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Jobs

Posted: Sun Mar 19, 2017 3:21 am
by InsaneHyena
Kor complained about design document thread getting too long and confusing, and he's absolutely right. So I've decided to create this thread to discuss matters that I care about the most.
1) Cyborgs, roboticists and AI, they stay or go? It's really strange for a hastily scrapped together base to have a functioning AI connected to every system, but it's a sacred cow that I doubt should be killed.
2) Kor said that RnD is going away, but what about xenobiology? It's a really popular job.
3) Please don't kill the clown. Bay killed the clown, so the clown killed Bay.

Re: Jobs

Posted: Sun Mar 19, 2017 3:25 am
by onleavedontatme
1) Stay. I'm rethinking this even being a crash scenario because "muh continuity" but a space ship crash will still feature heavily in the map either way. Either way it's too unique and popular to be killed.

2) RND and Xenobio are staying. Only Cargo is going because cargo is just an unlimited gun generator at this point.

3) Of course not. The clown survived the crash (if there was one) and they sent him on the mission if there wasn't.

Re: Jobs

Posted: Sun Mar 19, 2017 3:34 am
by MisterPerson
Killing the clown is security's job, not coderbus's.

Re: Jobs

Posted: Sun Mar 19, 2017 3:46 am
by Armhulen
Any new jobs?

Re: Jobs

Posted: Sun Mar 19, 2017 3:50 am
by PKPenguin321
Kor wrote:1) Stay. I'm rethinking this even being a crash scenario because "muh continuity" but a space ship crash will still feature heavily in the map either way. Either way it's too unique and popular to be killed.

2) RND and Xenobio are staying. Only Cargo is going because cargo is just an unlimited gun generator at this point.

3) Of course not. The clown survived the crash (if there was one) and they sent him on the mission if there wasn't.
this was just a ploy to kill off cargo wasnt it

Re: Jobs

Posted: Sun Mar 19, 2017 4:00 am
by ShadowDimentio
Cargo are now salvagers. They get equipment for exploring the planet surface and caverns and getting useful stuff for the station, miners are similar but more focused on mining as usual.

Re: Jobs

Posted: Sun Mar 19, 2017 4:01 am
by Armhulen
ShadowDimentio wrote:Cargo are now salvagers. They get equipment for exploring the planet surface and caverns and getting useful stuff for the station, miners are similar but more focused on mining as usual.
Good idea!

Re: Jobs

Posted: Sun Mar 19, 2017 4:02 am
by InsaneHyena
ShadowDimentio wrote:Cargo are now salvagers. They get equipment for exploring the planet surface and caverns and getting useful stuff for the station, miners are similar but more focused on mining as usual.
What stops miners from doing salvager's (should be called prospector, we New Vegas now) job? It's not like it's vastly in the different places and unrelated.

Re: Jobs

Posted: Sun Mar 19, 2017 4:06 am
by ShadowDimentio
Nothing much, but we need to have a separation between roles or else the miners will just fuck off to raid ruins all day and never bring any ore in. Hence, two different but similar roles with specialized equipment for each job.

Example: Salvagers get machetes that let them "mine" through foliage on the surface that would otherwise make it very slow to move through and block your vision.

Re: Jobs

Posted: Sun Mar 19, 2017 10:20 am
by XDTM
I feel like there should be a way to get more guns, since currently we can make several advanced prototypes but no base models, which is why i was proposing a factory engineering sub-department which would use resources to make tools and stuff that doesn't register as prototypes. It could replace the autolathe.

Re: Jobs

Posted: Sun Mar 19, 2017 12:35 pm
by Dr_bee
InsaneHyena wrote:
ShadowDimentio wrote:Cargo are now salvagers. They get equipment for exploring the planet surface and caverns and getting useful stuff for the station, miners are similar but more focused on mining as usual.
What stops miners from doing salvager's (should be called prospector, we New Vegas now) job? It's not like it's vastly in the different places and unrelated.
I still say you can use a cargo shuttle style system that instead of receiving orders you get random items from a few chosen lists of items after a period of time. it would still give cargo a purpose but prevent them from being infinite gun generators and still keep the "survival" theme. Fluff could have it be sending out automated drones to collect scrap far away from the crash site.

Re: Jobs

Posted: Sun Mar 19, 2017 1:32 pm
by Anonmare
What about giving supply an alien matter replicator that's jury-rigged up to a console? They can still produce things but it's not efficient and the replicator could be prohibitively power hungry

Re: Jobs

Posted: Sun Mar 19, 2017 7:29 pm
by calzilla1
Wait, a system where you build weapons via parts? :clean:

Re: Jobs

Posted: Mon Mar 20, 2017 2:19 am
by factoryman942
let's get oxford on the job :honk:

Re: Jobs

Posted: Mon Mar 20, 2017 2:22 am
by John_Oxford
XDTM wrote:I feel like there should be a way to get more guns, since currently we can make several advanced prototypes but no base models, which is why i was proposing a factory engineering sub-department which would use resources to make tools and stuff that doesn't register as prototypes. It could replace the autolathe.

at this point im just giving up

every time someone comes up with a new map everyones like "HEY LETS DO X, Y, AND Z, ITS NOT LIKE OXFORD HAS THESE HUGE CLUSTERS OF THREADS COVERING EVERY DESIGN CONCEPT REVOLVING AROUND THEM, THAT'D BE CRAZY, MY IDEAS ORGINALL!"

im going to start tracking you people down and shooting you

Re: Jobs

Posted: Mon Mar 20, 2017 2:23 am
by John_Oxford
also ill slap some shit on the map concept once progress is shown, but scavengers should get lighter gear with more storage space and equipment that lets them transverse the area faster. miners should lose the explorer suits and get a kind of stripped out hardsuit exosuit thing thats not sealed any more but has loads of armor and utility usage.

(say all the explorer suits we're destroyed in the crash, and the only reason the mining hardsuits survived was because of their durability, however they we're damaged and we had to strip out some of the components, removing its space worthy trait and making it slightly heavier by the plas steel we had to add in replacement)

Re: Jobs

Posted: Mon Mar 20, 2017 2:41 am
by factoryman942
factoryman942 wrote:let's get oxford on the job

Re: Jobs

Posted: Mon Mar 20, 2017 3:50 pm
by captain sawrge
didnt read the thread

Maybe R&D's incredibly dull and stupid """research""" system could be replaced with something more akin to Goon's artifact research or the lavaland anomalous crystals. You start with a couple alien artifacts and can find more outside, and you gotta figure out how they work and they could have different useful effects, like shield generators, batteries, etc.

Re: Jobs

Posted: Mon Mar 20, 2017 8:19 pm
by XDTM
Collect-And-Scan gameplay works much better when you have a randomly-generated map, rather than a constant station.

Re: Jobs

Posted: Wed Mar 22, 2017 1:17 am
by LifeReign
Botany on a jungle station seems like it'd need a little attention. Maybe they can be more tooled for terraforming. There might be a need for a job related to animal husbandry, maybe xenobiology works on this instead of slimes?

Re: Jobs

Posted: Wed Mar 22, 2017 1:36 am
by ShadowDimentio
captain sawrge wrote:didnt read the thread

Maybe R&D's incredibly dull and stupid """research""" system could be replaced with something more akin to Goon's artifact research or the lavaland anomalous crystals. You start with a couple alien artifacts and can find more outside, and you gotta figure out how they work and they could have different useful effects, like shield generators, batteries, etc.
Little did Swarge know that literally nobody on Goon ever does artifact research because it's lame as hell.

Re: Jobs

Posted: Wed Mar 29, 2017 11:36 pm
by FantasticFwoosh
I thought about a problem surrounding monkeys. Especially since they are somewhat pivotal to the current workings of some jobs as either food or test subjects.

Are monkeys native to the enviroment after the crash (dispersed into the jungle), or are they manufactured entirely via botany monkeycubes (as a generic way to get them)? because slimes are pretty easy to start up and preserve & restore but monkeys are a little bit harder to get your hands on since you can't exactly turn them back into cubes again (without spending multiple monkeys for 1 cube inefficiency)

- Monkeymode involves a very angry troupe of deep jungle monkeys attacking the surface station. Jungle monkeys collect fruits/food & return them to home trees in order to make more monkeys for ghosts to inhibit. Station crew win by killing all monkeys or cutting down the home trees.