https://tgstation13.org/phpBB/viewtopic.php?f=10&t=9376 (Bullet point #4)
This thread focuses on what engineering could be like and where I need the most help in making it a reality. . One of the unhealthy things about SS13 gameplay is how some departments have an incentive to stick around (cargo, mining, science, parts of medbay, parts of service) whereas two major departments (engineering, security) are basically in peak condition 5 minutes into the round and only deteriorate from there. My proposal is that these two departments get unique currencies (call it a voucher) that can be earned by performing tasks related to good job performance and spent on unique and rewarding items.
Engineering would receive points for the following:
1) Excess Power. There would be a device added to all maps that would allow engineering to "export" surplus power. This is the most important mechanic because it encourages engineers to stay engaged and work on a long-term project even once the initial engine is set up. Engineers can spend their round optimizing the SM engine, wiring solars, adding extra solar panels, adding a second engine, utilizing and optimizing the turbine, and working with science to get advanced PACMEN online.
2) Atmos would have a system similar to the excess power mechanic that engineers have. Atmos would have "orders" for other corporations with that would adjust every ~10 minutes. The market would be a semi-random list of certain mixes with specific ratios, temperatures, and pressures. I think the simplest and most intuitive way to implement this would be to use canisters and a special machine that would consume the canisters and pay based on the price. The lower price items would be a simple mixes with wide tolerances for error, the highest price items would tend to be complex mixes at extreme temperatures with very precise ratios that can only be accomplished through advanced atmos wizardry. The market would only accept one canister for each order (to make the focus on quality and not canister spamming an easy mix).
3) Lack of air alarms and power alarms. Engineering would receive a fixed, periodic bonus that is reduced by air and power alarms. As an example: Every 5 minutes engineers would get 1,000 points. However this bonus drops by 50 for every air or power alarm. At 20 or more alarms there would be no bonus. Destroyed air/apc systems would count as alarms and should be appear on the power console as "not responding".
4) Engineering would also receive a similar bonus for the % of station APC's being charged. This would encourage engineering to be proactive about snipped wires and power problems before rooms start going dark.
5) Engineering would also receive a similar bonus for unhacked doors. This bonus would be reduced depending on the number of doors that have been emagged, cut power, cut bolts, and shocked. The CE would have a "tagger" (hell just make it his stamp) that could be used to mark hacked (not emagged) doors as "Certified" so engineering wouldn't be penalized for doors that have intentionally been hacked in a certain way.
6) There is a possibility for an "expansion" bonus, for adding a new room to the station with power and air. This bonus would be modest, akin to a participation medal, to prevent exploits. There could also be similar bonuses for transit tubes based on longest connected length (aside from the AI one). Finally there may be a "survey" that can be sent out to the various heads of staff every 15m or so asking the depts. to rate engineering's service. A bonus or penalty may be assessed depending on the outcome. These are the most theoretical ideas.
These rewards would need to be unique and powerful to justify engineers dedicating their rounds to these tasks. I believe that most of these rewards should come in "batches" to ensure that all participants are rewarded and not just the CE or whoever gets to the reward machine first. Ideas would include:
- Bluespace (ranged) RCD's, more efficient, higher capacity, faster channeling.
- Prototype hardsuits. Cutting edge hardsuits that do not slow indoors, have an internal jetpack, and a long cooldown (and briefly channeled) teleport that will go back to the engineering lobby and/or any room with a power/air alarm going off.
- Construction bomb. The room this bomb is detonated in will be restored to its roundstart condition (in terms of structures, turf, and machinery).
- Retirement capsule. Would deploy in space like the miner's capsule. This capsule would deploy into an engineer's paradise. A luxurious set of rooms with a relaxed vibe. A purchase would come with several single-use teleportation devices and the facility would be resilient to damage/attacks from the outside (at the very least it would have meteor shields and some defense mechanics). There would be a teleporter inside for anyone wishing to return to the station. The facility would also have an oversized escape pod with all the finest accommodations.
- Engi-Mechs. A set of mechs with all the latest in construction technology. Ranged RCD, ultra powerful air filtration pump, pressurization module for refilling a room's air supply, the most effective firefighting system to date, an omni-tool that can quickly change to various tools and possibly be used at range. Also, a breach protection system that would imitate the breach shield devices over a targeted area - and ion thrusters of course.
- Stungloves (wew lads)
- Reinforced Hardhats/Vests, protection that surpasses ordinary armor/helmets
- No-slow magboots
- High-capacity jetpack harnesses (think like the nukeop jetpack but with more air capacity than ordinary jetpacks)
- Auto-tile, a device that can be filled with any floor tile and instantly replace floor tiles with that type.
- Auto-light, a device that creates a new light from scratch on any wall in a powered area.
- Construction Materials
- Spare Hardsuits
- Construction nuke. Wew. The ultimate engineering reward, won't be seen in 99% of rounds. Restores the station's turf/structures to perfect condition, all machinery is repaired/upgraded with the best parts if they aren't already, atmos is restored, all walls/floored/windows become indestructible.