Amelius wrote:Most of what I'm getting from this thread is in the complete opposite direction as I hoped, a shame really.
The solution is decidedly not to make assistants unappealing like most of you seem to think, but to make other roles more appealing and fun. Who, as a veteran player, wants to set up singuloth for the umpteenth time? How about doing research that you've done so many times you can do it from memory and effeciently, to the point where it's mind-numbingly boring to execute? How about setting up that cryomix and pumping out the normal bic, derm, and tric pills like some sort of mindless automoton? What about spending 20 minutes to (mostly) repair 60 seconds worth of damage, only to have the shuttle come less than a half hour later? Variety is the spice of life, yet many of /tg/s jobs have a dearth of available creativity, and rely on people doing the exact same robotic unfun things, over and over again, round-to-round, only so that other people can kill them is farcical at best. With no payoff, that is, antag status, and a high likelihood that your work will go down the drain early on, or you'll be murdered in the process, many people don't find it worth the trouble most of the time to play an active role in the round. That is the crux of the issue that everyone has averted their eyes from. Where is the goon-esque mechanic, providing room for much creativity and fun throughout the station? What about general exploration? How about real R&D where you research artifacts that have compositionally-generated effects? Aside from the pure roleplaying, helping folk, validhunting, and crafting construction projects that go perpetually unfinished, where is the fun in actually 'doing your job'?
As a direct result, many people choose a role with no such responsibilites, so that they can do what they want, if they want, whenever they want, roleplaying within the constraints of the rules. This is one of the biggest problems with a couple of the game modes as well, namely blob, monkey, and sometimes even wizard, whereupon the crew goes about doing the same actions without any variation or even strategy, or the round becomes extended 5 minutes in, in the case of the latter two. Simply put, in a word, - they're repetitive and tend to be boring. Of course, we're talking about Sybil here, so the rounds tend to be a lot faster paced, and not very roleplaying focused.
This isn't a problem that needs to be resolved by making assistant less desirable, all that would be doing is briefly quelling a symptom of a greater, structural problem. Squash this here for the sake of it, and cracks will appear elsewhere. Fix it at the root, or the next problem will be 'yellow tide', then 'white tide', ad infinitum until the changes are reverted. It's a tough problem to tackle, but this is a problem that will take a while to fix. It's not like the greytides are new, anyway, and there isn't and shouldn't be a major rush.
I agree with this.
Greytiding is already bannable. It can result in serverbans and jobban from assistant. I have banned people for it.
Regarding access, I think everyone should have access to maint. This would make sec more fun, assistants could no longer escape officers in 10 seconds either.
Doing all kinds of things and going around the station is the point of the game, and maint is a big part of that. When I get a job that cant go into maint its a major bummer.
An existing problem might be the common "identity" of assistants. A small psychological change could be randomizing the colour of their starting jumpsuit.
Scott wrote:Stickymayhem wrote:Lo6a4evskiy wrote:You've certainly got a point. However, there's a fundamental flaw in your logic.
Making all other jobs more fun and desirable will require immense amount of work. So much work, it's not realistically achievable.
So your solution is to deliberately make something else less fun?
Hey we removed the parapen, that definitely seems to be the philosophy here.
>pen
>fun
Lo6a4evskiy wrote:Extended is boring due to lack of antagonists, not because people don't get to play antagonists.
You can safely walk away now, because we all know how you think this game is only about antagonists.
Not only about antagonists, but they are the major part of it. At the moment we are light-RP, and I dont think a shift would begin here.
If you kill part of the fun, it wont create more fun elsewhere.
Steelpoint wrote:
Also if you land a job you don't like? Tough luck, just go ask the HoP for a job change.
HoPs are unreliable, I dont think we should make them more central than they are now.
Earlier I had an idea, heads could have a box of IDs in their locker, similar to prisoner IDs in the brig, for example IDs that say "Assistant Engineer #01" or something similar, that they can hand out (maybe with a stamped paper so they can prove that it is legit).