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doubling most command role timers #1352

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merged 1 commit into from
Jan 14, 2025

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mqole
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@mqole mqole commented Jan 14, 2025

department command > 20h in department (up from 10)
cmo > 6h chemistry (up from 3)
captain > 20h command (up from 15)

hop and captain now also need time in cargo and sci, same amount of hours as with other departments

🆑

  • tweak: Increased the time required to play certain command roles.

@Sha-Seng
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Sha-Seng commented Jan 14, 2025

i will say i disagree with adding science/cargo time requirements to cap/hop. you really don't need to know either of them to keep the station running. like science is where cool toys come from, it's not the same as fixing hull breaches or saving people from dying

that aside, 15 hours of cargo seems kinda excessive anyway purely because it's not that deep of a department, you'll learn basically everything in it well before 15 hours

i have 130 hours of captain and i've never been in a situation where not knowing science caused me any problems

also, i should note that another reason i don't want science time is because there's rarely like. a job for everyone in a science department that's larger than 3 people

@mqole
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mqole commented Jan 14, 2025

personally i would hope that captains at least would know how to get rid of an anomaly

generally this is a stopgap to prevent people from jumping headfirst into command roles that they are underqualified for (which has been an administrative issue). 15 hours is the current time where players get locked out of intern roles, so i think its reasonable. im not too attached to the exact hour req myself but i wanna get other admin feedback on it before we consider changing it, bc this is an admin-facing issue in addition to a player-facing one

@honeyed-lemons
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8 hours of cargo and science seems fine to me personally

@Pinkbat5
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QM and RD needed this pretty badly. CMO slightly less so, but I support the change.
Science and cargo doesn't come up very much, but honestly.. captains should understand every aspect of the station! It makes sense. I'm also a sicko that loves competent command, so.

@kipdotnet
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I cant speak for science but this is definitely good for QM. You unlock it after doing like 4-5 shifts as a salvager, its nuts

@mqole
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mqole commented Jan 14, 2025

CMO slightly less so, but I support the change.

(biased med voice) i really think cmos also need this sorry

@crocodilecarousel
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hard agree with most of this. back when i first started cmo i definitely didnt know chems well enough and it was a problem. captain def needs time in science, anomalies are dangerous and they should be able to do the bare minimum if one pops up and no one else can handle it.

i think it could be fine leaving qm as it is since cargo doesnt have that much they need to know how to manage and it IS kind of babys first command role. alternately it would be REALLY funny making qms do like one single hour of sec time.

@hivehum
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hivehum commented Jan 14, 2025

qm should need 1 hour of sec time

edit: this was a joke

@Sha-Seng
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wouldn't that just give new players the idea that it's partly qm's job? jokes aside

also I can agree that 8 hours seems more fair for cap since there's not usually a job for a fourth scientist and cargo's not that deep

@Darkmajia
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real talk i dont want qms to ever feel like security should be part of their job

@formlessnameless
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im gonna go ahead and merge this and if it sucks it is very easy to undo

@formlessnameless formlessnameless merged commit 76093e0 into impstation:master Jan 14, 2025
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9 participants