Is there any particular roles you would like to see

Personally, I would love to see the BSO.
I feel its a fun role that adds alot of interesting spice to situations.

I have a few i’d like;
Pacifist wild animals as ghost roles to allow friend slimes and spiders and snakes without breaking rules
The maints slasher very low odds role that works like sleeper agent whos job is to murder at least 3 people without getting caught.
Rancher could be neat if animals was expanded, and they was given the skills to tame wild hostile animals for resources.
Non-antag wizard would be nice, I’d love to play the weird old wizard that has there own room that sometimes comes out and helps the crew between there magical studies.
Heavy enforcement borg would be swell - a borg type thats designed as a SEC officer with robo-cop laws.
Chapelin being expanded with faith spells would be neat like a cleric counter-part to wizard.
Knight could be cool, a ghost role that comes in with a sword and a code of honor to protect folks.

Think thats all I can think of~

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a borg that is a repo man. Has one target, and needs to collect an organ from the target.
The borg has legal rights to do this.
it make this fair, players (targets) would need to set up if they wish to be a random target for it on the Char Screen.

the target can defend themselves.
the borg has the tools needed to remove organ. or limb.

surgeon (newmed only a week away)
mining specialist (lava land only a week away)

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i actually would like to see like more security types, brigmedic, firearms officer (officer qualified to carry patrol rifle), maybe a ordnance disposal technician, some sort of swat maybe? security borg would be ewsome with its own built in laws that uses same system as AI upload and you can insert / remove laws from him

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A secoff is kind of a jack of all trades, if anything we need more of regarding security is more equipment to make these roles possible.

I wouldn’t mind seeing some of the sub-roles in a station given a separate slot, symbol and spawn just to help facilitate and imply start of round communication and roles, maybe a smidge higher experience requirement.

Examples: Cargo Pilot, it’s a cargo technician but your the go to man when it comes to making trips to places. Cargo techs can still do it, and you can still do cargo tech stuff.

Thermo Engineer: Maybe require some Atmos time but pre round set yourself as someone who’s confident in their TEG set ups and be able to ensure it gets going to make sure it gets done by someone competent. (in theory) Otherwise has standard atmos/engi accesses and roles.

Roboticist, Xenotech, Theoretician: The main three research roles each given their own niche to show where someones interest in the department lies cause sci is like 3 different departments all sharing a space loosely working together around a shared mechanic. Again, should still have general access, but would set a default ‘pecking order’ to resolving an issue if one comes up.

For security, the idea of an EOD guy actually does sound neat, or maybe tangetially an ‘EVA Officer’ or two who’s a step between the Warden and Sec Off who’s a first response to depressurized but threatened locations and maybe doing odd space patrols. (and totally not going to get pasted by Nukies immediately). Again otherwise acting as an inbetween and slightly more elite force to kinda help give a bit more ‘feel squad presence’ so that Sec doesn’t quite feel like one ball.

These spiritually line up with like Paramed by in large, having a bit more of a specific role and maybe a little bit more dedicated responsibility but still filling in to do the basic stuff as needed. (or in the case of sec stuff, just sound cool and loosely fill a niche that’s missing.)

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for all those above. I wish ss14 had some kind of “knowledge check” system. so you could unlock command roles by completing task.
eg: QM requires that you know how to do cargo runs, deposit money into the computer. RD requires that you manage(or contain) 2 anoms and fully research a arti. CE has you setup a TEG, Singulo, and Tesla (in one round?). CMO requires you to make common chems for common dammage types. (or treat some number of Urist with random dammages).

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I love the idea of little tester maps even just for the purposes of practicing certain mechanics in a sandbox as is. A ‘set up a singu here, a tesla here, do a TEG here, build some solars from scratch, and make a Distro.’ even as individual tasks would help a lot for learning engy like oh my god.

Drop a chem master to heal some urists is also good

A pre built little mining asteroid with a goliath to prove your a robust enough QM to save your salv. (and that you can practice your Goliath duels with)

Security can have some vent mobs to practice with and maybe a few cells to set the timer for (maybe have a paper with a crime list and then a ‘correct answers’ list.

Etcetc, but yeah, it’s a good idea

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sec gets a 20 quesstion mutiple-choice quiz on spacelaw with the guidebook disabled.

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Given in the form of a urist in a cell needing their time set for the crimes listed on the wanted board or le paper.

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in a criminal records computer.

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I’d love it if it was in character too.
You get greeted by an intercom and have to answer with in-game mechanics. Like with pen and paper. Or just bringing X to a selling pad.

Not going to lie, a secoff whos dedicated to space jobs sounds pretty sick actually.
Hell they could even come with the station pinpointer like the ninjas got so they go anywhere they want without worry of getting lost.
Maybe a tool that helps them find shit in space like a metal detector?
Overall a sick idea.
Also yeah science should get seperate roles so 6 people don’t all wanna work on robots at the same time.

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First of all This would have the same issue as old salvager, which would be incentivized to be outside the station, a.k.a outside the main play area, which means less interaction with the station itself.
It is also a very niche job. It would just be a secoff with immediate access to a hardsuit (while sec already has access to them inside the armory and both HoS and Warden have them in their office) AND just for the rare cases of antags that have to stay in space, which are none, actually. As all antags must be inside the station to complete their objectives.

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I love the Zsword suggestion about sub-roles!

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Maybe a sceoff who specializes in melee combat like round start they have a truncheon a Energy sword and shield in their locker that regular secoffs can’t open I do think that they should still get a disabler and the usual hand gun, but that’s it for ranged weapons. (Maybe specialized armor and/or hard suit)

maybe instead of brigmedic, we add corpsman who have no stuns and just helps medical / sec untill it is red alert whic then he can use the “g u n”, i like the idea of forcefully yoinking a corpsman because CC can t bother to make spesific role/equipment for that

I’d like to see roboticists become real someday.

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What about shuttletechs? Engineers who’re about building and maintaining station shuttles? They could get work where CentComm might request a new shuttle, or for repairs to an old one. It’d give some engineers something to do, and it’d require cooperation between cargo and science. Syndis could hijack shuttles for various purposes or to stymie station cashflow, or maybe it cpuld act as inspiration for events like a centcomm official inspecting the repair bay to fogure out why shuttles go missing. They could keep spare parts sent to repair each shuttle and use them for building new shuttles - botany could have a shuttle dedicated to its less atmospheric friendly plants, maybe science could get an expedition shuttle for investigating and collecting new life, security could gain a mobile armoury, chefship (no need to say more). It could also be the only job with permission to actually repair the evac shuttle, and get an rcd which can build the shuttle exclusive parts like the docking airlocks.
Also give engineering something to do besides respond to meteor number 995999 and look at the pretty singulo. (And steal Salv’s work of building shittles)