wowzewow Posted September 19, 2022 Posted September 19, 2022 The vestiages of the past have come to haunt us again, whispers of a department called 'Med-Sci' bring shivers down people's spines... With that out of the way, with the introduction of "Command Support", it got me thinking about other jobs which don't particularly fit in their departments, but not in any other either. I feel like they can be the intermediaries encouraging interdepartmental play. Anyway, here's my proposal. "Command Support" renamed to "Com-Srv" (Command Service). Technically holding none of the power of command but acting as the bridge (har har) between command and everyone else, I feel like this is a good existing example of what to expect. All heads of staff are part of their own categories as well, the HOS being Com-Sec, HOP being Com-Srv, etc. With that example in mind, here are the suggestions. Note that there will be mapping changes as well that puts them inbetween both departments "Med-Sci" Chemistry They really have nothing to do after stocking the medical fridge. Putting them in science encourages to go after secret chems and actually have something else to do. Also, giving scientists sulfuric acid, I guess. Map changes : Moved inbetween medical and science. Machinist They heal robotic limbs and organs, hell, even have a dedicated surgery room. I find it kind of weird having them be in Ops. They don't really fit in. Map changes : moved inbetween medical and science. There is a shared operating theatre between medical and the machinist. Probably only used by medical only if other ORs are unavailable. "Med-Sec" Forensic Technician/Detective Map Changes : Instead of having to bug medical and then drag the body all the way to their own dedicated morgue, they just share medical's big morgue. First Responder/EMT They don't particularly do any fighting, but they're always near the front lines, and need as much authority and access as security to do their job. This simple title change will give a little nudge to take them more seriously. "Med-Srv" Psychologist The least medical-like-medical job. They do not have any capacity to heal anyone whatsoever. Hopefully this change will shift away some responsibility for them. "Eng-Med" Atmospheric Techs/Engis A bit of a stretch. They keep everyone alive with air. In a perfect world they would be in charge of cryo tubes and keeping the sleepers hooked up properly instead of them having magic chems. "Eng-Sci" Engine Technician/Anomalous Materials We sure do have a lot of interesting methods of power generation. You know, in the movies when the nuclear reactor melts down, there's always scientists running away and stuff. So long as we follow standard insertion procedure, we should be fine... "Eng-Srv" Janitor It's been tried before, and it's definitely possible for Janitor to be with Engineering. This is the middle ground instead of flat out putting them in Engineering. "Sec-Srv" (Corporate) Lawyers (and similar) Honestly, makes sense. Would be fun to see some legal shenanigans, especially for a HRP server like ours. Service Officer (NEW) The desk jockeys and camera watchers for Security. Good for the unrobust or disabled characters. Or the characters who simply "are not ready to retire!" Typically not allowed to do combat unless in DIRE emergencies. "Sci-Srv" Xenobotany/Botany In an ideal world, hydroponics would be a much more important job, being in charge of oxygen generation, water recycling, etc. But here we are. A lot like chemistry in that regard, being allowed to be their own job without being chained down to the chef in this regard. "Ops-Sci" Mining A relationship unmatched even by Romeo and Juliet. Materials go in, presents come out. Xenoarcheologist They go out in the field as well to dig up cool science stuff. 'Nuff said. "Ops-Srv" Commissary (NEW) The on-board merchant of the ship. A more casual version of cargo, selling snacks and trinkets. Also to make deals with merchants too.
Carver Posted September 19, 2022 Posted September 19, 2022 While I don't terribly agree with most of this, in particular I wish to say: Please, God, no fucking lawyers. Ever. Oh, and I don't want a commissary/merchant as part of the crew because then they're much more obligated to report sales of interesting things like weapons to Command. Operations itself is already very casual, it's just that people don't tend to order stuff very often.
White Void Posted September 19, 2022 Posted September 19, 2022 I find this to be a very interesting proposal, but like Carver said, no lawyers i feel like they would try to jump into the slightest infractions and pull a Saul Goodman, and overall make sec want to put up a public execution with guillotine and everything. But besides that i really liked the idea, theres some things to get better but i'm not much of a ideas guy, but i do want to see where this ends up
EJJ Posted September 19, 2022 Posted September 19, 2022 I like the idea of the Commissary! Though from what I've RP'd with a lot of Xenoarchs they don't like going w/ Mining and the connection with mining tends to ruin their ability to use the Intrepid with "mining is here, use their ship." Instead of letting them use the research/exploration shuttle. I don't know how I feel about Lawyers but I like the concept of Service Officers. Security can be kinda weird with Investigators occasionally having to be security personnel if a situation is especially awful. I have NOTHING against adding more roles, though. I feel like the removal of some science roles and the sort of implied eventual merge of Atmos Tech and Engineer have stripped some character concepts away.
wowzewow Posted September 19, 2022 Author Posted September 19, 2022 1 hour ago, Carver said: While I don't terribly agree with most of this, in particular I wish to say: Please, God, no fucking lawyers. Ever. Oh, and I don't want a commissary/merchant as part of the crew because then they're much more obligated to report sales of interesting things like weapons to Command. Operations itself is already very casual, it's just that people don't tend to order stuff very often. Yeah, honestly I was just spitballing with lawyers. Maybe a corporate police of some sort? To make sure for example, a Zavodskoi Officer wasn't unfairly treating a Hephaestus employee. As for the commissary, I was thinking more of making it semi-official those shops Assistants sure like constructing an awful lot. They should not be handling weapons, or anything of significant importance.
Gem Posted September 19, 2022 Posted September 19, 2022 i don't really agree with any part of this suggestion. the game doesn't need 10 new department-departments where 1 role is part of each. the commissary is kind of redundant since operations, merchants, and away ships already fill this purpose really well.
Evandorf Posted September 19, 2022 Posted September 19, 2022 I am actually in favor of a lawyeresque role. I think it could be very interesting hrp if done correctly but you might have to put it behind a whitelist to make sure they don’t try to actively interfere in command or security actions. It would all be purely bureaucratic and post-chaos accountability.
greenjoe Posted September 19, 2022 Posted September 19, 2022 6 minutes ago, Evandorf said: I am actually in favor of a lawyeresque role. I think it could be very interesting hrp if done correctly but you might have to put it behind a whitelist to make sure they don’t try to actively interfere in command or security actions. It would all be purely bureaucratic and post-chaos accountability. That would make sense, command whitelist would be fitting for it?
Sheeplets Posted September 19, 2022 Posted September 19, 2022 14 minutes ago, Evandorf said: I am actually in favor of a lawyeresque role. I think it could be very interesting hrp if done correctly but you might have to put it behind a whitelist to make sure they don’t try to actively interfere in command or security actions. It would all be purely bureaucratic and post-chaos accountability. The only way I would ever support adding lawyers in-game is if we were allowed to hang them in the holodeck without repercussion. Please and thank you, no.
Evandorf Posted September 19, 2022 Posted September 19, 2022 14 minutes ago, Sheeplets said: The only way I would ever support adding lawyers in-game is if we were allowed to hang them in the holodeck without repercussion. Please and thank you, no. Just out of a personal dislike for lawyers or do you think they’d cause problems ICly?
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