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Science and Engineering, the broadest department
#4
Solars sustain the station just fine during the entire round, setting up the engine is practically unneeded in most situations.

And, may I remind you, mechanic got removed as a job, while doing exactly that: Separate engine management from mechcomp and packet experimentation.

However, you can't really see that if someone doesn't want to do a job, they're not going to do said job. If I want to do packets, I'm going engineer, and if you separate it on two jobs, I'm going that other job.
By separating these jobs you'll just make those roles nobody wants to fill empty, because nobody will want to fill them.

And about science, doing exactly one of the many tasks around is very boring if you don't have a plan, and sometimes, one area can benefit the other. For instance, doing artsci might lead to an art pitcher or beaker, which can be used for chemistry. Or telescience can bring artifacts and crates from space, while nobody uses guardbuddies because their use is mainly security, and securitrons already do that better, so they end up being used more by engineers for the headpass, or by antagonists.

What I'm trying to say is that by splitting science and engineering into sub-departments you're just making jobs more dependant on the presence and willingness of others. Sure, having no engineers that want to fix the holes is a problem, but having an engineer that wants to help and doesn't have access because that's now restricted to the Builder job is even worse.

That being said, I'm talking from a main player perspective, maybe interdepartmental cooperation actually works in RP, although I've always found it more of an impediment.
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RE: Science and Engineering, the broadest department - by StaringGasMask - 03-20-2023, 10:56 AM

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