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Re: Quartermaster is a real head >:I

Posted: Fri May 23, 2014 5:08 am
by miggles

Bottom post of the previous page:

those boots are huge
they should be the size of jackboots, not magboots

Re: Quartermaster is a real head >:I

Posted: Fri May 23, 2014 7:04 am
by WeeYakk
Gonna be around heavy stuff and moving parts, lemme put on my thick ass coat that will get in the way of lifting and get caught in things.

Re: Quartermaster is a real head >:I

Posted: Fri May 23, 2014 1:14 pm
by Nienhaus
miggles wrote:those boots are huge
they should be the size of jackboots, not magboots
There were about 3 or 4 pixels bigger before.

Re: Quartermaster is a real head >:I

Posted: Fri May 23, 2014 9:23 pm
by miggles
but theyre still big.....

Re: Quartermaster is a real head >:I

Posted: Fri May 23, 2014 10:53 pm
by Psyentific
Just palatteswap jackboots into dark/lightbrown, then add spurs and maybe a gold bit or two.

Re: Quartermaster is a real head >:I

Posted: Mon May 26, 2014 12:09 pm
by ColonicAcid
paprika wrote:What are you asking here besides bridge access exactly, HoP has always been the head in charge of supply and service, not sure why you're fussing. If anything, miners report to science more than QMs.

Do you want QM to be added to rev or something? Bridge access? Comms console? What would that serve?

The whole point is that the QM can be converted to rev if you get his shades off. With this he'll just be another lynch target. He's a mini-head for a reason. If you're asking for QM to gain more access and be able to overthrow the captain with retarded guncargo shit sorry Psy better luck next year :roll:

QM really only exists so you can get more points by stamping cargo crate papers with his stamp and sending them back. I could recode that to work with the 'accepted' stamp instead of the QM stamp and just remove QM, if you'd like.
this is why QM isn't a head.
it's because cargo is the turning point of a revolution. If the revs get it? ding dong get fucked heads. Heads get it, which by the way they do most times, then it's ding dong get fucked revs.

Re: Quartermaster is a real head >:I

Posted: Mon May 26, 2014 5:07 pm
by Cipher3
Also cargo techs actually have access to the QM office. Tested it.

Re: Quartermaster is a real head >:I

Posted: Mon May 26, 2014 5:10 pm
by Neerti
That sounds like a bug.

Re: Quartermaster is a real head >:I

Posted: Mon May 26, 2014 11:17 pm
by Incomptinence
I know bug, bug is called QM.
Squish bug.

Re: Quartermaster is a real head >:I

Posted: Wed May 28, 2014 2:50 pm
by AseaHeru
Cipher3 wrote:Also cargo techs actually have access to the QM office. Tested it.
On all maps? It might just be the doors.

Or someone changed the cargo techs access to include the QM one.

Re: Quartermaster is a real head >:I

Posted: Wed May 28, 2014 10:31 pm
by Cipher3
Only seen it on Metastation. No idea on other maps.

Re: Quartermaster is a real head >:I

Posted: Thu May 29, 2014 4:55 am
by paprika
It's NT's branch, not metastation, I'm pretty sure. If it's metastation I'll fix it later, but I've already removed miner/cargo tech QM access.

Re: Quartermaster is a real head >:I

Posted: Thu May 29, 2014 5:03 am
by miggles
it probably has something to do with the config on artyom including increased access for most people

Re: Quartermaster is a real head >:I

Posted: Fri May 30, 2014 2:28 am
by paprika
Well having your semi-head's access is a little stupid, even for 'increased' access. Medical doctors don't have CMO access.

Re: Quartermaster is a real head >:I

Posted: Fri May 30, 2014 12:48 pm
by miggles
its a config option and it exists so that if there is a lack of people in certain positions, other people can do their job for them

Re: Quartermaster is a real head >:I

Posted: Sat May 31, 2014 9:07 am
by paprika
Which has proved to be pretty good for NT. I removed robo's toxins access tho that's kind of dumb

Re: Quartermaster is a real head >:I

Posted: Sun Jun 01, 2014 8:31 am
by Skorvold
QM as head seems like a really silly power creep. Just move the HoP Office to cargo on maps if you're determined to have a head more involved in Cargo.

Re: Quartermaster is a real head >:I

Posted: Tue Jun 03, 2014 9:27 am
by Subtle
Skorvold wrote:QM as head seems like a really silly power creep
This. There's a reason the HoP's office is across from the Cargobay on Box.

Making the QM into a "legitimate" head (whatever that actually means) just gives them a reason to be even more stubborn and exclusionary to the rest of the station. Cargo is not an entity unto itself, they're glorified paper and crate-pushers literally stealing/blockading NT-resources 99% of the time. The bottleneck Cargo creates already gives QMs and CTs an entirely unjustified ego. If there's an actual problem the solution is making the HoP more involved.

(Of course, not even mentioning the horrifying effect this would have on Revolution rounds)

From an entirely biased, personal perspective I'd love to see more HoPs come down on Cargonationals like the hammer of an angry God.

Re: Quartermaster is a real head >:I

Posted: Tue Jun 03, 2014 10:24 am
by Steelpoint
For what its worth, here's my opinion on the QM and Cargo in general from another thread.
From my experience, I dislike cargo and the people within. Cargo Tech's the the QM are usually more concerned with kitting themselves out with equipment and acting like assistants. More often than not my requests for legitimate orders are turned down or turned into a horse chase.

In fact, one time when I was the Captain I asked the QM to order me a supply crate (It was a Botany Crate) since he refused it for the Botanist. The QM refused to order the crate, I then ordered him to order the crate and he then retorted I need to stamp several forms with my Captain's Stamp. I finally warned him to order the crate, as a direct order as the Captain and when he still refused I had him arrested by Security and demoted.

Make interacting with Cargo a more pleasant experience, hell give Cargo an incentive to order crates instead of hoarding points. As well as give more things for Cargo to order and/or do such as setting up the food/drink machines. Cause right now I don't like interacting with Cargo.

TL:DR, I should not have to bloody arrest the QM just to order a fucking botany crate as the Captain.
I detest any attempt to give the QM any real authority, they already to jack all for people wanting legitmant request, I don't want them to have actual authority when denying requests or overthrowing the Captain.

Re: Quartermaster is a real head >:I

Posted: Tue Jun 03, 2014 8:14 pm
by Cipher3
Subtle wrote:
Skorvold wrote:QM as head seems like a really silly power creep
This. There's a reason the HoP's office is across from the Cargobay on Box.

Making the QM into a "legitimate" head (whatever that actually means) just gives them a reason to be even more stubborn and exclusionary to the rest of the station. Cargo is not an entity unto itself, they're glorified paper and crate-pushers literally stealing/blockading NT-resources 99% of the time. The bottleneck Cargo creates already gives QMs and CTs an entirely unjustified ego. If there's an actual problem the solution is making the HoP more involved.

(Of course, not even mentioning the horrifying effect this would have on Revolution rounds)

From an entirely biased, personal perspective I'd love to see more HoPs come down on Cargonationals like the hammer of an angry God.
Once ended up as Traitor HoP supporting a Cargonia which was actually composed of around four-five traitors. Only ran across them by broadcasting a phrase using my codewords in intercom, before then I was planning on Sec-storming the operation. As it turns out, every traitor in the game was in it.