New Job: Sulaco Engineer

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Fickmacher
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New Job: Sulaco Engineer

Post by Fickmacher » 07 Jun 2015, 19:02

Summary (a quick, 2-3 sentence summary): Add the Sulaco Engineer job.

Benefits (How this will benefit the server and game as a whole): It would add variety, and seems like it was sorta implemented already.

Details (Description of how you think this would work, the benefits, etc): So, we have Engineering gear already laying around Sulaco, but there are no Engineers. Are you going to tell me that Weyland wouldn't hire one Engineer to keep things running on the station? It makes RP sense, and with upgrading things, empty rooms, and the inevitable alien boarding, they would have lots to do.

Implementation (Optional, if you have an idea how to implement it): Just add it to the job list on the LO machine. Easy as that.
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Re: New Job: Sulaco Engineer

Post by TopHatPenguin » 07 Jun 2015, 19:03

Sulaco Engineer is already a job in the alpha so that they can keep track of the Sm so i think it should be ok for normal Sulaco.
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Re: New Job: Sulaco Engineer

Post by UnknownMurder » 07 Jun 2015, 19:11

Neutral. What would the purpose be then for normal Sulaco.
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Re: New Job: Sulaco Engineer

Post by TopHatPenguin » 07 Jun 2015, 19:24

UnknownMurder wrote: What would the purpose be then for normal Sulaco.
True i suppose... normal Sulaco doesn't exactly have a engine more of just a really high charged smes so.. yeah not really much to do besides renovating rooms which don't need it..
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Re: New Job: Sulaco Engineer

Post by Fickmacher » 07 Jun 2015, 19:25

UnknownMurder wrote:Neutral. What would the purpose be then for normal Sulaco.
For regular Sulaco? Researchers research, Medics heal, LOs get bored, and Commander commands. There's no other job on Sulaco that handles Engineering stuff.
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Re: New Job: Sulaco Engineer

Post by UnknownMurder » 07 Jun 2015, 19:32

Doesn't technology like handles everything for you? Admins fixes the atmospheric and seals breaches.
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Re: New Job: Sulaco Engineer

Post by TopHatPenguin » 07 Jun 2015, 19:54

Fick the point is as a Sulaco engineer on the current Sulaco, there is nothing for you to do as the power etc is all run by admins, the only thing you could do was make pointless offices and rooms etc.
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Re: New Job: Sulaco Engineer

Post by Juninho77 » 07 Jun 2015, 20:18

+1. Especially on high pop, the station usually gets fucked up. +2 if you could merge the profession to the janitor.
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Re: New Job: Sulaco Engineer

Post by UnknownMurder » 07 Jun 2015, 20:25

Junin. You misunderstand the point.. When we get the Sulaco Engineer in...

What's there for them to do?
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Re: New Job: Sulaco Engineer

Post by Juninho77 » 07 Jun 2015, 21:29

They could take in on janitor duties.

Plus, they'd keep stuff running smoothly.
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Re: New Job: Sulaco Engineer

Post by Anon McAnon » 07 Jun 2015, 21:43

+1 solely for the fact its a Sulaco job. The LO's, commander and Sulaco docs need more people to talk to while everyone else is busy dying. Those jobs are already called 'OOC: The Job' until the xenos invade, so populating the place is good. Plus, the squad engineers are typically busy or dead once xenos arrive. Sulaco engineers will be able to fix the holes in the walls that xenos make and help set up barricades if the squad engineers are busy.

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Re: New Job: Sulaco Engineer

Post by Fickmacher » 07 Jun 2015, 21:55

Anon McAnon wrote:+1 solely for the fact its a Sulaco job. The LO's, commander and Sulaco docs need more people to talk to while everyone else is busy dying. Those jobs are already called 'OOC: The Job' until the xenos invade, so populating the place is good. Plus, the squad engineers are typically busy or dead once xenos arrive. Sulaco engineers will be able to fix the holes in the walls that xenos make and help set up barricades if the squad engineers are busy.
This. But to address UM:

They could fix things busted from griefers or dumb scientists. They can also hack all of the vending machines to give more options, which is especially handy for medbay. Arguably, they could be more useful than researchers, who tend to cause more bad than good. They can also help lock anyone in who is mutinying, give more opportunities for RP, and get people into areas that are messed up. Plus if there's an atmos issue on Sulaco (which happens more than we'd like,) then someone would automatically be obligated to fix it as per their job, rather than admins just jumping in to magic away the no air.

As I've said, everything is already in place for them, we just need them to be officially recognized. I would put a limit on two for cap, but it would give us more to do, and would be really easy to implement.
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Re: New Job: Sulaco Engineer

Post by Juninho77 » 07 Jun 2015, 22:09

They'd also be very handy when this sort of stuff happened:
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No one but an engineer could get to that LO.
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Re: New Job: Sulaco Engineer

Post by apophis775 » 08 Jun 2015, 01:28

No.

There's going to be a sulaco engineer in the alpha, but no reason for one now.

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