Remove Engineering access for Squad Engineers

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Lycanthorph
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Remove Engineering access for Squad Engineers

Post by Lycanthorph » 05 May 2016, 15:21

Summary (a quick, 2-3 sentence summary): Exactly What It Says On The Tin. Too many times have I seen Squad Engineers abuse their Engineering access to steal vital materials and equipment from Engineering or outright mess with Engineering equipment and machines. Their usual excuse is "the Squad Engineer before me took all the plasteel/metal" if they're stealing metal/plasteel from Engineering or "the industrial welder is better than the standard-issue one" if they're stealing equipment (namely the Industrial Welders). If they want those materials/equipment, they should come to the Engineering front desk and ask for them ( with the Chief Engineer or technician or whoever is in charge of Engineering at the moment deciding whether or not to issue them the equipment/materials).

Benefits (How this will benefit the server and game as a whole): For starters, it would allow the Chief Engineer and his/her Technicians to focus on their engineering duties rather than keep having to watch over their materials like a hawk so some Squad Engineer doesn't just swoop in and grab them. And, of course, make sure they have the proper materials available for their Engineering duties.

Details (Description of how you think this would work, the benefits, etc): It's simple. Squad Engineers no longer have access to Engineering.

Implementation (Optional, if you have an idea how to implement it): Some coding, I presume.

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Edgelord
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Re: Remove Engineering access for Squad Engineers

Post by Edgelord » 05 May 2016, 16:07

My eyes roll out of their sockets when an MT or CE try and tell me that they need webbing vests and industrial welders more than Squad Engineers. You will never be able to tell me that the two jobs with the highest SSD rate in the entire game that generally see zero combat need that extra space or welder capacity? What the hell do you put in your webbing anyway? Cigarettes? Cleaner grenades? Is it that much of a pain to spend 30 seconds walking to get more fuel or to retrieve that item?

As a squad engineer the ONLY ammo I get to carry is the ammo that fits in my webbing and armor. And this is assuming I have another engineer to split the gear with. Two extra clips of ammo can make much more of a difference to me than it would for some glorified janitor (I like playing MT but let's be real here).

In regards to the metal I agree with you, I think metal should be in a secure crate that only the MTs and CE have access to. That is why we have several stacks of metal in our prep plus requisitions to get us started. But as for the rest of this I give a resounding

-1

edit: and now with the snow map I have to carry extra power cells. Further limiting my ammo capacity.
Last edited by Edgelord on 05 May 2016, 16:11, edited 1 time in total.
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ThatOneEngie
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Re: Remove Engineering access for Squad Engineers

Post by ThatOneEngie » 05 May 2016, 16:10

-1

Echo what Edgelord said
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Re: Remove Engineering access for Squad Engineers

Post by freemysoul » 05 May 2016, 16:14

+1 If you want more shit ASK, not just run in, grab it and Consider yourselves high and mighty, And 90% of the time ROs get MORE webbing anyway. My biggest problem with it though is not them taking the Industry welders or Webbings, it's them taking the Plasteel and Metal for REPAIRS of the Sulaco. you have access to the Engineering frequency litterally all you have to say is may I have the Plasteel please, If there's no Engineering ask the CO then it's down to them to replace it.

P.S. Yes I do play Squad Engineer. the difference I don't blunter and steal everything, I ask the Chief Engineer or Maintenance techs if I may take some.

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Lycanthorph
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Re: Remove Engineering access for Squad Engineers

Post by Lycanthorph » 05 May 2016, 16:56

The main problem I'm experiencing is S.E.s running in, acting like they own the place and taking what they want and insult the whole Engineering department when we complain about it (ICly). I understand that Marines (particularly special classes like Engineers and Medics) need the webbings ( considering I happen to play as one from time to time) and I'd be more than willing to provide it to them if they simply asked nicely.
I would settle for some kind of secure Engineering storage room (inside Engineering, maybe) where they'd keep their equipment and/or vital materials which only the Chief Engineer and Maintenance Technician(s) would have access to.

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Ms.Degrasse
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Re: Remove Engineering access for Squad Engineers

Post by Ms.Degrasse » 05 May 2016, 17:31

-1

Only because it would make those big areas really hard to defend in an eventual xenomorph invasion.

A combat engineer is actually the only person with access and proper equipment for resisting against them.

And nowadays, things are even worse with the CE and MTs not having access to prep room and firing range.
(What I was being discussed here -> http://colonial-marines.com/viewtopic.p ... moury+door )

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Re: Remove Engineering access for Squad Engineers

Post by qDan » 05 May 2016, 19:23

-1 because you can always order metal sheets from cargo for just 10p while marines need'em immediately from the start to set up FOB. Also, you dont need to repair anything if you are good as engineer and can handle SM while letting marines to pick useful things so xenos wont board Sualco to vandalize ship. Also if combat techs wouldnt be able to access both engibays literally nobody except officers will be able to reach you when youll get sucked in spehs, blown by engine or when aluems will come to facerape you. And trust me, command staff will prefer to SSD or barricade bridge instead of helping you.

Some kind of reserve sheets in CE office or deep in engine bay may be good addition but all main zones should be accessible by combat techs as well as all tools and materials. Also if you are not lazy, you can always pick all three stacks immediately after spawn and put in backpack which will be enough for a full length game.

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Re: Remove Engineering access for Squad Engineers

Post by Azmodan412 » 05 May 2016, 21:12

Along the same lines, remove OR access to squad medics.
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Varnock
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Re: Remove Engineering access for Squad Engineers

Post by Varnock » 05 May 2016, 21:19

Azmodan412 wrote:Along the same lines, remove OR access to squad medics.
They can get into the OR? That seems pretty strange. What about Chemistry? I seem to remember that being locked for them since they aren't allowed to do chems anymore, but I may just be mistaken since it's been a while since I played a medic over a doc.

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Re: Remove Engineering access for Squad Engineers

Post by Azmodan412 » 05 May 2016, 21:24

Varnock wrote: They can get into the OR? That seems pretty strange. What about Chemistry? I seem to remember that being locked for them since they aren't allowed to do chems anymore, but I may just be mistaken since it's been a while since I played a medic over a doc.
They can.
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Varnock
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Re: Remove Engineering access for Squad Engineers

Post by Varnock » 05 May 2016, 21:38

Azmodan412 wrote: They can.
I'd definitely throw support in on removing that access then, since that is clearly defined as against the rules anyways. As for the engineers and engineering... I don't play that job enough to weigh in there.

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Dyne
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Re: Remove Engineering access for Squad Engineers

Post by Dyne » 06 May 2016, 05:24

-1. Marines have access there for a reason.
And medics also have reasons for access to medical areas, bringing patients in and out, and (fighting aliums who decapped all the doctors).
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Re: Remove Engineering access for Squad Engineers

Post by Jeser » 06 May 2016, 12:55

Okay, well. I, personally, never take stuff from engineering on round start, only in endgame, when I need metal for dafenses.
  1. Webbings. This is pretty big BS thing, that we still have. No one still explained me, why MTs have brown vests and Squad engineers and medics don't. So, ofcourse, people is and WILL keep trying to sneak those, because they are pretty rare and cargo can only get one brown webbing per webbing crate.
  2. As someone mentioned, defending, searching for aliens will become a bit more difficult without access to engineering.
  3. Considering awful communication and coordination, yeah, it's easier for MTs/CE order metal and other materials, than for Squad engineers in AO. That's why for many engineers it seems pretty fair to take some stuff from Engineering.
  4. Last one. Welp. You can take access, but that will lead to increased amount of hacking, because, well, we are engineers, after all.
UPD.
Removing OR access for medics is a dumb idea, because aliens ve-e-ery like to go in there and murder docs and patients, sometimes it even can remain unnoticed for half an hour. Without medics with access, it will be pain in the ass to retrieve bodies from there.
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KittyLava
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Re: Remove Engineering access for Squad Engineers

Post by KittyLava » 06 May 2016, 23:31

Pretty sure the field engineers entering engineering require the CE, or MT's permission to take materials out from there, especially since they're higher in rank than the field medics. As for the brown webbing gear occasionally spawning, the MTs and CE likely have some additional gear they carry from the lockers ICly, or may require for ship related repairs to breaches. They're mostly there to ensure the ship runs optional and is within good status after all

Field engineers, you're carrying several heavy magazines, a gun or two in some cases, metal sheets, sometimes shotgun shells to heavy turret cases in your hand. It's much heavier than the MTs' and CE's common load, and that's not even getting toward all that armor on top. Honestly think the lighter webbing works out ICly for weight load, than the heavier just to add increasingly more weight. Besides that it seems more like an IC issue to be honest.



As for the Medics OR access, sometimes you've got as a doctor request for one to fill on field triage duty in Med bay. Handling cloning to cryo patients, escorting patients into the OR or rushing in to help stabilize as your doctors are over worked. Although they can't do surgery, you can stabilize marine patients by pills or injections, blood transfusion, why even tossing in some help with the doctor by observing vitals to keep them from going too critical.

Don't believe it's that complicated to prepare the patient for surgery in medbay for your doctor. Remove the bag, carefully securing an anesthetic solution with it's mask for the doctor, finally leaving them one body scan report before sounding off their next patient is all set.

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Re: Remove Engineering access for Squad Engineers

Post by Bath Salts Addict » 06 May 2016, 23:57

-1.

There's not much stuff MTs can carry in their webbing vests, and that's all Squad Engies walk into engineering for, anyways. In my experience as MT, I just need a bag and toolbelt and if I plan on cleaning, all the stuff I need goes in the cart.

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Re: Remove Engineering access for Squad Engineers

Post by LocalizedDownpour » 07 May 2016, 00:45

Who cares who needs it more.

You don't know you're going down to fight so the free webbing Engineers get is fine, Hell, medics don't even get that.

Point being. you're literally only going in there to steal things to better prepare yourself to fight aliens and that's meta as fuck.

Just saying.

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Re: Remove Engineering access for Squad Engineers

Post by Edgelord » 07 May 2016, 00:51

LocalizedDownpour wrote:Who cares who needs it more.

You don't know you're going down to fight so the free webbing Engineers get is fine, Hell, medics don't even get that.

Point being. you're literally only going in there to steal things to better prepare yourself to fight aliens and that's meta as fuck.

Just saying.
>Grabbing gear that lets you carry ammo is meta.

I understand locker dragging and shit like that but are you kidding me? Is it meta to bring guns or armor? How is it meta to grab something that lets you carry a reasonable amount of ammo?
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Re: Remove Engineering access for Squad Engineers

Post by LocalizedDownpour » 07 May 2016, 00:59

Edgelord wrote: >Grabbing gear that lets you carry ammo is meta.

I understand locker dragging and shit like that but are you kidding me? Is it meta to bring guns or armor? How is it meta to grab something that lets you carry a reasonable amount of ammo?
No. I'm saying it's meta to run into a place...like engineering...to grab a single vest, then you reasonably do not actually need, when you're not an MT.

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Re: Remove Engineering access for Squad Engineers

Post by Edgelord » 07 May 2016, 01:02

LocalizedDownpour wrote: No. I'm saying it's meta to run into a place...like engineering...to grab a single vest, then you reasonably do not actually need, when you're not an MT.
If we have access to it and it directly improves us from a disadvantaged state to one more on par with our responsibilities how do we not need it? Please enlighten me.
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Re: Remove Engineering access for Squad Engineers

Post by LocalizedDownpour » 07 May 2016, 01:07

Edgelord wrote: If we have access to it and it directly improves us from a disadvantaged state to one more on par with our responsibilities how do we not need it? Please enlighten me.
It's hardly disadvantaged. You have plenty of space for ammo. I play an Engineer all the time. The webbing holds plenty.

If you want disadvantaged play a medic that gets no webbing and is still expected to have a firearm.
It's gear for the techs to use, you honestly don't know from an IC standpoint if they need it or not, nor do you know from an IC standpoint that you need that much more ammo.

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Re: Remove Engineering access for Squad Engineers

Post by Jeser » 07 May 2016, 01:22

OKAY. I REALLY DIDN'T WANT TO GO INTO DETAILS.

So. You are the only engineer in your squad. (if there are two of you, it's becomes a bit more easier). Your loadout:
Backpack: 2 high-capacity cells, mine box, light replacer, stack of plasteel and one stack of metal (because taking both stacks of metal is a dick move).
Pockets: incendary grenade.
Webbing: two C4s and meson scanner.
In one of your hand there is a sentry box. Or you are pulling it, but this a bit riskier. Some chucklefuck can take it and you may even didn't notice this at that moment. (Actualy happened to me three times).

Spaces for mags: three + one in your backpack. It's assuming you won't take any flares which is bad idea, because they are, kinda, part of defenses, when you set up FoB. Of course, you can live with that. But in my experience, even if you will stay in FoB whole round till aliens will kick your ass out of planet, you still will need more. After first 20 minutes of deploying, I usually spend up to three mags.
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Re: Remove Engineering access for Squad Engineers

Post by Edgelord » 07 May 2016, 01:26

LocalizedDownpour wrote: It's hardly disadvantaged. You have plenty of space for ammo. I play an Engineer all the time. The webbing holds plenty.

If you want disadvantaged play a medic that gets no webbing and is still expected to have a firearm.
It's gear for the techs to use, you honestly don't know from an IC standpoint if they need it or not, nor do you know from an IC standpoint that you need that much more ammo.
Give me a scenario when an MT NEEDS webbing. And medics get the combat lifesaver bag, it's hard to feel bad for them when they have such a large container.
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Re: Remove Engineering access for Squad Engineers

Post by LocalizedDownpour » 07 May 2016, 02:03

I have no earthly idea. I don't play MT. I know that's a cop out excuse but an engineer could need it for anything. Breaches ect ect. They don't know why they'll need it.

Give me a reason why an engineer who knows nothing about what's on the planet or even if there is a sizeable threat needs to go deep into the MT section of the ship to swap their webbing with something else?

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Re: Remove Engineering access for Squad Engineers

Post by Edgelord » 07 May 2016, 02:12

LocalizedDownpour wrote:I have no earthly idea. I don't play MT. I know that's a cop out excuse but an engineer could need it for anything. Breaches ect ect. They don't know why they'll need it.

Give me a reason why an engineer who knows nothing about what's on the planet or even if there is a sizeable threat needs to go deep into the MT section of the ship to swap their webbing with something else?
Gladly, marines are there to fight people. They are under the assumption that there is either a technical failure or there has been some kind of violent attack. Combat engineers have to prepare for both situations. 3 clips in webbing and two in armor is hardly enough to fight any sustained engagement.

I really don't know if this is you being devil's advocate or what, I just don't see why someone who doesn't play MT would disagree on this. Does an engineer having enough ammo bother you? I legitimately don't understand.
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Re: Remove Engineering access for Squad Engineers

Post by LocalizedDownpour » 07 May 2016, 02:28

Devils advocate. I really don't care one way or another.

I just figure that if it's in their area it is for them. If engineers were ment to have a larger webbing vest, they'd have it.

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