Content Suggestion E&TS Role Rework

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What does this suggestion change/add/remove:

Change the E&TS role structure as follows:
Old RoleNew Role
N/ADirector of E&TS*
  • CL4
  • Slots: 2
  • Ability to job ban all E&TS roles
    • Also the ability to job ban chefs, which are similarly undersupervised and, while they don't fall under the IC department of E&TS, do fall under the same general category of "Site Staff".
  • Tools:
    • Principal Engineer tools
  • Helmet Camera
  • Model:
    • models/player/suits/male_XX_open.mdl, skin 7**
    • models/jericho/citizens/female_XX.mdl, skin 4**
  • Purpose:
    • RP lead role for E&TS
      • Setting out policies, guides, etc. for the overall department
      • Facilitating RP opportunities with other departments
      • Dealing with RP issues, e.g. repeat problem players, toxicity, etc.
      • Maintaining health of department, e.g. working to improve activity, deal with issues, working with SA/SL/CT/others to improve things
      • Setting out operations for players to do RP with
    • Supervising E&TS roles
      • Handling IC punishments in RP, e.g. working with ISD
      • Handling abuse of the jobs for minging, etc.
        • Actively monitoring
        • Reporting issues to staff, e.g. NITRP
        • Talking to newer players to get them back on track
        • Job banning and other OOC punishments for repeated issues
    • Helping new (and old) players within the department
    • Set an example for other E&TS players in RP
N/APrincipal Engineer
  • CL4
  • Slots: 2
  • Ability to job ban CL1-CL3 E&TS roles
  • Tools:
    • Senior Engineer tools
    • IT Technician tools
    • Janitor tools
    • Placer Tool:
      • Engineer items
      • models/props_fortifications/traffic_barrier001.mdl
      • models/props/street/contruction_barricade.mdl
  • Helmet Camera
  • Gas Mask
  • Model:
    • Take the Technical Expert model and modify it slightly to clearly distinguish it, e.g. different colouring, and text on the vest + helmet - leave the details for the art devs to decide
  • Purpose:
    • Similar to Ambassador/Manager/Exec/Curator roles
    • Support DoE
    • Supervise E&TS roles
    • Support E&TS players
    • Provide a way for E&TS players to progress
      • Incentivises continued play rather than stagnating at CL2 and nobody actually continuing to play it
    • Provide a way for E&TS players to gain CL4 experience for roles such as Site Advisor
    • Facilitate RP for other players, e.g. leading operations, communicating with other departments to arrange opportunities
N/ABiohazard Remediator
  • CL3
    • 008 knowledge similar to Biohazard Researcher
  • Slots: 2
  • Requires !jobapprove
  • Tools:
    • Janitor tools
    • Infection Scanner
    • Decontamination Foam Applicator
    • Placer Tool:
      • Decontamination Foam Vat
      • Biohazard Signs
      • Janitor items
  • Helmet Camera
  • Hazmat Suit
  • Model: models/cod_aw_hazmat_player.mdl (old E-11 bio model - at least to start with)
  • Purpose:
    • A way for janitor players to progress beyond a CL1 role
    • A way to do janitor gameplay and RP outside of LCZ and nowhere else
    • Potentially makes 008 breaches less irrecoverable
      • Right now, only SCUs and E-11 Bios can actually do anything about 008 spores - but they're also key combatives for fighting the -2 instances, so that's not their main focus during an active breach, so spores that aren't in E-11's main areas (HCZ) often don't get dealt with, even if there aren't any -2s around to defend them.
      • A non-combative with the decon foam user would focus on cleaning up spores within areas that don't have -2 instances but which are otherwise going to lose to them anyway due to abundant spores and too few hazmat suits, e.g. PW. They would also assist in post-breach cleanup, to prevent a mostly recontained breach from spiralling out of control because e.g. there's spores in PW or D-block but E-11 are focusing on HCZ.
    • A janitor-like role that can actually participate in RP that requires any amount of IC knowledge
Technical Expert
  • CL2
    • Overrides on LCZ CCTV, LHCZ corridors
  • Slots: 5
  • Tools:
    • Engineer tools
    • IT Technician tools
  • Electrical repair access
  • Gas Mask
  • Purpose:
    • Essentially the "do-all" maintenance job, but which actually still can't do very much, because it's CL2 and can't access half of the site, and very few people are both willing to facilitate their role in RP and in a position to do anything more than open a couple of doors for them every few hours.
Senior Engineer*
  • CL3
    • Overrides on 079 and 682 chambers
  • Slots: 4
  • Tools:
    • Engineer tools
    • Vehicle Repair Tool
    • Clipboard
  • Electrical repair access
  • Helmet Camera
  • Gas Mask
  • Model: Same as current.
  • Purpose:
    • Similar to current Technical Expert, but also providing a reasonable clearance level progression instead of 1/1/1 -> 2 and nothing else
    • Actually maintain things in areas like compound and HCZ, instead of them only being looked at every other day because no E&TS role can even look at them
    • Access to RP opportunities that CL3 provides - a lot of general RP is essentially locked behind CL3 right now, either directly or just because so many roles like MTF/DEA/ISD/etc. are all CL3+ and so info is only ever posted on CL3 comms.
    • I have removed the Technician Tool here, because right now the only thing it can do is fix terminals. There isn't nearly enough for IT Technician to do as it is, nevermind with TE/SE also being able to do the same things in roughly the same areas. See below for more details.
IT Technician
  • CL1
  • Slots: 6
  • Tools:
    • Technician Tool
  • Purpose:
    • Right now, IT Technician is a role that can only fix terminals in CL1 areas. This is currently a six slot job with 11 terminals to fix total. Terminals do not break very often. Combined with Technical Expert also having the tool, and there not being very many terminals in specifically CL2 areas in addition, IT Technicians very rarely have anything to do. The only thing they can do most of the time is try to create their own RP, which many are not open to engaging with given the job's less than stellar reputation, and which is both difficult for a new player to do, and frankly off-putting for a new player to have to do from the start.
IT Technician*
  • CL2
    • Overrides on CL3 offices
  • Slots: 4
  • Tools:
    • Technician Tool
  • Model: Same as current.
  • Purpose:
    • Essentially the same as the current role, but in a way that makes this role actually make some sense to use.
    • With this rework, the IT Technician role now acts as a stepping stone for E&TS roles - while it still doesn't offer a lot of gameplay opportunities, it still offers up more of the map to explore, more opportunities to engage with other players, and overall, a more reasonable balance - a bit more to do, and a few less people essentially competing for the same limited role.
Engineer
  • CL1
    • Overrides on:
      • LCZ Electrical Centre
      • EZ Maintenance
  • Slots: 6
  • Electrical repair access
  • Tools:
    • Repair Tool
  • Purpose:
    • Essentially a starting role for new players in general.
    • Maintains CL1 areas as needed - mainly just D-block and a few electrical cabinets.
Engineer*
  • CL1
    • Overrides on:
      • LCZ Electrical Centre
      • EZ Maintenance
      • LCZ SCP chambers
  • Slots: 4
  • Tools:
    • Repair Tool
    • Radio
  • Model: Same as current.
  • Purpose:
    • Essentially the same as the current role, but with a more balanced outlook - less people competing to engage with the few things that are both within a CL1 area and damaged, but with better progression opportunities, and more support from experienced players.
Janitor
  • CL1
  • Slots: 3
  • Tools:
    • Mop
    • Cleaning Supplies Placer
    • Buyables
  • Purpose:
    • Essentially a starting role for new players in general.
    • Tidies a bit, and has a decent amount to do, given the spawn rates of dirt, but isn't really an essential role.
Janitor
  • Unchanged.
  • Purpose:
    • Essentially the same as it already is, but now with progression opportunities and support from more experienced players, to encourage players to stick around, and to encourage RP.
Summary
  • Ranges from CL1-CL2
  • Slots: 20
  • Jobs: 4
Summary
  • Ranges from CL1-CL4
  • Slots: 21
    • 17 slots if only the * marked changes are implemented
  • Jobs: 7
    • 5 jobs if only the * marked changes are implemented

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:
1786761711318.png
1786761593430.png


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.
 
+Jack Seal of Approval for
Addition of Principal Engineer, Dpt. Director and Sr Engineer
Giving maintenance an actual lead other than someone appointed in RP so Site Staff could be managed without relying on ISD to arrest (or on occasion job ban) them constantly would be helpful and give maintenance roles a bit more seriousness.

-Jack Seal of Disapproval for
Biohazard Remediator
Why would Site Staff/Maintenance need a role for dealing with 008? E-11 Biohazards & Containment Specialists alongside Security Containment Units already have that equipment. Feels unneeded, also giving a role with no requirements other than levels 008 knowledge feels like a recipe for disaster.
CL 2 IT Tech having CL 3 office override
This feels like it's just going to cause issues of IT Techs just walking into people's offices for no reason other than "I aM lOoKiNg fOr BrOkEn TeRmInAlS". Just overall trespassing issues.
 
  • Like
Reactions: Zen
I Used To Pray For Times Like This Meek Mill Meme - I used to pray for ...

+SUPPORT
but replace principle engineer with chief engineer.
 
Senior Engineer*
  • CL3
    • Overrides on 079 and 682 chambers
This is just , no ? why the hell would a techie need to be there alone
its just giving knowledge without any proper Reasoning
in no way should a techie go into SCP chambers alone especially why should one be granted 008 knowledge

while the roles are fine and i Love the concept
they are still damn janitors
no one besides their leaders should be above a CL2
 
I Used To Pray For Times Like This Meek Mill Meme - I used to pray for ...

+SUPPORT
but replace principle engineer with chief engineer.
I feel like this would potentially confuse people with it being a department leader job because of Chief of Security.
+SUPPORT
I'm kinda already in love with the idea. Tough I have to agree with @Jack Edwards (Spoon) on the Biohazard remidator.
If CT don't like that, then I'd be alright with that being dropped or at least reworked. I've explained the reasons why I want it there in the original post, but I can see why people could be against it.
This is just , no ? why the hell would a techie need to be there alone
its just giving knowledge without any proper Reasoning
in no way should a techie go into SCP chambers alone especially why should one be granted 008 knowledge

while the roles are fine and i Love the concept
they are still damn janitors
no one besides their leaders should be above a CL2
Have you ever... played Tech Expert? Like. Actually played it, not just flag on to fix one thing and flag off again? At least on UK, surface level is completely broken half the time because nobody ever lets Tech Experts up there to fix anything, even if they sit there for an hour asking over comms for someone to let them up - nobody wants to escort these roles.

Similarly, nobody wants to escort an engineer to check every single SCP chamber in HCZ, so you end up with things like the 079 dispenser being left broken because it's inaccessible, the 106 doors all being left open, 076 inner doors being left broken or open, 682's inner doors being left broken, and all kinds of shit like that. Maybe an E-11 might escort you, but then you've got this random awkwardly watching you inspect random doors and crap for half an hour, and that's if they're not rushing you or outright trying to force you to leave ASAP. And if you ask for access to even a CL3 SCP chamber, like 096 which is very often left broken? The answer is "no" 80% of the time, so it just gets left like that.

Even ignoring the practicalities about why they need access to these places, why would a department randomly be restricted to a maximum of CL2 outside of the director role? What if someone needs an engineer to work on something that requires CL3 knowledge, like doing some RP in 076's chamber? Do they just have to only ever give RP to the director roles? How is a CL2 with no 076 info supposed to properly RP fixing 076's chamber if, IC, they have no idea how 076 works to avoid dying to it, they don't know about the acid or whatever it is and they have no reason to properly know how to contain the SCP and thus how the chamber should work. Not to mention that that would ruin progression for the department - you'd have people jumping straight from CL2 to CL4 and having no idea what they were doing.