Job objectives, except possibly not dumb
Created by: gbasood
So what's wrong with the unimplemented job objectives?
- They try to be succeed/fail objectives. They do this because they have associated money payouts.
- Because they are succeed/fail objectives, they must be quantifiable by the game, meaning that they're basically just job performance objectives.
Those things are not in and of themselves bad, but I think they fail to encourage roleplay which is what I think makes spess fun. Obviously I mean roleplay in our light RP flavor, but muh greentext stories and muh IC justifications are what I think myself and other players have the most fun with.
So what could a better job objective system do right?
Unquantifiable suggestions instead of rewarded succeed/fail job objectives. Each player would get one of these. Examples (not intended to be examples of GOOD objective suggestions):
- Assistant: "You joined the station in order to be trained in X department. Try to learn as much as you can before the end of your shift."
- Captain: "When the shift ends, leave no man behind."
- Security officer: "Try to make more arrests than your fellow officers." Could be an administrative issue, but shitcurity would probably be shit with or without this suggestion.
- Xenoarchaeology: "Discover at least one beneficial large artifact before the end of your shift." This one might actually be bad, because it's job performance and not roleplay direction, but asteroid roles and encouraging roleplay is hard man
- Weighted list of random suggestions picked at round start based on job/department. Unique to person.
This is a discussion issue because:
- Feedback. Wooooo.
- The implementation of this is actually really, really easy. The hard part is thinking of GOOD objectives/suggestions, and enough variety of objectives per department. So leave comments with objective ideas if you think this is neato.
That was a lot of typing.