Raising the bar on requirements
Posted: Sun Mar 14, 2021 9:40 pm
I'm in medbay as captain of the entire station dying and there's maybe five people who need medical attention, but one doctor. I noticed there was another medical doctor on the floor dying. Had the medical doctor fixed them up after me, there would be two medical doctors to fix everybody up, but instead, they literally went through all four of the others and by the time they made it to the other doctor, they weren't revivable anymore. There was no sense of priority other than "save the captain first", which I still didn't entirely agree with because I'm just able to call the shuttle and have people executed (like a boss). Another thing is that most doctors don't know to unbuckle people from stasis. In chemistry, there's a tutorial built into one of the machines on how acid and basic buffers work. This made me think that these same standards could be used in the holodeck for training. Another thing came to my attention, which is the fact that the game stat tracks players on how many times they beat bosses on lavaland. This gave me an idea, which is that you could stat track players on completion of various holodeck training courses. These stats can then be used to allow players to get behind the "wait timer" wall of playing a certain rank and to actually allow the player to have the skills they need before playing as that role.
Here is how it would be executed.
Players who unlocked a head of staff position will be able to make suggestions about specific skills players should have in order to play that role. When a specific role has its standards created, for example, players who play the head of security will suggest very specific skills for security officers, then the wait timer for the role will be replaced with an achievement requirement you can only get from the holodeck. If the holodeck explodes, then you can't get it, obviously. Once all achievements are met for a certain role, then the player gets to play that role. The standards are basic and advanced, in which players who just want to play security officer will only need the basic requirements in skills depending on what head of security players think. This turns playing roles into a technocracy without being a dictatorship, as anybody can unlock captain obviously. If a player wants to play the head of security, then they need basic skill requirements for that role. If a player wants to play captain, then they need skills for playing the captain in which captain players don't get to choose, but instead admins get to choose.
If this was to be a thing, then there would also be the option for players to argue about what "advanced" skills for specific roles should be, such as atmospheric technicians assembling the HFR, making hot ice by using specific techniques, making bz, ect. This doesn't mean players can't play as they've always been playing, however this would teach many players who can't learn on their own and don't want to read the wiki or anything, how to play the damn game.
Here is how it would be executed.
Players who unlocked a head of staff position will be able to make suggestions about specific skills players should have in order to play that role. When a specific role has its standards created, for example, players who play the head of security will suggest very specific skills for security officers, then the wait timer for the role will be replaced with an achievement requirement you can only get from the holodeck. If the holodeck explodes, then you can't get it, obviously. Once all achievements are met for a certain role, then the player gets to play that role. The standards are basic and advanced, in which players who just want to play security officer will only need the basic requirements in skills depending on what head of security players think. This turns playing roles into a technocracy without being a dictatorship, as anybody can unlock captain obviously. If a player wants to play the head of security, then they need basic skill requirements for that role. If a player wants to play captain, then they need skills for playing the captain in which captain players don't get to choose, but instead admins get to choose.
If this was to be a thing, then there would also be the option for players to argue about what "advanced" skills for specific roles should be, such as atmospheric technicians assembling the HFR, making hot ice by using specific techniques, making bz, ect. This doesn't mean players can't play as they've always been playing, however this would teach many players who can't learn on their own and don't want to read the wiki or anything, how to play the damn game.