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faulty.equipment/content/blog/tgstation-roles.md

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Thoughts on /tg/station roles 2022-06-27T17:02:09+02:00 true

This is a long winded post full of personal rants, if you want the short version:

{{< tldr >}} I think Viro and Geneticists are bad roles as they should be reworked from the ground up to be less isolated and less "click on window and hope the RNG doesn't hate you" {{< /tldr >}}

Do you have no clue what that was about? Cool, keep reading!

PREFACE: Space Station 13

TODO: EXPLAIN SS13 IN A PARAGRAPH SOMEHOW

PREFACE act 2: /tg/station is a game design trial by fire

SS13 is an incredibly complex game, providing emergent gameplay in a multiplayer settings with constant changes and many communities testing different things.

With the same people playing for upwards of decades with very fast iterations (the average round on my preferred /tg/station server is ~45 minutes), players will generally react strongly to changes and when given the opportunity and test the limit of every new mechanic as soon as it is introduced.

Any new design has to account for weird interactions with the existing 9999 systems, exploits that might be found, playerbase anger and cannot rely on secrets as the code is public.

I believe this to be an incredibly tricky environment but with opportunity to foster truly unique experiences. For coders, Space Station 13 is an incredible sandbox in which you can sneak your passions for everyone to poke at. For players, mechanics can be something to explore, just pass the time or can even become a story device.

The roles

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Note on personal experience and role omissions

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Function vs Roleplay

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What makes a good functional role

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Good functional roles

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Chemist

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Engineering (Station engineer, Atmos Tech)

TODO

Bad functional roles

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How RP level affects roles

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Closing notes

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