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if you could remove one job from the game what would it be

Posted: Tue Sep 13, 2022 12:29 pm
by cocothegogo
see above

(inb4 sec)

Re: if you could remove one job from the game what would it be

Posted: Tue Sep 13, 2022 1:12 pm
by HeyHey
There is no reason for Atmospheric techs and Engineers to be two separate jobs.

Re: if you could remove one job from the game what would it be

Posted: Tue Sep 13, 2022 1:34 pm
by Turbonerd
Virologist. Crew can't really interact with their diseases after they get them, such as being hygienic to slow down progression. The non antag gameplay of virologist is just stupid healing diseases, which is the least original content that could possibly get added, and has nothing to do with virology. We already have medbay for healing, we don't need other jobs to try and do medbay's job.

Re: if you could remove one job from the game what would it be

Posted: Tue Sep 13, 2022 2:30 pm
by Itseasytosee2me
Easily paramedic

Re: if you could remove one job from the game what would it be

Posted: Tue Sep 13, 2022 2:44 pm
by cocothegogo
hotharheyhey69 wrote: Tue Sep 13, 2022 1:12 pm There is no reason for Atmospheric techs and Engineers to be two separate jobs.
this post was made by remove atmos gang

Re: if you could remove one job from the game what would it be

Posted: Tue Sep 13, 2022 3:05 pm
by Drag
Virologist, we all know why.

Re: if you could remove one job from the game what would it be

Posted: Tue Sep 13, 2022 3:40 pm
by CPTANT
I am in favour of only having departmental access anyway.

Yes I would want there to be only Security, Engineering, Service, Science, medical and supply with subdivisions only for flavour.

Re: if you could remove one job from the game what would it be

Posted: Tue Sep 13, 2022 4:02 pm
by Super Aggro Crag
admin

Re: if you could remove one job from the game what would it be

Posted: Tue Sep 13, 2022 4:08 pm
by Misdoubtful
I'm surprised that geneticist is still its own job, the same way that viro is. If they were both merged into the 'main' job of their departments they might stop looking so devoid of content and more like a piece of the bigger picture. If they got beefier I'd obviously retract this.
Super Aggro Crag wrote: Tue Sep 13, 2022 4:02 pm admin
Dude, come on. What is a multi-day tirade going to accomplish?

Re: if you could remove one job from the game what would it be

Posted: Tue Sep 13, 2022 4:22 pm
by wesoda25
Atmos techs

Re: if you could remove one job from the game what would it be

Posted: Tue Sep 13, 2022 4:42 pm
by Nabski
Why do we keep having to have this thread?

Re: if you could remove one job from the game what would it be

Posted: Tue Sep 13, 2022 5:47 pm
by datorangebottle
virologist.
sitting around in a single room waiting for medbay to make a cure is not fun gameplay or an exciting story no matter how you spin it.
suffering from mega cough literally set you on fire super aids virus is not fun.
Nabski wrote: Tue Sep 13, 2022 4:42 pm Why do we keep having to have this thread?
better question, why haven't you removed the tree from your ass?
if you don't like a thread you don't have to interact with it.

Re: if you could remove one job from the game what would it be

Posted: Tue Sep 13, 2022 5:57 pm
by cocothegogo
Nabski wrote: Tue Sep 13, 2022 4:42 pm Why do we keep having to have this thread?
because i dont read the fourms religiously like the neckbeard you are which i am not because i dont read the fourms. noob

Re: if you could remove one job from the game what would it be

Posted: Tue Sep 13, 2022 6:30 pm
by Nabski
datorangebottle wrote: Tue Sep 13, 2022 5:47 pm virologist.
sitting around in a single room waiting for medbay to make a cure is not fun gameplay or an exciting story no matter how you spin it.
suffering from mega cough literally set you on fire super aids virus is not fun.
Nabski wrote: Tue Sep 13, 2022 4:42 pm Why do we keep having to have this thread?
better question, why haven't you removed the tree from your ass?
if you don't like a thread you don't have to interact with it.
I have to interact with it because everyone says my favorite job.

Re: if you could remove one job from the game what would it be

Posted: Tue Sep 13, 2022 6:49 pm
by Shadowflame909
Psychologist

I complained about it being a role with no content in the PR. But it caters to someone I guess.

Re: if you could remove one job from the game what would it be

Posted: Tue Sep 13, 2022 6:55 pm
by toemas
Viro

Re: if you could remove one job from the game what would it be

Posted: Tue Sep 13, 2022 8:24 pm
by Super Aggro Crag
Misdoubtful wrote: Tue Sep 13, 2022 4:08 pm I'm surprised that geneticist is still its own job, the same way that viro is. If they were both merged into the 'main' job of their departments they might stop looking so devoid of content and more like a piece of the bigger picture. If they got beefier I'd obviously retract this.
Super Aggro Crag wrote: Tue Sep 13, 2022 4:02 pm admin
Dude, come on. What is a multi-day tirade going to accomplish?
i wasn't being serious; it was a silly joke, sorry, next time i'll try to be more obviously jocular.

Re: if you could remove one job from the game what would it be

Posted: Tue Sep 13, 2022 10:46 pm
by Misdoubtful
Super Aggro Crag wrote: Tue Sep 13, 2022 8:24 pm
Misdoubtful wrote: Tue Sep 13, 2022 4:08 pm I'm surprised that geneticist is still its own job, the same way that viro is. If they were both merged into the 'main' job of their departments they might stop looking so devoid of content and more like a piece of the bigger picture. If they got beefier I'd obviously retract this.
Super Aggro Crag wrote: Tue Sep 13, 2022 4:02 pm admin
Dude, come on. What is a multi-day tirade going to accomplish?
i wasn't being serious; it was a silly joke, sorry, next time i'll try to be more obviously jocular.
All good, was just hoping things were chill.
Shadowflame909 wrote: Tue Sep 13, 2022 6:49 pm Psychologist

I complained about it being a role with no content in the PR. But it caters to someone I guess.
Where would this sit with things like mime, clown, curator?

Re: if you could remove one job from the game what would it be

Posted: Tue Sep 13, 2022 11:01 pm
by Super Aggro Crag
Misdoubtful wrote: Tue Sep 13, 2022 10:46 pm
Super Aggro Crag wrote: Tue Sep 13, 2022 8:24 pm
Misdoubtful wrote: Tue Sep 13, 2022 4:08 pm I'm surprised that geneticist is still its own job, the same way that viro is. If they were both merged into the 'main' job of their departments they might stop looking so devoid of content and more like a piece of the bigger picture. If they got beefier I'd obviously retract this.
Super Aggro Crag wrote: Tue Sep 13, 2022 4:02 pm admin
Dude, come on. What is a multi-day tirade going to accomplish?
i wasn't being serious; it was a silly joke, sorry, next time i'll try to be more obviously jocular.
All good, was just hoping things were chill.
Shadowflame909 wrote: Tue Sep 13, 2022 6:49 pm Psychologist

I complained about it being a role with no content in the PR. But it caters to someone I guess.
Where would this sit with things like mime, clown, curator?
im a man of peace now

Re: if you could remove one job from the game what would it be

Posted: Tue Sep 13, 2022 11:43 pm
by Pandarsenic
Paramedic, until the day I see it used to do actual Paramedic work instead of being all-access assistant.

Re: if you could remove one job from the game what would it be

Posted: Wed Sep 14, 2022 12:06 am
by RedBaronFlyer
Either paramedic or assistant

I'm a bit torn on paramedics because I like the idea of paramedics, but more often than not, I'll see paramedics acting just like assistants with additional access. Often times I just assume paramedics are traitors, and most of the time, I'm right. I kinda wish janitors had the absurd levels of access that paramedics get solely because I hate trying to get the AI's attention to open a door at peak hours so I can clean a room someone air tank suicided in.

I definitely hate assistants way more. So often, I'll see a midpop round (20-35-ish people) where there will be like, one or two people in every department, and then we'll have 10+ assistants all being shits. For whatever reason, assistants often just run around doing vaguely antag stuff and breaking into departments, then they'll get super hostile and start acting like children if you have the gaul to throw a greytider back into the hallway. Even more so if one of the sec officers tries to arrest them. I think the occasional greytide can be funny but there's this weird cultural thing on TG where people think that they can just be god-awful to be around solely because they are assistants. Doesn't help that from my experience assistants are the most violent, associal, and most metagame-y people on the station, often carrying around a pipe rifle, flashes, hand ties, etc. even on Manuel, where such behavior is supposed to be discouraged (or at least it was when I started playing there back in January). If one of the most common tips you see for starting out in SS13 is to NOT pick the starter job (and instead pick janitor), then something might be wrong. Part of this is solely because people will assume that you are there to be a shit if you're an assistant. I remember when I first started out people would attack me on sight when I was in a department I didn't have round-start access to because I was in assistant clothing while a guy teaching me how to do stuff had to repeatedly state that no, I wasn't being a shit and breaking in. Admittedly, there are rounds where I see assistants actually be assistants, or they just do some cool building project, but those few instances are few and far between.

Also, assistants are the most common people I see that will either wordlessly break into a department instead of just asking for something, or assume that just because the AI let them into a room that they're allowed in ("AI OPEN").

Re: if you could remove one job from the game what would it be

Posted: Wed Sep 14, 2022 12:31 am
by Itseasytosee2me
RedBaronFlyer wrote: Wed Sep 14, 2022 12:06 am Either paramedic or assistant

I'm a bit torn on paramedics because I like the idea of paramedics, but more often than not, I'll see paramedics acting just like assistants with additional access. Often times I just assume paramedics are traitors, and most of the time, I'm right. I kinda wish janitors had the absurd levels of access that paramedics get solely because I hate trying to get the AI's attention to open a door at peak hours so I can clean a room someone air tank suicided in.

I definitely hate assistants way more. So often, I'll see a midpop round (20-35-ish people) where there will be like, one or two people in every department, and then we'll have 10+ assistants all being shits. For whatever reason, assistants often just run around doing vaguely antag stuff and breaking into departments, then they'll get super hostile and start acting like children if you have the gaul to throw a greytider back into the hallway. Even more so if one of the sec officers tries to arrest them. I think the occasional greytide can be funny but there's this weird cultural thing on TG where people think that they can just be god-awful to be around solely because they are assistants. Doesn't help that from my experience assistants are the most violent, associal, and most metagame-y people on the station, often carrying around a pipe rifle, flashes, hand ties, etc. even on Manuel, where such behavior is supposed to be discouraged (or at least it was when I started playing there back in January). If one of the most common tips you see for starting out in SS13 is to NOT pick the starter job (and instead pick janitor), then something might be wrong. Part of this is solely because people will assume that you are there to be a shit if you're an assistant. I remember when I first started out people would attack me on sight when I was in a department I didn't have round-start access to because I was in assistant clothing while a guy teaching me how to do stuff had to repeatedly state that no, I wasn't being a shit and breaking in. Admittedly, there are rounds where I see assistants actually be assistants, or they just do some cool building project, but those few instances are few and far between.

Also, assistants are the most common people I see that will either wordlessly break into a department instead of just asking for something, or assume that just because the AI let them into a room that they're allowed in ("AI OPEN").
Most sane opinion on assistants?

Re: if you could remove one job from the game what would it be

Posted: Wed Sep 14, 2022 12:40 am
by RedBaronFlyer
Itseasytosee2me wrote: Wed Sep 14, 2022 12:31 am
RedBaronFlyer wrote: Wed Sep 14, 2022 12:06 am -Stuff-
Most sane opinion on assistants?
I guess a more levelheaded criticism of assistants would be "doesn't have a job loop which means that it indirectly encourages either doing pet projects (i.e building stuff), or getting into fights as a form of entertainment (hunting antags/picking fights with individuals or departments, usually security)"

Re: if you could remove one job from the game what would it be

Posted: Wed Sep 14, 2022 12:40 am
by Super Aggro Crag
i love playing paramedic the problem is your job is only in demand some of the time, i.e. when people are injured and incapable of moving to medbay on their own.

this is an issue because if you go to an injured person and ask to escort them to medbay they will say "busy" doing some project. Or they are dying and can't respond. If someone is dying, there are a few reasons why.

1. Hostile environment. This means you need to be prepped to deal with airlock shittery and possible fire/toxins/vacuum.
2. Someone murdered them. This means you might walk in on someone trying to fucking kill you too.

Your job is also done by moonlighters. I can't really complain about this, because what kind of asshole would I be if I told people they weren't allowed to drag injured people/corpses to medbay? That's stupid.

However, paramedic is a job I enjoy *because* its so low in demand. There's rounds where I can goof around and roleplay with people and then get an alert that someone needs help and I can go and do that and then go back to doing my job. I like doing this over doing medical doctor sometimes, which is either 1. sit in medbay doing nothing because no one is hurt. 2. wander around and get bitched at when someone is hurt and in medbay and they break stuff and steal things 3. spend 45 minutes struggling to do triage as people keep dumping dead bodies on me with no time to roleplay or do anything but desperately try to revive people before the shuttle gets here and constantly wrestle with half the fucking people I revived being SSD or braindead anyway so it was a fucking waste of time.

Re: if you could remove one job from the game what would it be

Posted: Wed Sep 14, 2022 12:50 am
by Vekter
I've been pushing for the removal of Assistant for ages. I just feel like it doesn't actually bring anything to the game aside from giving newbies a job to screw around as. Now that we have interns, that kind of functions as a new player experience anyway.

I've thought about doing something like a "focused Assistant" thing where they're assigned a department to report to, but I"m not 100% certain that'd fix anything. Goon has (or used to have) objectives for non-traitors and I think that'd help a lot in giving new players direction.

I think the real issue is a cultural thing with GREYTIDE etc. but there's no fixing that.

If removing Assistant wasn't on the board I feel like Paramedic is kind of useless but I'd way rather we implement things to make them more useful than remove them. It's a cool job and I really think it belongs, but it's just not fleshed out enough right now.

E: Replace Virologist with something, I've always been of the mindset that it's existence is only really justified for antags to fuck around with it, viruses are incredibly debilitating right now, and I feel like we could do more creative things than just "Andromeda Strain".

Re: if you could remove one job from the game what would it be

Posted: Wed Sep 14, 2022 2:05 am
by Super Aggro Crag
Vekter wrote: Wed Sep 14, 2022 12:50 am I've been pushing for the removal of Assistant for ages. I just feel like it doesn't actually bring anything to the game aside from giving newbies a job to screw around as. Now that we have interns, that kind of functions as a new player experience anyway.

I've thought about doing something like a "focused Assistant" thing where they're assigned a department to report to, but I"m not 100% certain that'd fix anything. Goon has (or used to have) objectives for non-traitors and I think that'd help a lot in giving new players direction.

I think the real issue is a cultural thing with GREYTIDE etc. but there's no fixing that.

If removing Assistant wasn't on the board I feel like Paramedic is kind of useless but I'd way rather we implement things to make them more useful than remove them. It's a cool job and I really think it belongs, but it's just not fleshed out enough right now.

E: Replace Virologist with something, I've always been of the mindset that it's existence is only really justified for antags to fuck around with it, viruses are incredibly debilitating right now, and I feel like we could do more creative things than just "Andromeda Strain".
if you offered assistants a reward for getting themselves assigned to a department they might want to do it more. I don't know but like maybe having a department head sort of like "adopt" an assistant and give them a pay boost and maybe easy access boost that can be taken away easily as well in case you get a shitter. that way you can quickly and easily assign assistants to something like Service Staff and have them help out making food deliveries or working in the kitchen or Technical Assistant giving them engie access so they can help patch broken wires and fix broken windows and whatnot cuz they'd have access to the lathe and materials. Don't know if this would step too much on other jobs but I think having the ability to say "Hey, i don't know what I want to do right now, let's see where the round takes me" and pop in and drop out of roles as you'd like/can get someone to agree to sponsor you as department member might help with people who play assistant cuz they don't want to be tied down too much. I don't think removing assistant entirely is a good idea because there's people who pick assistant cuz they just want to fuck around and forcing them to take an actual job slot just means now you have one less guy doing his job and fucking around instead. Maybe the job-sponsory-head system could be one of those tablet computer programs or something i dunno.

Re: if you could remove one job from the game what would it be

Posted: Wed Sep 14, 2022 2:09 am
by carshalash
Research Director.

Re: if you could remove one job from the game what would it be

Posted: Wed Sep 14, 2022 2:27 am
by Tastycasey
hotharheyhey69 wrote: Tue Sep 13, 2022 1:12 pm There is no reason for Atmospheric techs and Engineers to be two separate jobs.
I think armbands or other gear to identify which role in the department would be cool, but not being able to set air alarms as engineer is kinda silly

Re: if you could remove one job from the game what would it be

Posted: Wed Sep 14, 2022 2:48 am
by cybersaber101
Viro must perish of course, the most nothing of all jobs that's invisible until it hurts you.

Re: if you could remove one job from the game what would it be

Posted: Wed Sep 14, 2022 4:08 am
by RedBaronFlyer
Turbonerd wrote: Tue Sep 13, 2022 1:34 pm Virologist. Crew can't really interact with their diseases after they get them, such as being hygienic to slow down progression. The non antag gameplay of virologist is just stupid healing diseases, which is the least original content that could possibly get added, and has nothing to do with virology. We already have medbay for healing, we don't need other jobs to try and do medbay's job.
Slightly offtopic but sentient disease is probably up there as one of my least favorite antags (probably tied with progtraitors all being samey). It either gets cured in two minutes, or the chemist/virology makes a fucky wucky and medbay lobby becomes a hell of people on fire getting stun locked by coughing fits until someone finally decides to call the shuttle after two thirds of the crew has been killed. The most riveting counterplay for 99% of the crew is sitting in your department until some idiot decides to run right into you despite them being very clearly sick, and thus getting you sick as well. There was one round a few weeks ago where the sentient disease cure was made of two chemicals, one of which canceled out the other, making it impossible for people to be cured.

Re: if you could remove one job from the game what would it be

Posted: Wed Sep 14, 2022 4:24 am
by Super Aggro Crag
RedBaronFlyer wrote: Wed Sep 14, 2022 4:08 am
Turbonerd wrote: Tue Sep 13, 2022 1:34 pm Virologist. Crew can't really interact with their diseases after they get them, such as being hygienic to slow down progression. The non antag gameplay of virologist is just stupid healing diseases, which is the least original content that could possibly get added, and has nothing to do with virology. We already have medbay for healing, we don't need other jobs to try and do medbay's job.
Slightly offtopic but sentient disease is probably up there as one of my least favorite antags (probably tied with progtraitors all being samey). It either gets cured in two minutes, or the chemist/virology makes a fucky wucky and medbay lobby becomes a hell of people on fire getting stun locked by coughing fits until someone finally decides to call the shuttle after two thirds of the crew has been killed. The most riveting counterplay for 99% of the crew is sitting in your department until some idiot decides to run right into you despite them being very clearly sick, and thus getting you sick as well. There was one round a few weeks ago where the sentient disease cure was made of two chemicals, one of which canceled out the other, making it impossible for people to be cured.
yes

Re: if you could remove one job from the game what would it be

Posted: Wed Sep 14, 2022 4:29 am
by Misdoubtful
RedBaronFlyer wrote: Wed Sep 14, 2022 4:08 am
Turbonerd wrote: Tue Sep 13, 2022 1:34 pm Virologist. Crew can't really interact with their diseases after they get them, such as being hygienic to slow down progression. The non antag gameplay of virologist is just stupid healing diseases, which is the least original content that could possibly get added, and has nothing to do with virology. We already have medbay for healing, we don't need other jobs to try and do medbay's job.
Slightly offtopic but sentient disease is probably up there as one of my least favorite antags (probably tied with progtraitors all being samey). It either gets cured in two minutes, or the chemist/virology makes a fucky wucky and medbay lobby becomes a hell of people on fire getting stun locked by coughing fits until someone finally decides to call the shuttle after two thirds of the crew has been killed. The most riveting counterplay for 99% of the crew is sitting in your department until some idiot decides to run right into you despite them being very clearly sick, and thus getting you sick as well. There was one round a few weeks ago where the sentient disease cure was made of two chemicals, one of which canceled out the other, making it impossible for people to be cured.
The speed of disease curing is pretty unrealistic (weak) as it is and makes diseases and disease outbreaks a joke.

Imagine instead a system where someone has to actually fight off the disease where they can take one med to try and fight it off over time, and another to lessen (have them trigger less often) the symptoms. Or maybe a situation where some people may just be or become silent carriers.

The sky is the limit here

Re: if you could remove one job from the game what would it be

Posted: Wed Sep 14, 2022 7:40 am
by Imitates-The-Lizards
Remove Warden. It's not fun to sit in the brig for 30 minutes with 0 interactions, most of the time there are no prisoners to monitor, and it's very rare that subordinate secoffs will defer to you for sentencing, instead typically just slamming detainees into cells themselves. Warden is a glorified door opener for the armory. It's even worse if there's a HoS in the shift.

Re: if you could remove one job from the game what would it be

Posted: Wed Sep 14, 2022 8:38 am
by Pandarsenic
90% of the fun of Sentient Disease is naming yourself things like "Nuclear Authentication Disk" or "Huge Gamer Syndrome" and watching as all conversation around you goes to hell because nobody will take radio callouts of Huge Gamer Syndrome seriously

Re: if you could remove one job from the game what would it be

Posted: Wed Sep 14, 2022 1:06 pm
by cocothegogo
RedBaronFlyer wrote: Wed Sep 14, 2022 12:06 am Either paramedic or assistant

I'm a bit torn on paramedics because I like the idea of paramedics, but more often than not, I'll see paramedics acting just like assistants with additional access. Often times I just assume paramedics are traitors, and most of the time, I'm right. I kinda wish janitors had the absurd levels of access that paramedics get solely because I hate trying to get the AI's attention to open a door at peak hours so I can clean a room someone air tank suicided in.

I definitely hate assistants way more. So often, I'll see a midpop round (20-35-ish people) where there will be like, one or two people in every department, and then we'll have 10+ assistants all being shits. For whatever reason, assistants often just run around doing vaguely antag stuff and breaking into departments, then they'll get super hostile and start acting like children if you have the gaul to throw a greytider back into the hallway. Even more so if one of the sec officers tries to arrest them. I think the occasional greytide can be funny but there's this weird cultural thing on TG where people think that they can just be god-awful to be around solely because they are assistants. Doesn't help that from my experience assistants are the most violent, associal, and most metagame-y people on the station, often carrying around a pipe rifle, flashes, hand ties, etc. even on Manuel, where such behavior is supposed to be discouraged (or at least it was when I started playing there back in January). If one of the most common tips you see for starting out in SS13 is to NOT pick the starter job (and instead pick janitor), then something might be wrong. Part of this is solely because people will assume that you are there to be a shit if you're an assistant. I remember when I first started out people would attack me on sight when I was in a department I didn't have round-start access to because I was in assistant clothing while a guy teaching me how to do stuff had to repeatedly state that no, I wasn't being a shit and breaking in. Admittedly, there are rounds where I see assistants actually be assistants, or they just do some cool building project, but those few instances are few and far between.

Also, assistants are the most common people I see that will either wordlessly break into a department instead of just asking for something, or assume that just because the AI let them into a room that they're allowed in ("AI OPEN").
u better gtf out my thread with this horrible opinion. noob mfer

Re: if you could remove one job from the game what would it be

Posted: Wed Sep 14, 2022 1:37 pm
by nianjiilical
if i *had* to remove one it'd probably be virologist just because its a job that runs out of content 15 mins in and has nothing a doctor couldnt really do

people talking about removing assistant fail to realize that if you do all thats going to happen is people taking other jobs and then fucking off all shift, the role is a social necessity for people who want to play but just want to vibe and not commit to any one role
RedBaronFlyer wrote: Wed Sep 14, 2022 4:08 am
Turbonerd wrote: Tue Sep 13, 2022 1:34 pm Virologist. Crew can't really interact with their diseases after they get them, such as being hygienic to slow down progression. The non antag gameplay of virologist is just stupid healing diseases, which is the least original content that could possibly get added, and has nothing to do with virology. We already have medbay for healing, we don't need other jobs to try and do medbay's job.
Slightly offtopic but sentient disease is probably up there as one of my least favorite antags (probably tied with progtraitors all being samey). It either gets cured in two minutes, or the chemist/virology makes a fucky wucky and medbay lobby becomes a hell of people on fire getting stun locked by coughing fits until someone finally decides to call the shuttle after two thirds of the crew has been killed. The most riveting counterplay for 99% of the crew is sitting in your department until some idiot decides to run right into you despite them being very clearly sick, and thus getting you sick as well. There was one round a few weeks ago where the sentient disease cure was made of two chemicals, one of which canceled out the other, making it impossible for people to be cured.
sentient disease is the most "15% of the time you have the most fun ever at the expense of the crew, 35% of the time you instantly get owned with no recourse, 55% of the time you straight up do not get to play the antag because everyone is already infected with something or the first person you infect is robust" antag in the game and it needs a rework

Re: if you could remove one job from the game what would it be

Posted: Wed Sep 14, 2022 3:27 pm
by Shadowflame909
Imitates-The-Lizards wrote: Wed Sep 14, 2022 7:40 am Remove Warden. It's not fun to sit in the brig for 30 minutes with 0 interactions, most of the time there are no prisoners to monitor, and it's very rare that subordinate secoffs will defer to you for sentencing, instead typically just slamming detainees into cells themselves. Warden is a glorified door opener for the armory. It's even worse if there's a HoS in the shift.
might be more healthy for the game if we could remove sec off's access to the jail windoors and perma-brig cells unless its code red

Re: if you could remove one job from the game what would it be

Posted: Wed Sep 14, 2022 5:39 pm
by Epicgamer545
remove assistant, no balls

Re: if you could remove one job from the game what would it be

Posted: Wed Sep 14, 2022 5:43 pm
by san7890
Unemployment.

Re: if you could remove one job from the game what would it be

Posted: Wed Sep 14, 2022 5:53 pm
by Acer202
Merge engineering and atmos. Atmos already has engineering access, but not vice versa? Why?

Remove atmos tech.

Second pick is virology.

Re: if you could remove one job from the game what would it be

Posted: Wed Sep 14, 2022 6:02 pm
by Super Aggro Crag
atmos got engineering access because of the swap to the Superb Matter Engine.

Re: if you could remove one job from the game what would it be

Posted: Thu Sep 15, 2022 6:59 pm
by Shellton(Mario)
Security, freedom station when?

Re: if you could remove one job from the game what would it be

Posted: Thu Sep 15, 2022 11:37 pm
by Dax Dupont
Scientists, they're nerds and not even the cool ones like the robos

Re: if you could remove one job from the game what would it be

Posted: Fri Sep 16, 2022 1:19 am
by stairmaster
id remove lucy cicero