Job position limitations

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Doc
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Job position limitations

Post by Doc » 21 Oct 2016, 00:20

Summary (a quick, 2-3 sentence summary): A number of jobs in the USCM are vital to the function of the round, and many of them require at least a mild understanding of how the faction works at its most basic level before they can be done well. An easy way to encourage more experience in lower ranks before allowing players to join in as the more advanced roles is to limit their access to those jobs until they've gotten enough experience- Now, this wouldn't be a LONG period of time, but enough to allow new players to find out what CM even is considering how vastly different it is compared to other SS13 servers.

Benefits (How this will benefit the server and game as a whole): Jobs such as Commander/XO, Requisitions Officer, CMO/Doctors, and Squad Leaders require a rather in-depth knowledge of how a CM round functions OOCly (and to a lesser extent, ICly) in order to do their jobs effectively. While this is, at times, part of the fun, it can also doom an entire round when less than a minute out of cryo, the actual Commander announces...
Command Announcement

today is a good day to die
..and they refuse to step down. After a certain time, perhaps this could be remedied with a mutiny, but a better alternative would be to at least attempt to avoid it entirely, as it's bad for both the RP and the game play of the round. Additionally, this is harder to deal with when it is, for example, the position of doctor, CMO, or CE, where a mutiny is harder to justify both ICly and OOCly. In this case, the bad effects of said players influence may not even show until later into the round- when no one is getting surgery, or the SM blows because the CE was going around opening all the O2 storage lockers instead of their job.

Details (Description of how you think this would work, the benefits, etc): The details wouldn't be particularly different from any other server's method of restricting access to roles- With the notable exception of being much SHORTER. The point isn't exactly to keep new players from the advanced roles of the server- it's to make sure players understand what the Colonial Marines server is at its base, and how it's vastly different rounds play out compared to normal SS13 servers, before they try to fulfill roles that can be difficult even for those who regularly play the server. That said, the 'timers' would probably range from 2-3 hours- essentially to force the new player into one or possibly two rounds as a lower role before attempting more complicated ones- to 18 hours, which should be about 7-9 rounds.

Implementation (Optional, if you have an idea how to implement it): First off, what probably SHOULDN'T have a restriction on it- Squad Marine (of course), Squad Medic, Squad Engineer, Cargo Technician, Bridge Officer, and Researcher (albeit a bit complicated, it isn't a very important or round-deciding role unless played VERY well, and allows new players who may have niche'd in science a role they may be more comfortable in compared to direct combat.)

After a relatively short period, a MAJORITY of the locked roles would be unlocked- this is just to ensure that the new player understands the vastly different qualities of the server before trying to play a role that may be familiar to them, but actually very different from what they may be on normal servers- such as Military Police, Doctor, or Maintenance Tech- and those that require a bit more general knowledge of the marines, such as Squad Leader, Specialist, Req Officer, Pilot Officer, and Corporate Liaison.

The last (and longest) grouping would be the 'leadership' positions that would require a comparatively in depth knowledge of both the general operation of the USCM, and the specifics functions of the roles they'd be leading, meaning the CO, XO, CMO, and CE. (Possibly, placing the XO somewhere in-between the two timed groups.)

This is, of course, a series of groupings that is ENTIRELY up to the administration and development staff, as I certainly don't have access to the statistics or knowledge of how new players learn their roles aside from my own personal experience and what I've seen in my past few months of play- The suggestion is rather meant to encompass the idea of restricting roles in general, and not meant to strictly adhere to those specific times or groups of roles I've listed.

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NoahKirchner
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Re: Job position limitations

Post by NoahKirchner » 21 Oct 2016, 01:31

I'm a bit neutral. When I started playing after like four days as a marine I hopped into squad leader (and didn't explode my squad) and that was a ton of fun, but I only had that fun and had that experience because I didn't have to wait a month to play it. If I would have had to there's a pretty decent chance that I would've never continued to play CM. I think having an incompetent person in a command/important role can make the round a fair bit more fun and I think putting this rule into place would lead to only like 6-7 people ever playing CO (and it'd be horrible for the medpop-lowpop rounds where you only get a CO halfway through if ever). But hay, just my jumbled thoughts and such ((also opening all the O2 lockers isn't the proper way to play CE?)) with some more specifics I'd consider it, depends heavily on the wait times.
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Re: Job position limitations

Post by Doc » 21 Oct 2016, 01:34

The way I placed it, the MAXIMUM time, for the Commander/CE/CMO positions, would be only around 6 long to 9 short rounds, which could easily be completed over just 2-3 days of decent free time- The MAJORITY of the roles would only require a couple (2-4) of rounds. This is, of course, entirely up to the Administration if they decide to implement it, but as I said this is much less trying to keep new people from higher positions so much as ensuring that new people understand the differences of CM and regular SS13 before attempting to play those roles.

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Re: Job position limitations

Post by NoahKirchner » 21 Oct 2016, 01:35

Doc wrote:The way I placed it, the MAXIMUM time, for the Commander/CE/CMO positions, would be only around 6 long to 9 short rounds, which could easily be completed over just 2-3 days of decent free time- The MAJORITY of the roles would only require a couple (2-4) of rounds. This is, of course, entirely up to the Administration if they decide to implement it, but as I said this is much less trying to keep new people from higher positions so much as ensuring that new people understand the differences of CM and regular SS13 before attempting to play those roles.
Then +1 yo ((huehue you also said 6-9))
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Re: Job position limitations

Post by Jroinc1 » 21 Oct 2016, 12:00

No timelock for entry-level jobs, 2-3 hours for intermediate, and 12-18 for advanced?
+1
This isn't a big hurdle, and it'll minimize one-shot high level griefers.
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Re: Job position limitations

Post by Biolock » 23 Oct 2016, 07:27

Always been a huge fan of age limits. That'd also keep the level of griefing a TINY bit lower, as someone who just wants to fuck things up wouldn't have as much access unless they were seriously committed (see: http://www.ss13.eu/wiki/index.php/Beyond_the_impossible)

+1
I'm stressing way too hard about what to put here, so I'm just gonna leave it blank.... or....

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Re: Job position limitations

Post by OatzAndHoes » 13 Nov 2016, 20:54

+1 for reasons already stated

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Re: Job position limitations

Post by Snypehunter007 » 03 Jun 2017, 03:33

Old, lack of continued interest.

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