
Nanako
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The ULTIMATE guide to Custodial Engineer (Janitor)
Nanako replied to Greekin's topic in Guides & Tutorials
Janitor seems like the only role worth playing on murderhobo servers. But around aurora, things tend to be fairly clean i've never really had much fun as janitor here, not enough to do -
already do. I can't bear to ever say brute damage If someone is dying on the monitor i will call out "X is suffering from massive trauma in Y, security help him!"
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Doesn't skull trust anyone else with the necessary powers to fix stuff? You guys seem pretty cool, i figured there'd be at least a core group of people that had absolute power for situations like this
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Whenever i'm drinking a lot of coffee irl, and my heart is pounding (plus my colleagues are being murdered), Nanako tends to suffer nervous breakdowns and seek someone to cling to and feel safe around. I've made quite a few nice friends through incidents like these. Some people like to be protectors I suppose the nurse dress isn't hurting either, Dr Altmann seems to like it <3
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this thread came to mind today, after a crewmember attempted suicide twice during an Extended shift. It was so interesting, I even ended up writing an incident report about it. http://aurorastation.org/forums/viewtopic.php?f=81&t=5467
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A little offhand idea i had while working in medbay, that a colleague agreed with. Trauma is the medically correct term for physical injury. I don't know where brute came from, but it feels silly. A knife can cause brute damage, though it's hardly a brutish weapon The only reason i can think of is that Brute might be less confusing to new players. I don't think this is a good thing, personally. More to learn means more to do, and more RP interactions for an intern to have with a senior staffmember teaching them things. We even have Advanced Trauma Kits in the medical vending machines
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I'm very specific that it would be a suggestion to incoming players, not any kind of mandate. you could still play anything that's available
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Minor Complaint: Skull Re Server Visibility
Nanako replied to Nanako's topic in Staff Complaints Archive
I'm aware of this, but it took me a while to figure out. The Byond interface is frankly, not very good. Connecting to aurora without that URL is impossible, though, that's what i'm upset about. It wasn't announced to new players in the server when it was set invisible. Also, please fix the server, it's been inaccessible since you called that vote Only active players are going to visit this forum, it's unlikely a first-timer is going to come here to find out what's wrong if they can't find the server, because the most likely case is that they've forgotten the server's name and won't be able to google it People generally only remember things either through repetition, or by being told "This is important so write it down somewhere". The latter is what i'm asking for -
Reporting Personnel:Nanako Magojiro Rank of Reporting Personnel:Nursing Intern (Although at this time i was the only qualified member of medical staff, and therefore treating all patients) Personnel Involved: Robin Calanthe Time of Incident: Real time: 0500 GMT on 2016-03-13 Location of Incident:Cargo Bay, Security, Medbay Nature of Incident: []Workplace Hazard [x]Accident/Injury []Destruction of Property [x]Neglect of Duty []Harassment []Assault [x]Misconduct [x]Other: Mental Concern Overview of the Incident: During this shift today, I was the closest thing to a doctor on staff. The only other medical staff member was Psychiatrist Daniel Seraph, who has minimal medical training and was unable to assist. Therefore i treated most patients who came to medbay alone Robin Calanthe was discovered in critical condition in the cargo office, bleeding profusely, and with multiple fractures. I had to perform emergency surgery to repair fractures in order to keep him alive. Once stabilised and fit for duty again, i told him to report to security about the incident, at this time i assumed he had been attacked. I was informed by security shortly after, that he had jumped into a disposal inlet intentionally. Approximately 30 minutes later, a medical emergency was called in the brig. I was dealing with a critically poisoned patient and unable to attend, i had to send Dr Seraph out to retrieve the casualty with a roller bed while i stabilised my toxin patient. A few minutes later, Robin Calanthe was once again brought into medbay on that roller bed, dressed in prison jumpsuit and with a full security team in tow, including Head of Security Marc Price. I was informed that he had attempted to beat his own head in with a stool. While being brought in, Robin demanded not to be treated, and stated he had no desire to continue living. I ignored this request for two reasons 1. I did not believe the patient mentally fit to make that call 2. As an intern, I am unsure of whether i should comply when a patient refuses treatment. Saving his life seemed the best option. I had to perform emergency surgery again to repair head fractures and keep him alive, while my toxin patient suffered. A crew transfer was called while surgery was in progress, and so there was no time to turn him over to Dr Seraph. Robin was buckled to a bed and loaded into the shuttle brig Did you report it to a Head of Staff or IAA? If so, who?: Marc Price, Head of Security Additional notes: It is my opinion that Robin's mental state is unstable, and i believe his medical records should be updated to indicate this fact, pending professional Psychiatric analysis
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I hope i'm using this forum correctly, skull is a great guy, nothing against him. Past couple days, it seems like aurora has gone visible again, we're getting a whole lot of greytide and new faces, higher populations than i'm used to seeing. Some new people are nice, but the escape shuttle gets a bit chaotic, and there's lots of SSD everywhere. There are obviously issues. A couple of weeks ago, i was one of the new players who came aboard during one of these visible periods, and i'm still here. Because Aurora is awesome. But also because there was a big announcement that the server would be going invisible, which included instructions on how to connect after that happened. Without those instructions, i'd never have figured it out, i'd have been stuck playing on murderhobo servers and probably gotten bored of the game, and quit. Aurora is really the only place i play now. So what's my problem? Today the server was set invisible again. No advance notice, not even any instructions to the people who were currently in it. Just an announcement by skull that said something like "aaand we are now invisible". Granted there were quite a few troublemakers in there. At one point a player named www.nakedchildren.ru joined the game. Seriously But it really upset me to not at least see instructions for joining the server while it was invisible. I don't know if it went visible again after that, or is still invisible now. Among those troublemakers, there must have been at least a couple decent people who'd like to join the community, and they might not come back now. Basically what i'm saying is, i'm not comfortable with the server being set invisible without some advance notice, and REALLY not comfortable with people not being given instructions on how to connect before it happens. Sure those instructions are on the wiki, but i was playing for over a week before i knew we even had a wiki.
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just want to throw my two cents in, i don't think lawyer should be a seperate class, i think it should be an Alt Title of something. Not sure what, but i think we have enough classes as is
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The vaurca seem like an interesting species. I'm not sure if i'd actually want to play one, but they're curious to have around. i like them. I'm reading over the wiki page for them. Quicklink for reference: http://aurorastation.org/wiki/index.php?title=Vaurca I have a few questions and thoughts i'd like about them. I also want to note that this page is really huge and it has no Contents list, unlike some others. Can anyone add that? I'm not familiar with wikis. First of all, Warriors, specifically type BA Vaurca. I notice that in the Personalities section, it says the following: However, farther down the page, in the Notable Information section, there's this: All warriors are bound. And by that i'm pretty sure it means all Type B Vaurca. These two pieces of information directly contradict each other, which isn't good. Can someone tell me which is actually true? IE, can Unbound vaurca play as type BA, the warrior caste. And after we've clarified which is correct, could someone maybe update the page to remove this conflict? Secondly, some questions about the Bound vaurca: These are quite interesting. But what are the limits to this? They follow orders to the death. Does that mean i can order one to lie down, stay still, and not fight back, while i murder it? Or tell it to jump out of an external airlock? And what about the posessions? If i run into an appropriately equipped bound engineer, can i tell it to hand over its hardsuit and toolbelt? Could i order a bound vaurca to go into a department where it has access, and steal tools or supplies for me? I'm sure many of these things would get my character in trouble, but i'm only asking in the sense of the vaurca RP. What kind of orders is, and isn't he compelled to follow? How do they even get on an NT station anyway? Being of low intelligence and with a poor capability to learn, it seems unlikely they'd ever have the initiative to set out on their own. Are they bought by NT as property, or obtained though diplomatic deals? Do they typically belong to someone else on the station? Thirdly, about their natural armour: Is this a typo, or not thought through properly? Three inches is really, really thick. That puts them close to the level of some armoured vehicles, that's insane. It doesn't seem possible given their generally human proportions, and thin necks. They'd have to have massively atrophied muscles, and/or a lot less internal organs. Does their armour actually have a mechanical effect? I see in the buffs section at the top, it says What does this mean. The damage they deal, or the damage they take? Is that saying they take half damage from brute attacks? If so, that's a pretty huge buff, definitely not minor I also notice that it says this in the Type BA section: so.. five inches thick? That definitely doesn't seem possible, on any but the really giant >12 foot tall ones. Does that additional thicker, nanotube armour have any mechanical effects ? Ie, do warrior vaurca have more ingame resistance to stuff than workers? And finally, i'd like to ask about Type BB Vaurca These things sound pretty damned awesome. They're basically semi-biological Battle Tanks, right? But right now, they only exist as a couple paragraphs of lore on that page. Are there ever plans for us to see them ingame? What kind of situations would be appropriate? Something so large and heavily armed is pretty much only good for combat, so they don't seem suited to station life. But could Nanotrasen ever employ them as Emergency Response Team support? Perhaps they could get there under whatever conditions allow Bound Vaurca to be employed.
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Thank you Senpai, this is helpful Is it possible for the chaplain himself, to be converted into a cultist? In actual gameplay terms, how should you go about taking on cultists? Is it wise to go rod-to-energyblade with a cultist in a hardsuit? Does their armour affect the chance of the rod working? How likely is a cultist to win a straight melee fight, ie; to convert the cultist before he dies. I'd also like to ask for some advice on how chaplain can or should be played, when there isn't a cult around for him to counter. http://aurorastation.org/wiki/index.php?title=Chaplain His duties seem a bit redundant. I've never been able to hold a funeral in any time i played chaplain. The command staff always wanted to clone people, or borg them, or keep bodies as evidence. Does nanotrasen have any laws about crewmen having the right to a funeral? Psychological care too. there is an actual psychiatrist class for that, and he's often underworked and desperate for something to do. It does mention providing counselling to recently cloned people. Is that canon? Most of the time when people are cloned, they seem to come out of the tank good as new, back on form and immediately ready to pick up their gear and head back to work. Are they not supposed to be doing that? Attendance at church services seems pretty rare too, getting people to leave their jobs, or come out during dangerous times, is hard. and then there's this line: Acolytes and paladins? What? Roboticist tends to shout people out of their lab too, doing anything to a mech is hard. and what's psychical research? Where could you make pilgrimages to? I'm not trying to complain about the class here, it's more that i see all these barriers to doing (what the wiki says are) my duties as a chaplain. I'm struggling to see how he can be relevant without a cult. Also, religions. Another server i used to play on had a large set of preselected religions to choose from: http://ss13.moe/wiki/index.php/Chaplain#Religions I tried playing as a National Socialist chaplain once, and carried around a copy of Mein Kampf. It was pretty fun, though i was disappointed to find i didn't get the officer cap here. Would it be alright to do that on aurora?
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I'm wondering about this topic. The chaplain, a rarely used, mostly RP-based role, actually has some significant powers in the cult gamemode (unless aurora has taken them out, i'm unsure) Some other wikis mention quite a few abilities for the chaplain: https://tgstation13.org/wiki/Chaplain Although the Aurora entry on the position is relatively sparse, does he have any of the above stuff? http://aurorastation.org/wiki/index.php?title=Chaplain Does holy water, or your book, have any mechanical effects? Does he have any abilities against demons? From what i've read, he has the power to deconvert cultists, That, at least is on the aurora wiki How do you roleplay this guy, especially in a cult round. What are you meant, or allowed to do. For example, since the chaplain is already steeped in religion and mythology, is it reasonable for him to immediately know there's a cult, when he finds runes, demons, or men running around with hoods and energy swords? How much can he be allowed to know about it? It seems as a matter of roleplaying, much of what the cult does is typically regarded as insanity, trickery, illusions, etc, and people reporting seeing apparitions are treated as mentally unstable. This does seem reasonable, but then how can the chaplain get anything done? How is he supposed to convince security to let him beat a captured cultist with his rod? And if he successfully deconverts someone, how is he, or that person, supposed to convince security that they've changed their ways? How much is a deconverted cultist allowed to remember about their time in the cult? anything at all? Also, can his rod be used by anyone else? Can he give it to a security member and tell them it's a powerful weapon?
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Rather than depowering them, i'd like to see some better tools to escalate the situation. First of all, fire extinguishers are kind of underpowered, and a little buggy. They become empty so quickly, and they fire off in a lot of sitations you wouldn't expect to. Putting it into your backpack wastes a shot. They also fire really slowly, when a fire extinguisher in real life is more of a constant jet of the contents while you hold the trigger One thing i've seen on another server, that i couldn't seem to find on aurora, was the water tank. Maybe it's here and i'm mistaken. It's a piece of Atmospherics Tech kit that appears in special hardsuit cases in their department, and is worn on the back, replacing your backpack. You can activate it to pull out a hose and blast water at things. It's like a superpowered fire extinguisher. Giving us that would give atmospherics tech more stuff to do, and give a decent weapon against slimes. I'd also like to see mechs have a Water Cannon attachment, for large scale firefighting and slime battling. They're an interesting foe, give us better tools to deal with them
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This was very useful information, thank you everyone
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For a while now, i've been playing one character. Gradually building relationships with people. I started getting particularly close to one person. And then last shift, he turned out to be an antagonist, and murdered someone. I handed his confession into security and thus ensured his arrest for being a syndicate member. This typically leads to execution. Now i really have no idea what to do, or how this should affect our budding relationship Do you typically roleplay across sessions? I've seen a couple of crewmembers that are siblings or spouses, it's obvious they do. And if you don't, two hours doesn't seem much to build any kind of meaningful connection with someone. Do you just pretend antag rounds never happened? I'm feeling pretty lost here, i could do with advice
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Just to clarify here, are you saying that command staff cannot order people to turn up suit sensors on code green? Like, is the chief engineer allowed to issue a department policy that engineering staff have to turn them up?
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I would argue it's definitely not redundant. A security department can have six people, and still be short handed if most of them are in emergency surgery, and/or outnumbered by antagonists. On a station with lots of borgs (which by the way, are not shown on the manifest) the roboticist can find themselves overwhelmed with work, and in need of a colleague. And if multiple departments have low staff, and the station is under attack by saboteurs, engineers are needed more than researchers, especially if the station is being powersinked or blown up If it's a quiet extended shift with no antagonists, then a detective isn't really needed, nor a large security team. Those positions could be set to filled, and the science staff all set to requested. If there's lots of RP going on, or someone wants to host a party, then bartender can be set as requested If there's a large engineering staff, but all of them are newbs with no clue how to setup the supermatter, chief engineer can be marked as requested (perhaps an engineer can break into his office and use the console) The overall idea here is to direct people, with two goals in mind: 1. First and foremost, fun. It will allow people to choose roles knowing they'll have something to do, instead of spending most of the shift alone in their office, or going into cryo out of boredom 2. To ensure the general well running of the station, and give it a fighting chance against powerful antagonists I believe it would also have the worthwhile effect of giving the captain and head of personnel more ability to control the station, by getting the staff they want, and can use
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I'd like to see heads of staff given a lore-friendly way to coordinate incoming personnel. How i'd envision this working is, each of the four department heads could have a new computer (ora new option on an existing one), to set the status of their department, and of various jobs within it, as either Short-handed, neutral (default, no effect) and Full Complement The captain, and the Head of Personnel, would have a more advanced system, that allows them to set thesse parameters for any department and job on the station, as well as marking departments with a priority level, Low, Medium, and High What's the purpose of this? This information would be shown in the lobby, on the Join Game screen where you pick a role. The join game screen could be divided into five categories. Requested: High Priority Requested: Normal priority Requested: Low priority Normal (the main list, still holds most roles) Filled (the list of jobs marked as not needed) These would act as a suggestion (no obligation) on incoming players to choose certain classes, according to what the heads of staff think the station needs. This would allow incoming players to fill roles that are useful, instead of ending up with six security people during an extended deadhour round. The lore justification being, you're sending a request to Nanotrasen central command for people with certain qualifications, and it's responding by allocating appropriate people to your station Thoughts?
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I feel that the current map has some problems with regards to the placement of things The station contains a lot of what i'd call "passive" RP. Where people passing each other in the hallway, or walking by someone's office, strike up a n interesting conversation. Its fun The factors that actually govern this happening though, are complex and a little difficult to quantify. But i think the most important one is distance. When passing someone, there are a number of social cues that govern the chance of an interaction. There's a sort of unwritten understanding about what's rude, and what's reasonable. Shouting at someone's back is rude, or calling them from a long distance away. Saying hello from the other end of the screen just comes across as wierd. In terms of passing offices, you generally have to be able to see if someone is there, in order to decide to go up and talk to them. It feels silly to walk up expecting to strike up a conversation, but find an empty office. People don't like the risk of doing that, and it acts as a chilling effect on RP where that risk is high There's also a matter of choice. Putting people in situations where they feel politeness compels them to RP, doesn't tend to work out well, and tends to be awkward. For example, if you walk into the cargo lobby, then you're kind of expected to be there for a cargo related reason, and the conversation that strikes up sometimes feels a bit forced. On the other hand, when you're passing the roboticist, he's often not too far from his window anyway And then, there's what i'd call invitation. Quite a few jobs, such as chemist, roboticist, and R&D tend to see a lot of passive RP because they have this little window opening onto their office, and often a wall around it. In order to see what's going on in there, they have to approach the window, it invites them closer with the promise of vision. But people also know that walking up to that window, and then walking away, would be pretty rude. So if they're going to approach the window for the sake of their curiosity, they have an internal determination to make the best of it, which often results in conversations like "hey, just checking in on you, how are you doing?" These factors are hard to pin down, but i think some thought, and study on the subject would be a good idea, with a view to using the lessons learned when arranging the layout of a new map. With the goal of directing foot traffic and casual RP more towards those roles who have fewer duties (often nothing to do), and less towards the departments which are likely already swamped by work I feel that the current map we're using has some problems in this regard. The aforementioned jobs get a lot of passive RP, which is often wasted because those people actually have important things to do. On the other hand, certain jobs that are heavily dependant on RP,, are either stuck at the end of a wing with low foot traffic, buried deep inside their department, or given overly large rooms, such that the attending crewman can't really be seen by passers by. A small, nonexhaustive list of these jobs that come to mind are Detective Chaplain Librarian Counselor Cargo (not RP based exactly, but somewhat slow) Internal Affairs On the current station, i feel that these jobs are deprived of casual RP, either as a result of their design, or their placement in the station So how can this be remedied? 1. Move them closer to the core. Place them as such, that they have some direct access to the O shaped central access corridor If we were to rearrange the current staion as an example (i know we're getting a new one, but for the sake of example) The detective's office could be moved down to the entrance of security, perhaps shunting EVA into a different place Rooms like EVA, tool storage, and the laundry room, typically are unused most of the time, have no staffmember assigned, and thus no need for casual RP The chaplain and librarian need to be closer too. I've played on a map where they were about at the spot where cargo is on exodus, and it got In the case of cargo, i might advise either removing the lobby, or changing the setup so that the lobby is more internal, and the office is a corner ajoining the lobby and the main hall 2. Make them smaller. This most notably applies to the chapel, which right now is overly huge. A priest standing at the altar, can't be seen by passers. The chapel could be shrunk greatly without any loss of function, and if it's going to retain a long shape, it could also be rotated, and placed so that it faces parallel to the hall instead of perpendicular, bringing the chaplain still closer to the corridor. Cargo also has an issue with this. It has two desks, one which faces out to the hallway, but is worthless because it's in a little adjoining top office (which makes it a pain to go around and meet people), and the other which is more useful, but is stuck inside an indented lobby, cutting the cargo tech off from traffic. Merging these two offfices into one which faces the hall, would allow greater RP options 3. Add window desks. An information desk to report crimes to the detective, a book return desk for the librarian. I can't think of a suitable example for the chaplain, but i'm ure one can be thought up. A window desk attracts people like moths to a flame And as an aside, what's the deal with medical? The medbay reception seems like a perfect area for RP, but in practise there's never anyone at the reception desk, even though they have a cool crew monitoring station to look at. I'm not sure what's wrong here, i lack the experience, but medical need more reason to be at their desk Departments like robotics, and R&D, where casual RP is more of a nusisance because you have stuff to do, can be made bigger and/or moved deepeer into the science department, to reduce the amount they get. Both of those rooms definitely need to be bigger anyway, i'd say Thought?
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that seems like a win/win situation to me, i feel like detective is a but of an underpowered role right now, Often picked for the cool factor, but with an extremely high attrition rate. (but that's a topic for another thread) Alcohol already acts as a painkiller. It's just a shitty one. Vodka also already reduces radiation. But like the above, it's kiiind of shitty at it. My idea was for it to act more as a layer of armour against thse damage types, than as a healing method. Ideally significant enough to be worth obtaining it. But it's a minor idea anyways, movespeed is the core here, what are your thoughts on that?
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I'd like to see a solution to this that doesn't involve turning off the events though Maybe a minimum round timer before events can trigger, to give people a chance to get setup. Or maybe some adjusting of the scale of events, based on server population. Lower virus spread rate, less blobs, less meteors, whatever
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No it isn't, that contains exactly one tank of phoron. The chemical properties of substances are general knowledge, and it is known that phoron has the most optimal heat transfer. Even if one tank were enough to setup, it's not enough to replenish the engine when it needs a refill. There's no connector to the phoron tank in there, or afaik anywhere else in engineering. If there were, we wouldn't need to break into atmospherics Maybe it'll last for a two hour round, but building an engine that'll only last a couple of hours because you know the game won't last that long, is most definitely metagaming, and far worse than breaking IC rules. Yes it's a violation of regulations, that's a problem. You shouldn't have to violate regulations to do your job effectively. That is exactly why i created this thread, to address what i see as a fundamental issue with the station's design. I've only seen one engineer who didn't break into atmospherics to setup the engine. He came up to science and stole our phoron instead. We had no canisters, and no way to replenish the empty ones he took. I'm pretty sure that's a violation of some regulation too, since the purpose of the station is science. I believe, given suffficient time, a room will repressurise itself as the vents naturally do their job. Setting it to fill is faster though, and is really not complex to do, i figured that out for myself the first time I poked around in an air alarm interface (unlocked with an engineer ID, by the way). The interface contains instructions to the user, it's practically foolproof. It may not be the most optimal thing to do, perhaps some advanced atmospheric knowledge could do it faster, but it works. There It's the latter which is the purview of the atmospheric technician. An engineer with an air tank should be the last resort to repressurization, With a matter of time and materials, you can fix just about anything yourself. an atmospheric tech would be useful if pipes and vents are gone, but constructing most things is usually an engineer's job What? How can you call that powergaming. You just described the Chief Engineer, a role who is expected to know all of that. A role I hope to apply for once i reach that level of expertise Cooperation is important. However i would also call it cooperation, to dispatch three engineers to three seperate hull breaches, and coordinating them over the radio. Someone who can get the job done properly is an asset to the station. I don't think it's unreasonable for one person to know how to do everything their department is capable of. Throughout all of this though, you seem to be missing a practical point. Atmospheric Techs are rare. People pick the role fairly uncommonly, and the station has to operate without one, more often than not. Alot of your arguments seem to be based on envisioning a perfect station where everyone fills every role and sticks to their specialty, that rarely occurs. I think i've only seen all staff heads present in one instance, getting any department fully populated with one of each role is similarly rare. This being a roleplay based server, there are many people who act appropriately Their character has a specialty, and they stick to it, they pick the same role over and over, even if it's already saturated. Engineers solve problems, ultimately. They break and outright ignore regulations, more than any other role, and they do it for the good of the station. They do what needs to be done. You can keep wishing for them to play the model employee better, and stick within the rules. But they're going to keep breaking into places they need to be in, and keep taking on large jobs alone. I don't know what will happen if you try to stop that I don't want to see their lives made harder, it's a thankless enough job as is
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Then they can stay out. People naturally tend to avoid things they don't understand anyway. A whole lot of paramedics and doctors can't perform surgery, that doesn't mean we need a seperate surgeon role. The Medical Doctor alt title of Surgeon does just fine for making people aware that you know what you're doing. But being able to enter the surgery room and use the tools, means they can attempt it if a patient is otherwise doomed and there's no qualified surgeon. There's also all the alternative titles for Scientist, indicating that you specialise in different departments. There's no dedicated phoron researcher, or xenoarchaologist, but people still pick those titles, and specialise in those departments all the same I just want to apply the same principle to engineering, which is already used in other areas of the ship. It simplifies things and adds options, rather than removing them. As an engineer, you're entrusted with the care of the station, and you have plenty of ways to wreck it with or without atmospherics, as well as naturally provided tools to hack into almost anywhere Many on the other hand, DO have a good understanding, and would appreciate the removal of (imo pointless) obstacles