Job abilities
- calzilla1
- Joined: Wed Jun 01, 2016 5:55 pm
- Byond Username: Calzilla1
Job abilities
Like the mime ,there should be abilities for some more jobs. The chef, for instance, could be the only one to sharpen things, and the whet some could have multiple uses. The Roboticist could be a lot more quick when augmenting. The assistant could have seizures every 5 seconds. Security could punch harder, ect.
Life is too short for anything meaningful and too long for anything memeingful
Super Aggro Crag wrote: The best shitpost youll ever be responsible for will be your obituary.
Quality debate brought to you by ColonicAcid wrote:imagine having this little empathy
do you have autism bud? does your brain not see these people as humans? are they just a faceless statistic to you?
- Wyzack
- Joined: Fri Apr 18, 2014 11:32 pm
- Byond Username: Wyzack
Re: Job abilities
Eh, i think unless it is purely small and mostly useless things it is a bad idea and will only cause powergame problems. We do actually have a few though. There is mime/clown uniqueness, plus bartenders can throw glasses and have the contents not spill
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
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Arthur Thomson catches fire!
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Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
EngamerAzari's real number one fangirl <3Kor wrote:I wish Wyzack was still an admin.
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- Anonmare
- Joined: Sun Mar 15, 2015 8:59 pm
- Byond Username: Anonmare
Re: Job abilities
Engineers/Atmos techs could start with their notes containing what the door wires are.
Chemists could be able to identify what a chemical mixture is primarily composed of (A beaker containing 35u of iron and 15u of water that's examined by a chemist will let them deduce that 35u is iron with the remainder being unknown).
Librarians can summon a copy of WGW on a cooldown at will.
Detectives gets intuition and can examine a crime scene without a forensic analyzer but can only tell who 'last' touched whatever they're examining.
Virologists start with immunity to the common cold and any other disease that's similar to it.
Medical doctors are marginally faster at surgery.
Chemists could be able to identify what a chemical mixture is primarily composed of (A beaker containing 35u of iron and 15u of water that's examined by a chemist will let them deduce that 35u is iron with the remainder being unknown).
Librarians can summon a copy of WGW on a cooldown at will.
Detectives gets intuition and can examine a crime scene without a forensic analyzer but can only tell who 'last' touched whatever they're examining.
Virologists start with immunity to the common cold and any other disease that's similar to it.
Medical doctors are marginally faster at surgery.
- calzilla1
- Joined: Wed Jun 01, 2016 5:55 pm
- Byond Username: Calzilla1
Re: Job abilities
What about the chaplain? 2 whole game modes revolve around him and his powers!Wyzack wrote:Eh, i think unless it is purely small and mostly useless things it is a bad idea and will only cause powergame problems. We do actually have a few though. There is mime/clown uniqueness, plus bartenders can throw glasses and have the contents not spill
Life is too short for anything meaningful and too long for anything memeingful
Super Aggro Crag wrote: The best shitpost youll ever be responsible for will be your obituary.
Quality debate brought to you by ColonicAcid wrote:imagine having this little empathy
do you have autism bud? does your brain not see these people as humans? are they just a faceless statistic to you?
- Dagdammit
- Joined: Fri Sep 09, 2016 12:42 am
- Byond Username: Dagdammit
Re: Job abilities
I'm fine with status quo on this one. Chaplain and comic relief are exceptions which prove the rule.
- Drynwyn
- Joined: Fri Apr 18, 2014 5:09 pm
- Byond Username: Drynwyn
Re: Job abilities
To be honest rather than granting special powers we should make people unable to use complex equipment not associated with their job. Lifeweb did it with it's skill system, and it worked way better than I expected. It turned out that when people knew they would need someone else, not just the machines in their workplace, they tend to act less shitty to them.
Of course actually getting this in game would cause riots, the server would burn down, etc etc etc.
Of course actually getting this in game would cause riots, the server would burn down, etc etc etc.
In game, I play the A.I Firmware, the French cyborg C.U.R.I.E, Aubrie Allen, and the lizard scum Skulks-Through-Maintenance.
-
- Joined: Fri Mar 20, 2015 5:07 pm
- Byond Username: TheNightingale
Re: Job abilities
Not being able to use machines unrelated to your job ruins skeleton crews, who probably don't even have all the jobs in the first place. What if you need power, but there's no engineer?
- Drynwyn
- Joined: Fri Apr 18, 2014 5:09 pm
- Byond Username: Drynwyn
Re: Job abilities
Engineers are the only job that completely screws the station if they don't do five minutes of work. Frankly, I think the engine in particular is a problem, it should start set up but for pressing the button on the PA (which you could let non-engineers do.)TheNightingale wrote:Not being able to use machines unrelated to your job ruins skeleton crews, who probably don't even have all the jobs in the first place. What if you need power, but there's no engineer?
For every other job, the answer is "Live without it, you don't need to be everything at all times."
In game, I play the A.I Firmware, the French cyborg C.U.R.I.E, Aubrie Allen, and the lizard scum Skulks-Through-Maintenance.
- Anonmare
- Joined: Sun Mar 15, 2015 8:59 pm
- Byond Username: Anonmare
- Dagdammit
- Joined: Fri Sep 09, 2016 12:42 am
- Byond Username: Dagdammit
Re: Job abilities
Learning to wire them is engineering 101, as CE I have the novices start with that before they ever touch tesla or sing. Half the veteran engineers will default to wiring solars as soon as they've set up engine and backup power.Anonmare wrote:People have forgotten how to work the solars nowadays.
Or are you talking about the good old days when you had to rotate their direction by hand or something?
Hell no, the entire point of the PA engines is that it's this long series of steps and if you fuck something up the whole station's in big trouble. Like.... the primary value isn't that the sing DOES get unleashed, it's that it COULD.Drynwyn wrote:Engineers are the only job that completely screws the station if they don't do five minutes of work. Frankly, I think the engine in particular is a problem, it should start set up but for pressing the button on the PA (which you could let non-engineers do.)TheNightingale wrote:Not being able to use machines unrelated to your job ruins skeleton crews, who probably don't even have all the jobs in the first place. What if you need power, but there's no engineer?
I do wish there was something you could do once it was unleashed, mind. Some kind of reasonably doable measure that, once deployed, would keep sing from eating much more than it has already. Tesla has something like that, admittedly.
And yes, station is kinda screwed if Engineers don't engineer and the Heads fail to do something about it, but... that's kind of the premise of what an engineer is. It's like complaining that sec can brig people, they're station security, that's what a space station's security would DO.
- Kel-the-Oblivious
- Joined: Mon Nov 23, 2015 7:32 pm
- Byond Username: Kel the Oblivious
Re: Job abilities
CIVILLIAN
Chef is only one able to sharpen items
Botanist slowly heal brain damage when exposed to space drugs
Bartender keeps throw without spilling, and heals stamina damage from booze
Mime is fine
Clown heals 5 of all damage if someone laugh emotes within 5 squares of them
Janitor deal an extra 5 stamina damage when attacking with their mop.
CARGO
Quartermaster is PDA messaged every purchase
Cargo techs are not blocked by crates.
Miners are special snowflakes as it is.
SECURITY
Security is 1/4 faster at putting on handcuffs/zipties
Warden is immune to flashes even without sunglasses.
HoS does extra damage with harmbatons.
Detective can partially forensic scan, seeing the last to touch the object
Lawyer get OBJECTION power, which forces all security forces to holster their weapons. Long cooldown
MEDICAL
Medical doctors don't need medical scanners to see which limbs are damaged, or if they are suffering from toxin or O2 damage when examined
Geneticist gets minor resistance to radiation damage.
Virologist are immune to common diseases.
Chemists get the barkeeps "Thrown containers don't spill" power
CMO is much faster at surgery
Engineering
Engineers automatically know door and vending machine wires.
Chief Engineer builds everything faster.
Atmos techs heal a small amount of brute and burn damage when breathing plasma.
SCIENCE
Scientists get a small hud indicator for which direction an explosion comes from
RD doesn't need science googles to know the tech levels of examined items
Roboticist perform augmention surgery slightly faster
Random thoughts for this thread.
Chef is only one able to sharpen items
Botanist slowly heal brain damage when exposed to space drugs
Bartender keeps throw without spilling, and heals stamina damage from booze
Mime is fine
Clown heals 5 of all damage if someone laugh emotes within 5 squares of them
Janitor deal an extra 5 stamina damage when attacking with their mop.
CARGO
Quartermaster is PDA messaged every purchase
Cargo techs are not blocked by crates.
Miners are special snowflakes as it is.
SECURITY
Security is 1/4 faster at putting on handcuffs/zipties
Warden is immune to flashes even without sunglasses.
HoS does extra damage with harmbatons.
Detective can partially forensic scan, seeing the last to touch the object
Lawyer get OBJECTION power, which forces all security forces to holster their weapons. Long cooldown
MEDICAL
Medical doctors don't need medical scanners to see which limbs are damaged, or if they are suffering from toxin or O2 damage when examined
Geneticist gets minor resistance to radiation damage.
Virologist are immune to common diseases.
Chemists get the barkeeps "Thrown containers don't spill" power
CMO is much faster at surgery
Engineering
Engineers automatically know door and vending machine wires.
Chief Engineer builds everything faster.
Atmos techs heal a small amount of brute and burn damage when breathing plasma.
SCIENCE
Scientists get a small hud indicator for which direction an explosion comes from
RD doesn't need science googles to know the tech levels of examined items
Roboticist perform augmention surgery slightly faster
Random thoughts for this thread.
The master splicer, the bitch queen of mining, and some crazy ligger peddling you medicinal marijuana.
Super Aggro Crag wrote:Kel is a genuine Cool Oldfag
- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
Re: Job abilities
Chemists should also have a slightly higher reagent cap within their bodies.
- kevinz000
- Joined: Fri Nov 14, 2014 8:41 am
- Byond Username: Kevinz000
- Github Username: kevinz000
- Location: Dorm Room 3
Re: Job abilities
I hope you're joking about half of them
Local catgirl scratching post - Shezza
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
NSFW:
-
- Github User
- Joined: Mon Nov 09, 2015 2:27 pm
- Byond Username: Slignerd
- Github Username: Slignerd
Re: Job abilities
Lawyers should be able to make objection bubbles appear on top of the selected tile, so that they can object right into people's faces.
It would appear that I'm a high RP weeb who hates roleplay and anime.
- kevinz000
- Joined: Fri Nov 14, 2014 8:41 am
- Byond Username: Kevinz000
- Github Username: kevinz000
- Location: Dorm Room 3
Re: Job abilities
1000 not enough?DemonFiren wrote:Chemists should also have a slightly higher reagent cap within their bodies.
Local catgirl scratching post - Shezza
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
NSFW:
- Wyzack
- Joined: Fri Apr 18, 2014 11:32 pm
- Byond Username: Wyzack
Re: Job abilities
Give detectives a slightly higher alcohol tolerance please
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
certified good poster
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
EngamerAzari's real number one fangirl <3Kor wrote:I wish Wyzack was still an admin.
certified good poster
- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
Re: Job abilities
5000 would be better.kevinz000 wrote:1000 not enough?DemonFiren wrote:Chemists should also have a slightly higher reagent cap within their bodies.
- PKPenguin321
- Site Admin
- Joined: Tue Jul 01, 2014 7:02 pm
- Byond Username: PKPenguin321
- Github Username: PKPenguin321
- Location: U S A, U S A, U S A
Re: Job abilities
the inherent issue with job abilities is that 1. it makes them harder to disguise as them 2. it keeps other players from taking them and exploiting them for their own purposes, limiting gameplay potential. this isn't true for everything, of course, such as the clown causing the singularity to grow/shrink at random when eaten. lawyer's unique speech bubbles is a good example, as it's tied to a jumpsuit attachment instead of being built in. bartender's throw-without-spilling ability should really be moved to gloves or something.
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
- Anonmare
- Joined: Sun Mar 15, 2015 8:59 pm
- Byond Username: Anonmare
Re: Job abilities
Job abilities really should be minor and/or difficult to confirm they have or not, like a viro's common disease immunity.
Also it's metagaming to act on a clown who isn't clumsy (traitor and changeling clowns don't have the clumsiness disability) so we could probably extend that rule without too much issue. The Clown's clumsiness doesn't spring up too often usually so job abilities shouldn't be more noticeable than that.
Also it's metagaming to act on a clown who isn't clumsy (traitor and changeling clowns don't have the clumsiness disability) so we could probably extend that rule without too much issue. The Clown's clumsiness doesn't spring up too often usually so job abilities shouldn't be more noticeable than that.
- Wyzack
- Joined: Fri Apr 18, 2014 11:32 pm
- Byond Username: Wyzack
Re: Job abilities
that is why i think det's alcohol resistance would be a good one, it is easy to fake
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
certified good poster
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
EngamerAzari's real number one fangirl <3Kor wrote:I wish Wyzack was still an admin.
certified good poster
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