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Posted

It'd be pretty nifty if the crew itself could be assigned objectives without being antagonists(perhaps by department, even), or perhaps gamemodes focused around larger objectives, such as "Finish the construction site", or "Repair the damage done when a previous crew lost control of the singularity", or "Find the syndicate station and clean it out of syndies". Things like that, that could give the crew a more unified direction to go in, and perhaps the antagonist objectives become more centered on sabotaging those efforts. It could be neat for the crew to have some more urgent goal than to screw around with their roles until the station blows up. Also drones should get a built in magboot function.

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Posted

 

This actually exists, i had a thread open several months ago regarding job objectives anno the roboticist build 2 cyborgs and a ripley, and science, max all research.

 

Like Cargo spending 500 points, Engineering having the singularity run by rounds end, medical officers having healed at least 10 different people, chemists having the chem-vend stocked with at least 20 chems. Mining, mining for at least 10k points, and botany to something along the same thing. HoP Make sure Ian lives, CMO make sure Runetime lives, RD free Lamarr, Captain protect renault, also, the nuke disk. Warden, make sure armory got everything that belongs there inside there by rounds end, etc etc etc.

 

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Posted

I was actually already aware of those, but as it stands, they're so disconnected from any sense of urgency nobody really cares if they're completed, maybe because it doesn't really count as a 'loss' if they aren't finished. At the end of the day, the roboticist is probably more concerned with surviving the nuke squad than completing those objectives. This would be less about tasks stacked on top of an antag, and more a station directed towards tasks with antags directed towards sabotaging that task.

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