- Feb 26, 2023
- 349
- 84
- 111
What this suggestion adds:
Merges several jobs with similar/identical roles, loadouts, and playermodels (if you're concerned about wasted assets):
1. Internal Security Agent (keep) + Internal Security Operative (remove)
Aside from the difference of these roles being level/Keter VIP-locked and the SMG primaries, these jobs serve the same purpose. They could be consolidated into one job by checking if the player holds Keter-VIP OR meets the level requirements. Agent slots can be increased accordingly
2. External Affairs Agent (keep) + External Affairs Operative (remove)
See above.
3. UNGOC - R&D (keep) + UNGOC - Chemist (remove)
The R&D and chemist roles have the same clearance level and, to my knowledge, fridge permissions, with the chemist spawning with a keycard, clipboard, personnel tablet, and binoculars on spawn. Allow UNGOC R&D to spawn chemistry items; unlikely people will go through joining an entire regiment just to use beakers.
4. CI - R&D (keep) + CI - Chemist (remove)
See above.
5. CI - Alpha (keep) + CI - Technical Expert (remove)
A role that doesn't spawn with weapons and can't otherwise involve themselves in raids, the mainstay of the CI regiment. Give Alpha the Technician Tool, Mop, and Cleaning Supplies Placer.
Has something similar been suggested before? If so, why is your suggestion different?:
No.
Possible Positives of the suggestion:
Possible Negatives of the suggestion:
Based on the Positives & Negatives, why should this suggestion be accepted?:
Cutting extraneous roles reduces the amount of configurations required when changing roles in the future, while tackling job bloat by merging similar jobs into one. While keeping extra job slots may not have a performative impact on the server, it can jumpstart discussions on how best to approach merging other jobs without majorly disrupting gameplay.
Merges several jobs with similar/identical roles, loadouts, and playermodels (if you're concerned about wasted assets):
1. Internal Security Agent (keep) + Internal Security Operative (remove)
Aside from the difference of these roles being level/Keter VIP-locked and the SMG primaries, these jobs serve the same purpose. They could be consolidated into one job by checking if the player holds Keter-VIP OR meets the level requirements. Agent slots can be increased accordingly
2. External Affairs Agent (keep) + External Affairs Operative (remove)
See above.
3. UNGOC - R&D (keep) + UNGOC - Chemist (remove)
The R&D and chemist roles have the same clearance level and, to my knowledge, fridge permissions, with the chemist spawning with a keycard, clipboard, personnel tablet, and binoculars on spawn. Allow UNGOC R&D to spawn chemistry items; unlikely people will go through joining an entire regiment just to use beakers.
4. CI - R&D (keep) + CI - Chemist (remove)
See above.
5. CI - Alpha (keep) + CI - Technical Expert (remove)
A role that doesn't spawn with weapons and can't otherwise involve themselves in raids, the mainstay of the CI regiment. Give Alpha the Technician Tool, Mop, and Cleaning Supplies Placer.
Has something similar been suggested before? If so, why is your suggestion different?:
No.
Possible Positives of the suggestion:
- Easy cuts (for now) to reduce role bloat
- Neutral changes in terms of combat balance
Possible Negatives of the suggestion:
- Time to code/configure
- Too many items on one job may seem unfair (look at some GOC roles' loadouts, though)
Based on the Positives & Negatives, why should this suggestion be accepted?:
Cutting extraneous roles reduces the amount of configurations required when changing roles in the future, while tackling job bloat by merging similar jobs into one. While keeping extra job slots may not have a performative impact on the server, it can jumpstart discussions on how best to approach merging other jobs without majorly disrupting gameplay.