- Sep 16, 2023
- 1,350
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What does this suggestion change/add/remove:
Change the E&TS role structure as follows:
I have tagged role changes above here with * that I think are essential and that would be a great starting step for CT to use as a basis and then consider any further changes/reversions from there.
Information in italics is something that has changed from the old version of the job.
**Suit model images:
Has something similar been suggested before? If so, why is your suggestion different?:
Yes. Some differences apply between this and other versions of this by me and others, but a key difference here is mainly that three other departments have had similar reworks recently despite them being less in need of it than these roles are. E&TS has direly needed reworking, even if only a minor one, for a variety of reasons (laid out below), for a very long time. The changes the other departments have received make sense, and I believe that so does this, so I'm hoping that CT will consider this under a similar premise.
This is also different from most others in that it maintains roughly the same number of job slots as what already exists, but structures their use much more sensibly and productively than the current jobs do. Depending on the specific implementation, it could actually have less assigned job slots overall, and as little as one extra job. The primary focus is restructuring rather than straight up expansion of the department and its presence on the server. This intends to make things work better, rather than just making E&TS bigger.
Possible Positives of the suggestion (At least 2):
Possible Negatives of the suggestion:
Based on the Positives & Negatives, why should this suggestion be accepted:
I feel that I have addressed pretty much every reasonable complaint I have seen on previous E&TS (or adjacent) role change suggestions. It doesn't expand the presence of the department - it just makes it better structured. It doesn't demand a lot of dev time (and realistically could be done without any if a couple of small parts were dropped, at least at first). It is actively working to reduce the issue of players abusing these jobs to FailRP/minge.
Those are just the reasons it shouldn't be denied. It should be accepted because it encourages roleplay, opens up various RP opportunities both as and with these roles, addresses an existing issue with abuse of roles, encourages players to both stick around and continue doing RP and to support other, newer players at the same time, and just generally encourages a broader range of active RP.
I feel like implementing this suggestion at worst leads to some decent RP opportunities now and then at the expense of relatively little work from SL compared to most other suggestions.
Change the E&TS role structure as follows:
| Old Role | New Role |
|---|---|
| N/A | Director of E&TS*
|
| N/A | Principal Engineer
|
| N/A | Biohazard Remediator
|
Technical Expert
| Senior Engineer*
|
IT Technician
| IT Technician*
|
Engineer
| Engineer*
|
Janitor
| Janitor
|
Summary
| Summary
|
I have tagged role changes above here with * that I think are essential and that would be a great starting step for CT to use as a basis and then consider any further changes/reversions from there.
Information in italics is something that has changed from the old version of the job.
**Suit model images:
Has something similar been suggested before? If so, why is your suggestion different?:
Yes. Some differences apply between this and other versions of this by me and others, but a key difference here is mainly that three other departments have had similar reworks recently despite them being less in need of it than these roles are. E&TS has direly needed reworking, even if only a minor one, for a variety of reasons (laid out below), for a very long time. The changes the other departments have received make sense, and I believe that so does this, so I'm hoping that CT will consider this under a similar premise.
This is also different from most others in that it maintains roughly the same number of job slots as what already exists, but structures their use much more sensibly and productively than the current jobs do. Depending on the specific implementation, it could actually have less assigned job slots overall, and as little as one extra job. The primary focus is restructuring rather than straight up expansion of the department and its presence on the server. This intends to make things work better, rather than just making E&TS bigger.
Possible Positives of the suggestion (At least 2):
- See "Purpose" sections of each job's description above for individual jobs' positives.
- Provides a much more reasonable progression structure, so that players don't just abandon it because they hit CL2 within a week and there's nowhere else to go, especially with the current general lack of support.
- Incentivises more experienced roleplayers to support newer players in this area.
- Provides another progression path into senior roles such as Site Administration.
- And in a way that balances more towards non-combative roles, which is nice.
- Provides more RP opportunities both to E&TS players and for other players to RP with.
- Provides better oversight of jobs that are currently lacking in this, leading to them often being abused by players that often really should have been banned for NITRP - but because nobody's actually keeping an eye on things longer-term, things just stay under the radar and continue to be a moderate annoyance to the entire server.
- The only actual dev work potentially required here would be:
- Setting up a prop placer tool for Principal Engineer+
- A variation of the Engineer/Technical Expert model for Principal Engineer (and maybe for DoE?)
- Everything else can be configured by a Senior Admin+ as-is, with the only additional work being creating a new forums application format (which can easily be essentially a duplicate of other director role ones), and SA needing to keep tabs on it like they do other departments (which the fact that they don't even do that [because it's realistically impossible with the current structure] is already an issue).
Possible Negatives of the suggestion:
- There generally tends to be a lot of pushback against anything related to E&TS.
- I feel like this suggestion addresses any of the valid (or at least repeatedly raised) concerns I can think of - skewing player count towards a department that isn't a focus of the server, providing opportunities for minges to cause problems, etc. are all addressed in the specifics I've laid out here.
- A lot of the basic complaints I ever see here seem to essentially boil down to "these roles are for minges", completely ignoring the fact that that's what half of this is intending to fix.
Based on the Positives & Negatives, why should this suggestion be accepted:
I feel that I have addressed pretty much every reasonable complaint I have seen on previous E&TS (or adjacent) role change suggestions. It doesn't expand the presence of the department - it just makes it better structured. It doesn't demand a lot of dev time (and realistically could be done without any if a couple of small parts were dropped, at least at first). It is actively working to reduce the issue of players abusing these jobs to FailRP/minge.
Those are just the reasons it shouldn't be denied. It should be accepted because it encourages roleplay, opens up various RP opportunities both as and with these roles, addresses an existing issue with abuse of roles, encourages players to both stick around and continue doing RP and to support other, newer players at the same time, and just generally encourages a broader range of active RP.
I feel like implementing this suggestion at worst leads to some decent RP opportunities now and then at the expense of relatively little work from SL compared to most other suggestions.


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