Bottom post of the previous page:
Man greenshifts really do suck don't they?I mean sure if you are really invested in doing a single job's content for an hour or more maybe you can tease some fun out of it, but even then I would argue less than half the jobs really have interesting things to do in an environment without conflict. There's no holes for engineer to patch up if there are no bombs. There are no people to heal if no one is hurting them. There's no evil to stand off against if there aren't any antagonists.
The roleplay content will naturally be worse as well. Without "current events" happening on the station the best you can do is dribble onto each other about character backstory, which is the roleplay equivalent of making small talk about the weather. There's nothing to "roleplay" about.
And sure, there is interpersonal conflict. Scraps that add a little bit of tension. That can make some alright roleplay, might lead to some fighting which can be fun. But naturally if we expect the main driving force of conflict to be a spat between two co-workers, the story doesn't end up all that dramatic. And if everyone is following escalation policy correctly, then there aren't any stakes either.
And finally the shuttle. The grand finale to any shift. Will almost certainly be called because someone is bored. But why else would it be called? If there are no antagonists, and everyone else is following the rules, the station should really never be in a state where a shuttle call is justified. But this isn't a game about workers on a space station doing their job ad-infinitum, its a game about the shift something going horribly wrong on a space station, and the crew has to evacuate or die. So naturally, people are bored, and they would rather play on a shift that wasn't so boring. This is a completely out of character justification for their actions, but it would be ridiculous to force players to stay in a round that they don't really have a purpose to be in. The only thing to do is completely break fiction. Characters working away endlessly at their job should be something that is off camera that takes place before or after the events on space station 13, not something the players should be doing.
So we end up with a mostly conflict-less shift, in which you did some menial task, had some pointless conversations, and didn't even get a decent ending.
And here's the worst part, so often with low threat shifts it only takes an inactive traitor or two to revert the entire station into a greenshift. If there are two traitors, and one gets caught and killed early on, and the other completes their theft objectives and then lays low for the rest of the shift, then boom we are back at the greenshift. Doomed to an eventual shuttle call out of boredom.