also I am sad that you have to rely on the chef to extract stuff for you. what if he's a goody-two-shoes and runs to the captain every time i inject radium into my plants?
This. This pisses me off about tgstation. It's the whole working together kind of deal. Yeah, I get it, you need to do your job on the station, but it's not fun.
-There's almost nothing left to do for the engineers once the singularity gets running. Solars are pesky and time-consuming to rewire. I would actually prefer bombs being far more common, but also RCDs and machine-construction. Imagine if there was a lot more plasma aboard the station, but the scrubbers were far more efficient and oxygen supplies far greater. And space suits more common. I figure it'd be far more active, for both engineers and traitors, if the station was more pliable. This problem goes for atmos techs, too.
-Hydroponics is extremely gimped because they have to pretty much rely on the chef and chemistry to do anything meaningful aside from get fat and high.
-There's no reason to stick around chemistry aside from getting high on Mindbreaker because there's no advancement involved. You can just make a few beakers of clone/cryo for med, make a bit of tricordrazine, a bit of chloral, and you're done. I would say that you can tell a fellow chemist is a traitor right off the bat when he makes a beaker of chloral and then doesn't show up to chemistry at all anymore.
-Deadly weapons have simply far too much energy. I'd like to see laser guns with shot counts more along the lines of tasers. Right now, the captain can empty a full clip (Magazine? Battery? It's electrical, I suppose), kill two people, and have it recharge in a minute or two. Secborgs are extremely powerful because of recharging energy. One emagged secborg I had to deal with would literally empty a full battery at me and miss every shot, then empty another one, and another one. Three guns' worth. I suppose it's sec's job to deal with this and Syndies, too. Yes, I know that flashes overload cyborgs. The capacity to go on a killing spree consisting of the whole crew once you have access to the armory is insane.
-R&D is mildly limited by needing to ask other crew, but it is less so than other jobs since there's lots of tech stuff to be researched.
-I cannot for the life of me understand why medical has no access to maintenance. One time as CMO, I saw a dead person on my crew monitoring console, but they were in maintenance behind EVA. I literally stood and walked around for 15 minutes constantly asking people and the AI to let me into maintenance because there was a DEAD BODY IN IT. I eventually gave up. Well, I guess I can understand why: because medical doesn't need to do maintenance. Still, it gets kind of absurd having to walk around and ask for access to an area that assistants have access to when you're the damned CMO.
I mean, yeah, it all tailors to a theme: do your job, but at some point it starts being anti-fun in a really bad sort of way. Especially for smaller servers. I suppose the "do-your-job" theme tailors especially well with role-playing, but, quite frankly, I have a mild dislike for the RP servers (having to RP feels so very oppressive, and I actually RP better when I don't have that expectation hanging over me), but I derive a great enjoyment from learning all the various nuances things about the jobs. I'd like to see some jobs play a much more active role in the station. (Engineers have to just maintain the singularity. Boring. Atmos Techs do nothing meaningful 80% of the time.)
I'm actually considering taking up a small bit of coding for the BYOND platform. The more I read of the code, the more it makes sense, and a lot of the base functions that I can reuse are already there.