Radman2307 Posted February 24, 2015 Posted February 24, 2015 (edited) Hey chaps, This is a suggestion I made many months ago that got a fair few folk on side but it's something I believe could really work well within SS13. Admin ran 'Productive Rounds' where the station as whole (and some individuals) receive objectives to complete. I often find myself getting annoyed with SS13 as there is generally a lack of motivation amongst the playerbase to get things done that frankly should be our core tasks when initially starting a round. This is generally the case because realistically for most players there is very little reason to get anything done! Every round seems to devolve into 'waiting for the station to go to hell' or 'waiting for the Antag to strike' and then of course waiting for the 'inevitable shuttle call.' Sometimes nothing of note happens at all and a 'crew transfer vote' is called where everyone is left scratching their collective heads "What was that all about?" Well I believe there is a very simple solution to this problem that being admin controlled 'Productive Rounds' where 'Station Wide' Objectives are set. I guess you could call them 'mini-events' as they should really be the norm and the aim of Nano-Transen at the start of every round, we're supposed to be working for a money grabbing corporate body anyway, why is it our corporate masters never seem to question the fact that NOTHING EVER gets shipped to them? No Plasma No Raw Materials No Smelted Materials No Manufactured Products No Grown Products ect Core Objectives could primarily be around mining, smelting a shipping but you could add all kinds of objectives, from research and development, patient care, construction, genome research through to fullfilling specific orders of food or plant types. You can also have your antags running around causing your usual problems but this would give the station more of a 'focus' at the start of the rounds and ultimately give the command staff some direction as to their leadership direction. I just figured it'd be a good way to get people motivated, admins/player heads could even expand this by awarding enthusiastic players with a little extra Karma for getting things done, alot can be said for an efficiently ran Cargo & Engineering bay. SS13 just seems at times to be so 'anti-team work' that there really is little point working with one another but its odd since alot of the nuts and bolts require team work in many respects. Throwing it open to the floor, Cheers, Radish Edited February 24, 2015 by Guest Link to comment https://www.paradisestation.org/forum/topic/3610-productive-roundsstation-objectives/ Share on other sites More sharing options...
Czardoc Posted February 24, 2015 Posted February 24, 2015 so ive been dicking around trying to find the code to enable job objectives (mainly the ones from robotics). We also shouldnt set these objectives to STATION WIDE, bc then when there's no miners its gonna be a shitfest. Things such as shipping plasma or making metal can be specific to cargo or mining. And there's no way to ship this shit to other vessels besides CC, and thats only for crew trasnfer. my two cents is tell our hops to make more announcements advocating mining. maybe you can add an objective to Miners that says "produce x amount of materials"? and same for botany Link to comment https://www.paradisestation.org/forum/topic/3610-productive-roundsstation-objectives/#findComment-23213 Share on other sites More sharing options...
Radman2307 Posted February 24, 2015 Author Posted February 24, 2015 Czardoc said: so ive been dicking around trying to find the code to enable job objectives (mainly the ones from robotics). We also shouldnt set these objectives to STATION WIDE, bc then when there's no miners its gonna be a shitfest. Things such as shipping plasma or making metal can be specific to cargo or mining. And there's no way to ship this shit to other vessels besides CC, and thats only for crew trasnfer. my two cents is tell our hops to make more announcements advocating mining. maybe you can add an objective to Miners that says "produce x amount of materials"? and same for botany Could the cargo ship not be coded to accept items listed as an objective? I thought the cargo ship already had the ability to 'take' Plasma and resources? Objectives such as mining, smelting ect should really be station wide since that is what the station is there for... If there arent any miners HoP could assign people the position as and when necessary - new players could be 'guided' towards the mining/cargo role, it isn't too intensive and you learn LOTS from playing it. It just gives departments something to do and the station something to work toward. Link to comment https://www.paradisestation.org/forum/topic/3610-productive-roundsstation-objectives/#findComment-23216 Share on other sites More sharing options...
veganzombeh Posted February 25, 2015 Posted February 25, 2015 I think this could potentially be a good gamemode. Maybe the station is given some sort of production quota via fax and there are repercussions if that quota is not delivered in a certain time? Link to comment https://www.paradisestation.org/forum/topic/3610-productive-roundsstation-objectives/#findComment-23319 Share on other sites More sharing options...
Deanthelis Posted February 26, 2015 Posted February 26, 2015 In my opinion, each department should have a list of objectives to complete, picked at random. They should have to do -something-, preferably two to three different things that intentionally take between half an hour to an hour for those exceptionally competent, and up to two hours for those who are new or particularly incompetent. Some examples by department: Cargo -Collect X number of hats -Accrue X amount of supply points -Produce X amount of Metal, Glass, Sandstone Blocks, Plasteel, etc. (any metal or whatever ordered does not count, even if sent back) Engineering -Reach X number of watts of power and maintain it for Y minutes -Ship X number of Y moles of Z gas mixture back to CC -Go without any atmosphere or power alarms for X number of minutes -Set up power on the abandoned construction site Science -Isolate X number of genes / a list of specific genes (including plant genes) -Produce X number of data disks of Y level of Z research -Max research (duh) -Produce X number of cyborgs -Produce X number of exosuits / a specific list of suits -Record an explosion of X size -Find X number of alien artifacts -Produce X number of Y slime cores Medical -Produce X amounts of Y chemical / a list of chemicals or mixtures thereof -Isolate X number of viral strains -Finish shift with X percentage of crew alive and/uninjured I can't think of much for medical that wouldn't prompt people to release viruses or beat people up to heal them tbh Security -Beat the clown X number of times / don't beat the clown more than x number of times (it depends, really) Like medical, prompting security with some kind of quota of prisoners would end REALLY badly Command -Provide a station - wide inspection document by X number of minutes into the shift -Recover X list of items from a gateway expedition Comdoms don't really produce anything either. Service -Cook X number of Y food items -Mix X number of Y drinks at the bar -Grow X number of Y plants -Allow no more than X number of messes at end of shift -Deliver X number of jokes to cent com by fax -Honk X number of times -Play for X number of minutes on the space violin or piano And so on and so forth. Antagonist objectives could be job specific too; namely, preventing certain crew objectives from happening. They can also have all the normal objectives too, so it becomes security, command and medicals job to keep things in line while the productive departments produce stuff. Just spitballing here. The biggest most important change with this is that rounds CANNOT end when antagonists are all dead. The crew should get to try to succeed at their jobs regardless, since it's not like NT would just go 'oh, you killed a wizard. No more production quota for your shift! Everybody go home! " Link to comment https://www.paradisestation.org/forum/topic/3610-productive-roundsstation-objectives/#findComment-23349 Share on other sites More sharing options...
Radman2307 Posted February 26, 2015 Author Posted February 26, 2015 Deanthelis said: In my opinion, each department should have a list of objectives to complete, picked at random. They should have to do -something-, preferably two to three different things that intentionally take between half an hour to an hour for those exceptionally competent, and up to two hours for those who are new or particularly incompetent. Some examples by department: Cargo -Collect X number of hats -Accrue X amount of supply points -Produce X amount of Metal, Glass, Sandstone Blocks, Plasteel, etc. (any metal or whatever ordered does not count, even if sent back) Engineering -Reach X number of watts of power and maintain it for Y minutes -Ship X number of Y moles of Z gas mixture back to CC -Go without any atmosphere or power alarms for X number of minutes -Set up power on the abandoned construction site Science -Isolate X number of genes / a list of specific genes (including plant genes) -Produce X number of data disks of Y level of Z research -Max research (duh) -Produce X number of cyborgs -Produce X number of exosuits / a specific list of suits -Record an explosion of X size -Find X number of alien artifacts -Produce X number of Y slime cores Medical -Produce X amounts of Y chemical / a list of chemicals or mixtures thereof -Isolate X number of viral strains -Finish shift with X percentage of crew alive and/uninjured I can't think of much for medical that wouldn't prompt people to release viruses or beat people up to heal them tbh Security -Beat the clown X number of times / don't beat the clown more than x number of times (it depends, really) Like medical, prompting security with some kind of quota of prisoners would end REALLY badly Command -Provide a station - wide inspection document by X number of minutes into the shift -Recover X list of items from a gateway expedition Comdoms don't really produce anything either. Service -Cook X number of Y food items -Mix X number of Y drinks at the bar -Grow X number of Y plants -Allow no more than X number of messes at end of shift -Deliver X number of jokes to cent com by fax -Honk X number of times -Play for X number of minutes on the space violin or piano And so on and so forth. Antagonist objectives could be job specific too; namely, preventing certain crew objectives from happening. They can also have all the normal objectives too, so it becomes security, command and medicals job to keep things in line while the productive departments produce stuff. Just spitballing here. The biggest most important change with this is that rounds CANNOT end when antagonists are all dead. The crew should get to try to succeed at their jobs regardless, since it's not like NT would just go 'oh, you killed a wizard. No more production quota for your shift! Everybody go home! " I quite like this suggestion, I just think the current setup doesnt encourage the crew to actually do their job, it stiffles gameplay and hinders players actually LEARNING the mechanics of the game. Link to comment https://www.paradisestation.org/forum/topic/3610-productive-roundsstation-objectives/#findComment-23416 Share on other sites More sharing options...
johannhawk Posted February 26, 2015 Posted February 26, 2015 I THINK these are fairly straightforward and wont ruin anything at all...but would need coding. security: stuff at least one living antag into the shuttle brig (duh) and READ THE LAWBOOK and follow SoP cargo: collect X amount of profit points (not sure how we code that) medical: make sure there are less than X (depending on crew size) amount of corpses hanging around, corpses in morgue are not included. edit: also that a X amount of people are 100% uninjured depending on crew size. research: send research notes/artifact/sciency RnD things to NT (will help QM) janitor: make sure this station doesnt accumulate more than X amount of messes (based on crew size and made easier depending on random events like meaty ores) chef/botany: help QM with profit points (bonus points if its mutated or very well cooked) engineering: just...keep the power on leadership roles/the station in general: get X amount of points (the ones that show up when the round ends) that are heavily supported if other departments finished their objectives bluesheild: make sure your VIPs are alive and well and that they get to centcomm to get X amount of points (capt = 4 points, heads = 2, other VIPs = 1. something like that...) barman/civillian/librarian/chaplain/clown/mime/NT rep objectives would be too vague and pointless so they get to do whatever. Link to comment https://www.paradisestation.org/forum/topic/3610-productive-roundsstation-objectives/#findComment-23423 Share on other sites More sharing options...
Radman2307 Posted February 26, 2015 Author Posted February 26, 2015 johannhawk said: I THINK these are fairly straightforward and wont ruin anything at all...but would need coding. security: stuff at least one living antag into the shuttle brig (duh) and READ THE LAWBOOK and follow SoP cargo: collect X amount of profit points (not sure how we code that) medical: make sure there are less than X (depending on crew size) amount of corpses hanging around, corpses in morgue are not included. edit: also that a X amount of people are 100% uninjured depending on crew size. research: send research notes/artifact/sciency RnD things to NT (will help QM) janitor: make sure this station doesnt accumulate more than X amount of messes (based on crew size and made easier depending on random events like meaty ores) chef/botany: help QM with profit points (bonus points if its mutated or very well cooked) engineering: just...keep the power on leadership roles/the station in general: get X amount of points (the ones that show up when the round ends) that are heavily supported if other departments finished their objectives bluesheild: make sure your VIPs are alive and well and that they get to centcomm to get X amount of points (capt = 4 points, heads = 2, other VIPs = 1. something like that...) barman/civillian/librarian/chaplain/clown/mime/NT rep objectives would be too vague and pointless so they get to do whatever. Exactly it is about adding direction to the players who aren't antags, adding a sense of purpose and direction to the station. Actually have goals in place for people to follow and the general to crack on with. Link to comment https://www.paradisestation.org/forum/topic/3610-productive-roundsstation-objectives/#findComment-23449 Share on other sites More sharing options...
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