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Increase the number of mining and engineering roles; give these roles more direction


Zundy

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Posted

As the title says. The station is a mining and research station with room to build (we have a Z level under construction). Increase the number of those roles and encourage miners to mine materials and engineers to build onto the station with whatever projects they like. I'd love to wonder the completed "under consideration" z level or wander around a terraformed biodome on the asteroids surface.

Posted

The problem with trying to get engineering to undertake any sort of big construction project is that rounds on average are going to last around 2 hours. This means even if you do manage to build something before the shift ends there will be little time for people to appreciate it or the station is on code red and people aren't really in a position to come look at what you made. Also once the round is over any work you have done is lost, which is probably the main reason people don't bother making things.

Posted

This hints at a more glaring underlying issue. Our role setup does not scale. At all. To be quite honest, I'd love to see the amount of roles scale up and down depending on current station size. This would solve the issue of over-stacking, and also help direct players towards picking roles that are generally needed.

Posted

I've been part of a two part project that saw a design drawn up over one round and a project built the next in 30mins (ish) and folks went there. It just needs to be by the numbers and I think having more on the team would help with this.

Posted

But why expand on mining slots? One miner with all the huge buffs mining has been given can easily rake in more materials that you could possibly use in one round in a relatively short time, ~20 minutes or so.

One trip to science will kit you out fully if there are scientists, and thats that. No real point of going back out as research has all the materials they could need from your brief trip to space.

There is no real incentive in mining in my opinion. All the materials gets shipped to research/Central, gems have no practical application and there is no real need for you after this task is done, so you're free to just go drink and rp at the bar.

And this is just one miner. Opening more slots for the role seems very pointless, and personally I think that the 4 slots is just a margin of error so science gets some materials in the worst case scenarios, even with 90% of miners not dying ~5 minutes after setting foot on the asteroid, or exploding their lungs in the airlock, as amusing as it was on the first few months of Aurora's launch.

Posted

I agree with Prate here that we don't really need a expansion for miner slots. 4 is plenty for what the job normally entails. Mine materials for science, get them back to the station, send stuff back to CentCom, RP and ERP as you wish afterwards. 

Expanding engineering however is something I am interested in. AFAIK The department's slots are: 

1 Chief Engineer 
3 Engineers
2 Apprentices 
2 Atmos techs. 

I believe we should roll in atmos tech with engineers, making Atmospheric technician a alt title like engine technician, give engineers full access to Atmos, and then increase the number of Engineer slots to 6. Plenty of workers, plenty of different roles for them to choose from as they wish, plenty more dudes to do construction projects on station. 

Posted

A solution for engineering would probably to make creating new rooms possible without directly using the station blueprint.

Also having an actual need for things to be constructed. The station right now has everything it needs and then some. Outside of building a luxury spa you'd end up creating an unnecessary duplicate of something that already exists.

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