This is something that his historically been very prevalent in tg, the classic "assistant breaks into medical, steals meds, self heals". Having equipment be the only thing that sets jobs apart from eachother makes the jobs mesh into one glob of holding meds, tools, defense items, insuls, and other smaller utilities. This turns the person's job from "Nothing" (assistant) to "Literally everything". NOTE: WE WANT EVERYONE TO DO EVERYTHING. In crisis, we want people to struggle and fight to survive and having a "bzzt you can't do this" type deal would seriously impact that. But it's a balance, and there's a difference between letting everyone do everything at the same level as everyone else, and letting everyone do everything else but finding a doctor during a plasmafire in maintenance maybe even being a wonderful blessing.
Disguising has been incredibly strong for a very long time in /tg/, shoutout to PKPenguin running down a hallway as a changeling, changing forms, and then running back past the people chasing them. Hiding your face is not a suspicious action as people simply try to fill all their equipment slots. And on top of that, since items decide the ability to do a job, disguised members can perform jobs at the exact same level as someone who isn't.
Entirely remove the old skill system, in terms of grinding and levelling.
Old skill system is incredibly "gamey", as in them requiring grinding and being something built throughout a round. We could also not add this skill system on top of an existing one.
Skills are now three levels, and there will be mechanics to change what skills you have but they will be through extensive work or antagonist tools. Skills should never be "gained" but rather replaced, except for changelings which of course can just keep on gathering many skills. It's in their theme.
Untrained skill doesn't mean you won't be able to accomplish an action, it will just be slower than normal.
Side skills is about the level you are able to do something now.
Main skills, the one given by your job, will actually enable you to do something extra. Engineers can construct special items, Doctors will have better CPR, etc. These should not be core parts of doing a task, but rather special abilities to make a job better at doing something.
I have very specifically designed this to NOT make any action impossible, but rather open up unique options to make jobs easier. This is rewarding letting the person who joined the job work the job and softly punishing stepping out of your lane to do others. Another point is about disgusing as others. Disguising is still as powerful but you won't be able to perfectly reproduce the job to the level the person you're taking from did, which
When you join the game, all your skills are at the lowest skill level, except for three. One skill will be set to the highest level by your job, and one skill will be set to a medium level by your job as a side-skill. The last skill is choosable by the player in their preferences.
Again, three skills keeps what you know at a premium. The personal skill can be used to fill in a general skill you don't want to ever deal with doing slowly. It also lessens the gameiness of the skill system which has been something i've been trying very hard to avoid: spacemen are not going to be carbon copies in what they know
Yeah, I knew you were thinking about it. I think a combat skill has merit, but it needs to be handled in a special way. And just scroll down, it's crazy but this needs an entire section for itself.
Security is actually the one department in the game that stands above normal jobs in their innate ability because they have something other jobs don't: TEAMWORK. Security becomes a deathtrain when using good teamwork as shown by terry's operations, but we can't nerf that at the moment for another anomalous property of security: It often finds itself unpopulated outside of Terry, at populations it shouldn't be. Freaky, right? It's because security on other servers didn't reach enough mains to build teamwork that lets security operate well, which removed its special reason for playing it. And worse, security comes with unique downsides that other jobs don't deal with. So many potential security players on other servers play assistant, because the advantages of being assistant are greater than being security. Crazy, right?
I don't have faith people won't make their alt skill always combat, since combat is an incredibly useful skill that will always be relevant in the game. Because of this, combat skills will not be selectable in preferences.
Any antagonist will have their combat set to either side or main, I'm unsure which should be the case. Probs main.
To avoid a headache with balance I will probably not make base level combat worse, but rather make side and main combat better.
Ability to heal, those who are bad will heal slower and the medication will be applied sloppier, wasting a small amount of reagents. Pills do not apply
Surgery intuition. Main medical skill tells you what to do next after a surgery step without the need of a computer.
Ability to construct and deconstruct buildings, also repair. Tied into robotics as well, with repairing borgs and building mechs/MODsuits.
Engineers have a set of items they are able to combine, such as Night vision goggles + Med hud = Night vision medhuds.
NOTE: This doesn't replace science making things, but rather it gives the ability to combine old items into their researched version. May get replaced as it's unique but I'm not sure how fitting
This needs a chemistry part that actually scales and improves but I don't know what that would be, but…
Chemistry skill also helps with pipework and extinguisher efficiency, among other things.
None, sorry
Skill that allows you to get a full harvest from planting. Those without the skill will "ruin" part of a harvest and get less, side skill would get the normal amount, and main skill would give a bit more.
None, sorry
Speed and loot amount from butchering.
Probably the ability to butcher humans but i'm unsure as of yet. I'm pretty sure only chef has butchering as their main so maybe it should be cuisine related?
Skill lets the supply shuttle arrive faster, earn more money, tourists pay more, and vending items are at a discount.
You start with a device to ascertain the price of things. Cargo starts with it already so it's that.
Tracking skill determines how good you are at using tracking devices. Low skill will mean the tracking device updates very slowly, while a high skill will get closer to the tracking we have nowadays.
None, sorry.
I'll think of something but those fucking roleplay jobs need something
None, sorry.
Useful for assistants and janitors, mostly the latter. Speeds up all related actions to those!
Using soap has a chance to not use up a charge on the soap, same with all cleaning devices (mop sometimes doesn't lose reagents, etc)
This section outlines what jobs have what skills. Remember that each skill choice is meant to support their job. Generally, you should expect a department to share competency in the same skills at different levels. A station engineer is better at taking over for an atmos tech than a curator, yea?
Heads of staff get two mains.
Main: Engineering
Second Main: Chemistry (Helps with atmos, remember?)
Main: Engineering
Side: Chemistry
Main: Chemistry
Side: Engineering
Heads of staff get two mains.
Main: Medical
Second Main: Chemistry
Main: Chemistry
Side: Medical
Main: Chemistry
Side: Medical
Notably this department is a lot more diverse in skills which makes sense
Main: Chemistry
Side: Commerce
Main: Botany
Side: Science
Main: Cleaning
Side: Combat
Main: Clownery
Side: Butchering
Main: Mimery
Side: Charisma
Main: Butchering
Side: Commerce
Main: Commerce
Side: Combat
Main: Cleaning
Side: Engineering
Main: Charisma
Side: Commerce
Main: Tracking
Side: Medical
Completely random!
Main: Charisma
Side: Medical
Assistants do not get a main.
Side: Cleaning
The head of personnel will have a new set of skill replacers for job switching, but they will have to be implanted in surgery. Doing so will replace the main skill with a new main
Main: Commerce
Second Main: Charisma
Main: Commerce
Side: Charisma
Main: Commerce
Side: Cleaning
Main: Combat
Side: Butchering
Heads of staff get two mains.
Main: Science
Second Main: Engineering
Main: Science
Side: Engineering
Main: Engineering
Side: Science
Main: Science
Side: Medical
Heads of staff get two mains.
Main: Combat
Second Main: Tracking
Surprise! Warden gets a more supportive role to discourage leaving the brig.
Main: Medical
Side: Combat
Special case here, security officers don't get a side skill beyond their player pick.
Main: Combat
Main: Tracking
Side: Combat