineers!) automated unloading/loading of ships at a slower rate but not taking up dock space (maybe something to tie into AI/Borgs)

Traitor stuff would be calling in Syndie boarding shuttles, being able to redirect money into their account for evil stuff ™, maybe more stuff related to communications and signaling
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#2
This idea sounds like it could be really neat if done correctly, and really boring if not
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#3
This sounds like a job that could perhaps be encapsulated by the quartermaster. Or would fit into a Quartermaster's department if it existed as such.
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#4
(07-23-2021, 10:55 AM)kyle2143 Wrote: This sounds like a job that could perhaps be encapsulated by the quartermaster. Or would fit into a Quartermaster's department if it existed as such.

I would not mind more to do as a QM
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#5
(07-23-2021, 10:55 AM)kyle2143 Wrote: This sounds like a job that could perhaps be encapsulated by the quartermaster. Or would fit into a Quartermaster's department if it existed as such.

Thought about this, but I think it’d be better as it’s own separate thing as it would require a lot of attention to along with memorisation of where ships are and what they are doing. Still under the chief engineer as is provides exotic materials for repairs and other gear (maybe even RCD ammo) and is part of the logistical spine of the engineers.
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#6
(07-23-2021, 10:26 PM)Eagletanker Wrote:
(07-23-2021, 10:55 AM)kyle2143 Wrote: This sounds like a job that could perhaps be encapsulated by the quartermaster. Or would fit into a Quartermaster's department if it existed as such.

Thought about this, but I think it’d be better as it’s own separate thing as it would require a lot of attention to along with memorisation of where ships are and what they are doing. Still under the chief engineer as is provides exotic materials for repairs and other gear (maybe even RCD ammo) and is part of the logistical spine of the engineers.

I think you might have a point.

Chief Engineer presides over, Mechanics, Mining, and Cargo

But I think there's a difference between the aspects of Engine and Station maintenance that Engineers and Mechanics fall under, and the Logistics and Commerce aspects of Cargo and Mining. While they're closely related, it's a different skill set.

Maybe this role would take a larger part in doing the planning of both what merchants QM was buying from and selling to, and what was being targeted by the mining magnet?
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#7
(07-24-2021, 07:50 AM)Frank_Stein Wrote: I think you might have a point.

Chief Engineer presides over, Mechanics, Mining, and Cargo

But I think there's a difference between the aspects of Engine and Station maintenance that Engineers and Mechanics fall under, and the Logistics and Commerce aspects of Cargo and Mining. While they're closely related, it's a different skill set.

Maybe this role would take a larger part in doing the planning of both what merchants QM was buying from and selling to, and what was being targeted by the mining magnet?

Exploring this aspect a bit (along with adding my own critique) I think there’s definitely more than two different skill sets required for Chief Engineers to handle engineering. You have to know the engine semi decently, know how to debug/stop mech comp stuff, watch the budget and pick up the slack with cargo, and to take up a pick and help with mining so you can get rarer ores and stuff for engineers to make lateish game materials (engineering doesn’t really have any progression beyond the line go up game of running the engine to dumb power levels for bragging rights while the station blows up), and coordinating/trying to get any sort of response out of four groups that all have different priorities and who don’t want to do what you need to most of the time, leading to gaps that need to be filled and usually while overshadowed by Borgs who can do everything your department does in one neat package. Adding a XOish role that takes care of the logistical side of things and can help you direct the flow of engineering would be a good thing in that regards, along with tying the department so they have to rely on each other or else they will not be able to function fully is a good thing and hopefully would reduce the apathy that’s experienced on goon. I don’t think they should be separated, due to needing to get things done and having to grab something from cargo only to be stopped by QMs not giving a shit and you not having access to order aid or metal or what have you, or not being able to get more Molitz B or more plasma stone/char for the engine from mining after they disappear into the void halfway in a round (especially on RP).

The direction of having the harbourmaster also directing what traders QMs Receive and what supplies are in abundance would help with that a lot and having a check in the CE would be good to make sure they don’t abuse it.

Also edit: I think the more ways to push engineering away from just making line go up for power is good. 5 slots for engineers are good but most of the time only 1 is needed and 4 end up in cryo and subsequently miss the times they are needed. Maybe at some point I’ll post a thread on a idea I had rolling around to make a more modular engineering.
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#8
Something that's below CE, but above Quartermasters and Miners, without authority over engineers or mechanics. Middle management
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#9
Why not adapt and change a bit from other codebases? New role right under HoP: Quartermaster. Current Quartermasters would be Cargo Technicians. Quartermaster commands Cargo Technicians and Mining.
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#10
(07-26-2021, 12:10 AM)palpetinus Wrote: Why not adapt and change a bit from other codebases? New role right under HoP: Quartermaster. Current Quartermasters would be Cargo Technicians. Quartermaster commands Cargo Technicians and Mining.

Short explanation, Engineering Department is about Station Upkeep and Cargo and Mining provide a critical role in doing so.

Long explanation,

There wouldn’t be enough to do for the departments, and the way engineering is structured would require a lot of changes in order to get anything done with a seperated mining and cargo. Think of engineering as this

Engineers are your grunts. Run the engine, make sure station isn’t full of holes and depressurised, be ignored by everyone until they are needed and it’s found out they cryoed on the RP round for that reason.

Mechanics and Miners provide specialist equipment and meterials to keep the station running/do the engineers jobs if they decided to only care about the engine.

Cargo Supplies them, and in return gets power, raw materials to sell, and money from the PLT is the hop is on top of it.

It’s a well oiled system that when a gap appears the chief engineer can take over and truely direct via leading from the front


Now let’s separate them

CE loses their Cargo and Mining Access. Better space suits, fuel, and materials are now lost because the miners just put everything in the Mining Fab. Getting materials now becomes much harder too, as cargo cannot be relied upon for resources and spare RCD ammo becomes nearly impossible to find. The well greased engine of engineering grinds to a halt due to a lack of logistics and as such the station will start to run out of power.
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#11
(07-26-2021, 12:26 AM)Eagletanker Wrote: Now let’s separate them

CE loses their Cargo and Mining Access. Better space suits, fuel,  and materials are now lost because the miners just put everything in the Mining Fab. Getting materials now becomes much harder too, as cargo cannot be relied upon for resources and spare RCD ammo becomes nearly impossible to find. The well greased engine of engineering grinds to a halt due to a lack of logistics and as such the station will start to run out of power.

If we're talking Goon 1 and 2: as if Mining and Cargo ever work with other departments. Unless the CE goes in there personally and does things himself, it's a coinflip whether or not you get what you want. It's far easier as an engineer/mechanic to get something from mining by hopping into the nearest pod and camping the mineral magnet, slipping into the department when someone leaves and taking what you want. If they do cooperate, the CoC doesn't really matter, they'll cooperate if you ask nicely anyway.
Almost the same for Cargo, except you can't really steal anything. If Cargo doesn't cooperate, you might be able to convince the CE to go in there and get something, if the CE isn't already dead in a ditch, powergaming an antag to death, an antag himself or busy making sure the engine doesn't explode via hellburn.

If we're talking Goon RP: all of that is moot. The department still has to do its job, it'll just be a request from Engineering rather than an order. If they don't cooperate, the Captain, HoP and (new) Quartermaster can push the necessary buttons.

I've mined and played QM for many, many shifts and I've seen the CE maybe twice in mining (to check up on us, not to get something) and occasionally in QM to order something that could be ordered like anything else.
I've also yet to see the "engine of engineering grinding to a halt", with just a normal furnace-burn, literally the most basic shit on the station, a TEG can power the station for the entire shift. Maybe getting a 1TW hellburn going could be harder, but that'd be a bonus, not a necessity of the department.

I can, however, see a role between CE and Cargo+Mining. Bottom line, almost no CEs ever feel responsible for Cargo or Mining, most just go in there to get something they want, then leave again. I've seen HoPs interact more with Cargo than CEs.
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#12
i like the idea of a sub-department , and cargo/supply/whatever, would be a good candidate, port authority, Chief Quartermaster, or whatever would be in charge of the supply sub-department but would answer to the CE, unless cargo went independent i suppose. speaking of cargonia if Chief Quartermaster gets their own office and locker there should be a Crown and a fancy regal cape (the fancy red one that's white at the top I think) in it.
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#13
(07-26-2021, 08:28 AM)Rilor Wrote: If Chief Quartermaster gets their own office and locker there should be a Crown and a fancy regal cape (the fancy red one that's white at the top I think) in it.

No, they should have to craft it from things they can buy in cargo. But only the Cheif Quartermaster knows the combination of shit. Randomized each round.
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