Salvager/Explorer Profession
- Luke Cox
- Joined: Sat Dec 06, 2014 8:52 am
- Byond Username: NocturnalQuill
- Location: Prisoner Transfer Room
Salvager/Explorer Profession
There is a hugely robust variety of locations outside of the station, and yet 99% of the time nobody touches them. This is a travesty. There should be a dedicated salvager or explorer profession. They would work under supply, and start with a space suit, a toolbelt, and maybe a jetpack. Perhaps a mass driver on the edge of the station, or a teleporter that by default can only teleport to a select few locations off-station for security reasons (perhaps an emag unlocks other restricted locations). In order to get back to the station, you'd have to fix up teleporters or do it the old fashioned way. Antagonist explorers would also have an interesting selection of tools at their disposal.
Exploring is a blast, and it's a shame it hardly ever happens. It only makes sense to have a profession that involves it.
Exploring is a blast, and it's a shame it hardly ever happens. It only makes sense to have a profession that involves it.
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- Joined: Fri Apr 18, 2014 6:40 pm
- Byond Username: Lo6a4evskiy
Re: Salvager/Explorer Profession
Join as assistants and fuck off from the station, nobody will mind.
- Saegrimr
- Joined: Thu Jul 24, 2014 4:39 pm
- Byond Username: Saegrimr
Re: Salvager/Explorer Profession
That'd give something to do on Z-7 at least.
Problem is what would distinguish this from an assistant that broke into EVA?
Problem is what would distinguish this from an assistant that broke into EVA?
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
- Luke Cox
- Joined: Sat Dec 06, 2014 8:52 am
- Byond Username: NocturnalQuill
- Location: Prisoner Transfer Room
Re: Salvager/Explorer Profession
Problem is, EVA is a highly sensitive area and even if you get permission, sec drags you off half the time. This profession legitimizes exploringLo6a4evskiy wrote:Join as assistants and fuck off from the station, nobody will mind.
Spacesuit would probably have a distinct look to it. Light on the helmet too.Saegrimr wrote:That'd give something to do on Z-7 at least.
Problem is what would distinguish this from an assistant that broke into EVA?
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- Joined: Fri Apr 18, 2014 6:40 pm
- Byond Username: Lo6a4evskiy
Re: Salvager/Explorer Profession
What's there to explore, everything has set coordinates that are known to everybody. Looting is what it is. I hardly think it's useful for anybody.Luke Cox wrote:This profession legitimizes exploring
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- Joined: Mon Nov 10, 2014 9:21 am
- Byond Username: Soulgamergod
Re: Salvager/Explorer Profession
Special suits with built in cameras. Perhaps this could be added with the "alien tech" reliquary idea suggested years ago. Salvage crew hunts the z-levels for xeno tech that is taken, studied, and replicated by R&D. God knows we need something to replace telecommsSaegrimr wrote:That'd give something to do on Z-7 at least.
Problem is what would distinguish this from an assistant that broke into EVA?
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- Joined: Wed Sep 17, 2014 6:07 pm
- Byond Username: Dezzmont
Re: Salvager/Explorer Profession
This idea is old as dirt, reasons it won't happen:
Removes players and resources from the round in a worse way than mining.
Is basically an alternate mining.
Z-levels are only interesting for 3 seconds.
Z-levels dont have many useful things on them.
A system like away missions put a ton of strain on mapping and coding.
Removes players and resources from the round in a worse way than mining.
Is basically an alternate mining.
Z-levels are only interesting for 3 seconds.
Z-levels dont have many useful things on them.
A system like away missions put a ton of strain on mapping and coding.
- Luke Cox
- Joined: Sat Dec 06, 2014 8:52 am
- Byond Username: NocturnalQuill
- Location: Prisoner Transfer Room
Re: Salvager/Explorer Profession
- Assistants do hardly anything as it is. May as well help them have some fun.dezzmont wrote:This idea is old as dirt, reasons it won't happen:
Removes players and resources from the round in a worse way than mining.
Is basically an alternate mining.
Z-levels are only interesting for 3 seconds.
Z-levels dont have many useful things on them.
A system like away missions put a ton of strain on mapping and coding.
- It is, and I think that's a good thing. Gives players some variety.
- Completely subjective. I think it's very fun personally.
- I slightly agree with this. I'd like to see more loot on abandoned stations
- Not really. Everything is already in place. Just touch up derelict a little, stash some loot here and there. All the hard work is already done.
- cedarbridge
- Joined: Fri May 23, 2014 12:24 am
- Byond Username: Cedarbridge
Re: Salvager/Explorer Profession
What's really stopping you from getting this set as a custom title at the HoP line with EVA access and fucking off into space with a toolbelt and a backpack? "Oh no sec will bust me." is a pretty lame excuse since even basic communication between yourself/the HoP/security would prevent this right out.
- Luke Cox
- Joined: Sat Dec 06, 2014 8:52 am
- Byond Username: NocturnalQuill
- Location: Prisoner Transfer Room
Re: Salvager/Explorer Profession
You give sec too much faith, my friend.cedarbridge wrote:What's really stopping you from getting this set as a custom title at the HoP line with EVA access and fucking off into space with a toolbelt and a backpack? "Oh no sec will bust me." is a pretty lame excuse since even basic communication between yourself/the HoP/security would prevent this right out.
I know it's perfectly easy to get access and go. What I'm saying is that a lot of the mechanics are already in place, and I think it's a waste not to integrate them into a full profession. Make a little room in supply for salvagers, give them their own spacesuits with their own sprites so the HoP doesn't have to grant random assistants access to a room full of traitor objectives, maybe toss a little more loot into derelict and the abandoned satellite, and you're good to go. You could argue that custom titles work for basically any RP job, but we still have them because they're fun.
- cedarbridge
- Joined: Fri May 23, 2014 12:24 am
- Byond Username: Cedarbridge
Re: Salvager/Explorer Profession
Except adding a job slot for a job that is literally "fuck off and return maybe never" is kinda pointless. The same thing could (and is) done by just using custom titles. There's really no reason to add another slot (or two) for something that's not really needed on-station any more than a second librarian.Luke Cox wrote:You give sec too much faith, my friend.cedarbridge wrote:What's really stopping you from getting this set as a custom title at the HoP line with EVA access and fucking off into space with a toolbelt and a backpack? "Oh no sec will bust me." is a pretty lame excuse since even basic communication between yourself/the HoP/security would prevent this right out.
I know it's perfectly easy to get access and go. What I'm saying is that a lot of the mechanics are already in place, and I think it's a waste not to integrate them into a full profession. Make a little room in supply for salvagers, give them their own spacesuits with their own sprites so the HoP doesn't have to grant random assistants access to a room full of traitor objectives, maybe toss a little more loot into derelict and the abandoned satellite, and you're good to go. You could argue that custom titles work for basically any RP job, but we still have them because they're fun.
Also, I don't have to have faith in sec beyond basic reading skills.
HoP: Stupid McGrifferson is a space explorer. He's grabbing eva gear. Don't rough him up unless you catch him fucking around elsewhere.
HoS: k
HoS: Don't pester Stupid, he's allowed to be in EVA. Keep the other shitters from following him in.
That easy. I've seen it happen and I've coordinated it myself. Takes exactly 10 seconds.
- Steelpoint
- Github User
- Joined: Thu Apr 17, 2014 6:37 pm
- Byond Username: Steelpoint
- Github Username: Steelpoint
- Location: The Armoury
Re: Salvager/Explorer Profession
Reminds me of a suggestion I gave at the start of last year, I'll post it from the old forums.
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I put forward the suggestion of an entire new department/job, the idea behind it is to scavenge abandoned ships and stations while occasionally fighting off hostile alien lifeforms. All while flying a Space Ship.
As a foreword, this can either become an entire new department or be attached to Cargo/Mining.
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The Core function of the Scavenge Department is, as the name suggests, Scavenging and reclaiming materials and equipment from a viarity of deep space locations, ranging for derelict Space Stations, abandoned Ships, Escape Pods and other varied locations. In order to do this the Scavengers employ the use of a outdated NanoTreasen Mk4 Exploration Ship as well as equipment to facilitate their scavenging.
SCAVENGING ASPECT
RESEARCH ASPECT
SCAVENGER EQUIPMENT
YOUR SHIP
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Yeah.
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I put forward the suggestion of an entire new department/job, the idea behind it is to scavenge abandoned ships and stations while occasionally fighting off hostile alien lifeforms. All while flying a Space Ship.
As a foreword, this can either become an entire new department or be attached to Cargo/Mining.
--------------------------------------------
The Core function of the Scavenge Department is, as the name suggests, Scavenging and reclaiming materials and equipment from a viarity of deep space locations, ranging for derelict Space Stations, abandoned Ships, Escape Pods and other varied locations. In order to do this the Scavengers employ the use of a outdated NanoTreasen Mk4 Exploration Ship as well as equipment to facilitate their scavenging.
SCAVENGING ASPECT
Spoiler:
RESEARCH ASPECT
Spoiler:
SCAVENGER EQUIPMENT
Spoiler:
Spoiler:
Yeah.
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- Joined: Wed Apr 30, 2014 3:16 am
- Byond Username: WJohnston
Re: Salvager/Explorer Profession
This would be a gigantic amount of work, and we have basically no space content or even infrastructure for good space content available to make this happen, on top of the whole ship-building stuff to do.
Apparently I was an director or something.
- cedarbridge
- Joined: Fri May 23, 2014 12:24 am
- Byond Username: Cedarbridge
Re: Salvager/Explorer Profession
You'd really have to impliment Z7 with a randomized or procedural loot table (so as to keep the "job" from just being a rote loot run every time) and give it a way to actually tie back to something on the station (probably research but maybe xeno or something.)
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- Joined: Fri Apr 18, 2014 6:40 pm
- Byond Username: Lo6a4evskiy
Re: Salvager/Explorer Profession
Why would you want jobs that are SUPPOSED to fuck off from the station?
People should not be bored of what's going on on the station. If they are, that's a problem, and we should be focusing on fixing it by improving station content, not give people even more excuse to fuck off and be absolutely useless for everyone whole round. We already have mining which is basically that anyway.
People should not be bored of what's going on on the station. If they are, that's a problem, and we should be focusing on fixing it by improving station content, not give people even more excuse to fuck off and be absolutely useless for everyone whole round. We already have mining which is basically that anyway.
- peoplearestrange
- Joined: Tue Apr 22, 2014 12:02 pm
- Byond Username: Peoplearestrange
- Location: UK
Re: Salvager/Explorer Profession
The problem with this is most of the game is based around a fairly small area. This is mainly due to actually not many people play this game (compared with an MMO) and if you start to spread players out over a larger area it starts to feel really empty really quickly. Exploration games are fun, but this is not a exploration game, its one based around interaction between other players (mainly). Buggering off into space, especially when it has a legitimate job title, spreads these interactions even more thinly.
Its also, as others have said, a shit load of mapping and coding and would be a HUGE update to the game that I really doubt anyone will put that much work into when there are so many other things to fix or smaller things to make.
Simply put, if you REALLY want to explore, be creative, ask the HoP for that job. Given enough reasoning and creativity you can make any job you really want. Or ask an admin to make you "officially" that job role for a role for a round, Some will probably help this happen.
Its also, as others have said, a shit load of mapping and coding and would be a HUGE update to the game that I really doubt anyone will put that much work into when there are so many other things to fix or smaller things to make.
Simply put, if you REALLY want to explore, be creative, ask the HoP for that job. Given enough reasoning and creativity you can make any job you really want. Or ask an admin to make you "officially" that job role for a role for a round, Some will probably help this happen.
Whatever
Spoiler:
- Steelpoint
- Github User
- Joined: Thu Apr 17, 2014 6:37 pm
- Byond Username: Steelpoint
- Github Username: Steelpoint
- Location: The Armoury
Re: Salvager/Explorer Profession
The problem is there's little to explore in the first place, and no real meaningful content to support that, even if we do get a expanded 7th Z-level, that would only help us get so far. Saying we can't have a exploration based job cause people will abandon the station is bollocks, just simply restricting the exploration levels to be only accessible to that job role would solve that.
Also, we get anywhere between 30 to 80 people on the server at most times, that's far more than most multiplayer servers. That number of people nicely fills up the station, having two to three people off station (or 6 if your including mining) ain't going to ruin the station's population.
But as noted, its a lot of work for a feature that's likely to never be accepted by the codebase anyway.
Also, we get anywhere between 30 to 80 people on the server at most times, that's far more than most multiplayer servers. That number of people nicely fills up the station, having two to three people off station (or 6 if your including mining) ain't going to ruin the station's population.
But as noted, its a lot of work for a feature that's likely to never be accepted by the codebase anyway.
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