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Post by Danuis Studnick on Jun 19, 2013 17:40:42 GMT -5
The changing of the Quartermaster position, from a proper warehouse and logistics manager into just a paper pusher proper with no power needs to be changed in turn.
The QM has to share what was once a valued position with two other QMs, the miners have no direct commander anymore, technicians are out of a job - the cargo technician was, if anything, the way to learn how to be a QM, to test it out, to see if that is what works, and how to train people - and there are weird bugs - "Cargo Technician" lockers, the QM can access mining dock but not use their maintenance, the miners can't even use maint anymore -
I suggest that, the QM position be:
Solo, with the Cargo Technician post restored - 2 technicians, shorts and all. Access to the mining dock, station, tunnels, roid, and maint. Command over the miners.
In short, restored to it's glorious position. The QM was the "in between" - not a head, but not an assistant, either. The QM gives life into this station when done properly - crates and supplies galore. Do not neglect such a position by leaving it in it's withered, entropic state!
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Post by wolfst75 on Jun 20, 2013 6:54:35 GMT -5
I kind of feel the miners usually make a commander out of one of them or just all work equally. Also one QM would be kind of nice with you just controlling the supply points as long as the cargo techs aren't able to call the supply shuttle. It might go good. Or the cargo techs could get bored and go ask for QM access or go run around like a assistant.
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Post by Name Changing Autist on Jun 20, 2013 7:40:30 GMT -5
The main problem with three Quartermasters is the ordering of Crates and how when one wants one thing and the other one wants another thing it gets complicated on the point spending. However if they decide to work as a Group there is literally no problem at all. Whatsoever. Completely.
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Post by Atheist Sex God on Jun 20, 2013 18:23:21 GMT -5
That's assuming that the other QMs can be at least halfway competent. I've been in several rounds where, as QM, the other QMs have fucked off and done who the fuck knows what, only to come back and order like eighty electrical maintenance crates or something. The cargo techs basically made the job easier and more efficient, as sometimes you'd order a thousand crates, and you'd have two people who were basically assistants whose entire job was to help you get those crates where they needed to be.
The cargo techs, if they did what they were supposed to, made the job a thousand times more efficient and was really a job that helped you learn the layout of the station, which is kinda what QM is now - Though it has a much bigger responsibility.
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Post by DrunkenFlyingDemoman on Jun 22, 2013 2:41:56 GMT -5
Cargo Technician
AWAFOR - Access Without Any Form Of Responsibility FOIWR - Feeling of Importance Without Responsibility AWHA - Assistant with Higher Access CDTJP - Cannot Do Their Jobs Properly ROWATNPD - Runs Off With Any Thing Not Pinned Down CTENU - Cargo Technician Equals Not Useful
Cargo is just the Cargo department of The Station. Don't see anything special, considering most QMs don't even do their jobs anyway and instead just buy shit for themselves to powergame with.
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